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All-Levels Message Block

SMW Blocks → All-Levels Message Block

Submission Details

Name: All-Levels Message Block
Author: JamesD28
Act As: 130
Includes GFX: Yes
Description: Custom message/info blocks are usually limited to a specific level, or a few levels if you make use of buttons pressed or something similar. This block on the other hand can load messages 1 and 2 from any main level (OW-enterable) in the game. Like the vanilla info box sprite, the block determines whether it displays message 1 or 2 depending on its X position.

The catch? The block gets the translevel value from the low byte of its map16 value. This means to make use of every level message, you'll need to reserve a range of xx00-xx5F (ideally the same page) of your map16 for the block. You can make use of GPS's range feature in the list.txt to quickly insert the block into the necessary map16 values. That's still a lot of saved hassle compared to copying and editing asm files for each level you want to fetch messages from!

See the included readme for usage notes and explanation of the translevel format.

Uses 1 byte of freeram and includes a small UberASM to preserve the original translevel number of the levels the block is used in.

Includes "ExGFX" which is the vanilla info box graphic, and a palette file which slightly modifies palette row 7.

Credit is unnecessary but appreciated.
Tags: lorom message message block sa-1
Comments: 3 (jump to comments)
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Comments (3)

 MarioFanGamer Link
Moderated with:
  • Lunar Magic v3.11
  • SA-1 Pack v1.32
  • GPS v1.4.1
  • UberASM Tool v1.4
  • BSNES v115
  • BSNES Plus v05

A simple (and lucky way) to restore the translevel number. Accepted!
yogui Link
"Custom message/info blocks are usually limited to a specific level"
The latest info box custom sprite can easily use messages from any level using lunar magic's first extension byte.
Still this is a nice block if you prefer to have your message blocks be blocks rather than sprites. I may use it in my hack.
qantuum Link
definitely looks promising