The Questionable Level Design Contest ends in…
Views: 912,825,726
10 users online: Alex_X8, Cam, DeLinn90, Hayashi Neru, HickoryMetal,  icrawfish, Kicezand, Knight of Time, Mohamad20ZX, OEO6 - Guests: 74 - Bots: 89 Users: 51,123 (2,202 active)
Latest: bananarama
Tip: The music in SMW's default castle/ghost house intros and boss battles can be changed by hex editing. See $0584DB and $0584E2 in the ROM map.
Not logged in.
Details for Memory-based conditional map16 blocks (key locks)
SMW Blocks - Memory-based conditional map16 blocks (key locks) Link - Show random
File Name: Memory-based conditional map16 blocks (key locks)
Authors: HammerBrother, MarioFanGamer
Act As: various
Includes GFX: Yes
Description: These blocks pack contains blocks that when triggered, will not respawn when the player leaves and returns to the level. Unlike using LM's conditional map 16 alone, this allows you to have up to 128 flags per level, and the absolute limit of a total of 2048 for the entire game. Blocks included:

-Key blocks
-Locked gates (solid barrier that disappear when unlocked). These include 16x16, 16x32, 16x48, 32x16 , 48x16, and 32x32 -block gates
-Locked doors (Credit goes to MarioFanGamer for his door blocks). These include a normal and small.

This is good for exploration-base hacks that involve backtracking.
Tags: door, exploration, key, locked, lorom, memory, sa-1
Rating: No rating
Download: Download - 210.63 KiB
Awesomesauce, I was thinking something this would be cool. Now here it is.
Posted by: zacmario - | Link
Major Flare
Tested with: Lunar Magic 3.11, GPS 1.4.1, Asar 1.71, UberASMTool 1.4, ZMZ 1.08 and SA-1 1.32 (phew)

Everything is in order. I recommend you try and make this readme a bit more simple for users to read, but otherwise, the submission is fine.
Posted by:  Major Flare - | Link
I got this inspiration from Zelda and a hack made by Blind Devil's Mushroom Kingdom - Under Crimson Skies hack, as well as the livestream “lets hack” (I can't remember the name) that was posted on SMWC's youtube channel (I think).

This one is a lot different than those two (the video was based on Blind Devil's method):

-It does not use duplicate map16 blocks, meaning you don't have copies of the same block on your map16 editor for each flag. How does the block know which flag it's associated then? Well, after making these routines, it's possible for the blocks to check their position (in $C800 index, not XY coordinates to save space) in the level, and scans against a list of positions and what item number (index) on the list to figure out what flag number it's associated with. Note that this does means that you have to continue editing the list as you make levels, as the list is not being part of LM.

-Obviously, this have more than just 16x32 shaped gate barriers.
Posted by: HammerBrother - | Link
The most accurate key lock blocks EVER!
Posted by: Klug - | Link
Originally posted by Hayashi Neru
ok, thanks

Make sure you read the readme, LM before a few days ago had an issue with SA-1 that CM16 RAM doesn’t work on accurate emulators (on sa-1 mode, you cannot RAM banks $7E and $7F).
Posted by: HammerBrother - | Link
Hayashi Neru
Originally posted by HammerBrother
Originally posted by Hayashi Neru
No SA-1?

Ack! Forgot to add that tag. Yes, it works with Sa-1

ok, thanks
Posted by: Hayashi Neru - | Link
Originally posted by Hayashi Neru
No SA-1?

Ack! Forgot to add that tag. Yes, it works with Sa-1
Posted by: HammerBrother - | Link
Hayashi Neru
No SA-1?
Posted by: Hayashi Neru - | Link

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Follow Us On

  • YouTube
  • Twitch
  • Twitter


  • Super Mario Bros. X Community
  • Mario Fan Games Galaxy
  • sm64romhacks