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New Super Mario Bros - Spin Block

SMW Sprites → New Super Mario Bros - Spin Block

Submission Details

Name: New Super Mario Bros - Spin Block
Author: JamesD28
Added:
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
Comments: 10 (jump to comments)
Rating:
5.0 (1 rating)
No rating
Download 11.14 KiB | 570 downloads

Screenshots

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Comments (10)

Vash the fairytail Link
I tried to use this sprite, but it fails to jump.
Is there any way to set it up?
Hah Link
Fantastic animation, very cool and works great on its own. Definitely has some quirks when combined with other parts.
- Diving through turnblocks isn't 100% reliable
- Collision with certain enemies while spin-floating inconsistent; some sprites like Rex and Flying Koopas works as expected, but you will get hurt if you try to bop a grounded/shelless Koopa. Bopping a Chuck does not hurt you but you don't get any recoil.
- Bopping an enemy while diving sends you REALLY high.

Would be nice to see a 4-frame animated version or some of the redundant parts of the sheet cleaned up since it uses an entire GFX slot for itself too.
Cobsters Link
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.
Cobsters Link
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.
AuraDee Link
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.
 JamesD28 Author Link
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 :)
SubconsciousEye Link
i don't remember these being this huge compared to mario in nsmbds

but hey, we got spinny boi
ModernKiwi Link
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?
Murphmario Link
As Mario himself would say when launching off of one of these...
WHEE-HEE-HEE!
HammerBrother Link
That spinning animation of the sprite is SMOOTH.