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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.
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Details for New Super Mario Bros - Spin Block
SMW Sprites - New Super Mario Bros - Spin Block Link - Show random
File Name: New Super Mario Bros - Spin Block
Added:
Authors: JamesD28
Tool: PIXI
Type: Standard
Dynamic: Yes
Disassembly: No
Includes GFX: Yes
Description: This is a Super Mario World themed recreation of the Spin Block from New Super Mario Bros, typically seen in "Athletic" levels. When Mario stands on the platform, it will rev up and start spinning Mario. Pressing B will make him jump off the platform normally, but pressing A will launch him into the sky with a spin-float ability. You can then let Mario slowly float back down, or make him dive down fast by pressing down. When diving, Mario can break through turnblocks.

Requires DSX (already applied by default if you're using SA-1).
Tags: dsx, dynamic, dynamic sprites, lorom, new super mario bros, nsmb, sa-1, spin
Rating: 5.0 (Votes: 1)
Download: Download - 11.14Ā KiB
119 downloads
Screenshots
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Cobsters
Originally posted by Cobsters
Functionally, works great! Only problem is I can't seem to get the graphics to work/load properly, it just looks like a jumbled green mess. This is my first time using a dynamic sprite in a hack, so I'm not sure if it's the ROM's issue or something I'm not understanding.


I figured out the issue. It's a problem with BSNES v115, not this sprite.
Posted by: Cobsters - | Link
Cobsters
Functionally, works great! Only problem is I can't seem to get the graphics to work/load properly, it just looks like a jumbled green mess. This is my first time using a dynamic sprite in a hack, so I'm not sure if it's the ROM's issue or something I'm not understanding.
Posted by: Cobsters - | Link
Meirdent
Tested with Asar v1.81, Dynamic Sprites Patch, Lunar Magic 3.30, SA-1 1.32, bsnes v115. Fantastic work on recreating this! Really easy to set up.
Posted by:  Meirdent - | Link
JamesD28
Originally posted by ModernKiwi
I'm using the DKCR Status Bar https://www.smwcentral.net/?p=section&a=details&id=24026, and the palette for this sprite conflicts with the palette used for the status bar. How could I change the palette row that this sprite uses so that both this sprite and the status bar won't be pulling from the same palette row?

Code
LDA #$0F				;/
ORA $64					;|
STA $0303|!addr,y		;|

#$0F handles the palette - #$0E is to use sprite palette 7, and the +1 makes the tiles use SP3/SP4. To use sprite palette 6 you would replace #$0F with #$0D, for palette 5 you'd use #$0B, and so on.

Originally posted by SubconsciousEye
i don't remember these being this huge compared to mario in nsmbds

They are indeed significantly bigger - the original NSMB ones are 23x20 which isn't something I felt like handling interaction for :)
Posted by:  JamesD28 - | Link
SubconsciousEye
i don't remember these being this huge compared to mario in nsmbds

but hey, we got spinny boi
Posted by: SubconsciousEye - | Link
ModernKiwi
I'm using the DKCR Status Bar https://www.smwcentral.net/?p=section&a=details&id=24026, and the palette for this sprite conflicts with the palette used for the status bar. How could I change the palette row that this sprite uses so that both this sprite and the status bar won't be pulling from the same palette row?
Posted by: ModernKiwi - | Link
Murphmario
As Mario himself would say when launching off of one of these...
WHEE-HEE-HEE!
Posted by: Murphmario - | Link
HammerBrother
That spinning animation of the sprite is SMOOTH.
Posted by: HammerBrother - | Link

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