An updated and optimized version of the donut lift block included in Spritetool. This custom block spawns a custom sprite when touched from above or the corners. Details in the readme.
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v1.1 - 06/07/2019 - Tattletale
- Bundling the sprite together and out of pixi :crash:
07/06/2015 - greenhammerbro
-Fixed a small glitch that if the player jumps 1 frame the instant
mario touches the top of the block won't trigger the block. This is
because $7E:0072 doesn't set to zero the first frame mario touches
the top of the block. (this glitch might be responsible for the
screen not scrolling up in levels that have "vertical scroll at
will" (it was supposed to scroll the screen up if you are higher up
the screen AND standing on platform), as well as the wooden smasher
not hurting the player when alternating between two jumps (A and B
buttons) each frame).
-Fixed the description about the block behavors, now states that you
can have it behave $100 (1-way up ledge).
07/07/2015
-Davros pointed me out that I have typos in the above history.
05/11/2017
-Now the block -> sprite transition is actually smooth!
Manually edit the block palette to be different than the sprite palette. USe Pixi's CFG editor to make the sprite palette be the one used by red koopas and reinsert the sprite with the updated sprite
I want to change the palette the sprite uses from "E" to "C", but I can't find the place to change it (in the ".cfg" and in the ".asm" file)
Is there a way to change the palette, without changing the in game palette or enabling custom palettes?
(Also, this is COOL! I love it! )
Open up the .cfg file in CFG editor, there's an option in the top middle of the window where you can input the palette number you want to use. Make sure to save your .cfg file after!
I want to change the palette the sprite uses from "E" to "C", but I can't find the place to change it (in the ".cfg" and in the ".asm" file)
Is there a way to change the palette, without changing the in game palette or enabling custom palettes?
Makre sure you defined the right Map16 tile. Then it should work.
Just to make sure that I'm conserve as many gfx slots as possible, does the included GFX have to be put in both the SP2 and BG2/BG3 slots in order for both the sprite and the block to appear as intended?
I inserted this into my Rom Hack, and I have 1 major issue
- When Mario is no longer standing on a block, it turns into a glitched tile and can no longer fall from being stood on
What can I do to fix this?
I tested it in my Rom-Hack, but there is two problems:
- The Sprite that the block spawns appears as black color.
- When I jump on frame 1, the block suddenly transforms into an another block
There're any solutions??
Sounds like you didn't insert the palette file to your level and change the map16 number in the sprite asm file.
I tested it in my Rom-Hack, but there is two problems:
- The Sprite that the block spawns appears as black color.
- When I jump on frame 1, the block suddenly transforms into an another block
You could keep the sprite it spawns alive until the player goes offscreen so it respawns the original block and dies, but that would leave a lot of sprites dangling and eating sprite slots, which would be pretty bad - probably as bad as using only sprites for this instead of blocks - so for general purpose I think that's the best that can be done, as far as an implementation with blocks and default sprites types go.
Anything better than that would require solutions that do not rely on either this game's block system or standard sprite systems (unless they are used for run-once). So no, I don't think anyone would ever fix that - if that's an issue at all, depends on how you wanna look at it.
Can be done with cluster sprites - be my guest to fix that.
Verified to work on SA-1 rom, at least with only resources used for testing. I also edited graphic file and added palmask for sprite so it can be used as both foreground and sprite tile (sprite now uses palette E). I did it because non of SMW palettes matched original graphic. Added screenshot.
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