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Spiny and Swooper Blocks

SMW Blocks → Spiny and Swooper Blocks

Submission Details

Name: Spiny and Swooper Blocks
Author: TheBourgyman
Added:
Act As: 025
Includes GFX: Yes
Description: This package includes two blocks: one that acts like a mid-air Spiny Egg, and the other like a stationary Swooper. They can be defeated by shells, throw blocks, fireballs, cape, and star power. They interact with Mario almost the same way their sprite counterparts do. Notable exceptions are that Yoshi cannot eat them, and they won't turn into silver coins when a silver p-switch is pressed.

Since these do not take sprite slots, they can be extremely useful to put as obstacles in certain situations and setups where sprite slots are limited.

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Updates:

v1.01 (2022-05-26)

- Fixed a bug where Mario could walk into the Swooper block from the side and not take damage.
- Added the possibility of having the blocks spawn a coin when hit by a fireball.
Tags: bounce enemy faux sprite hurt lorom sa-1 spin jump tile
Comments: 12 (jump to comments)
Rating:
5.0 (5 ratings)
No rating
Download 10.93 KiB | 413 downloads

Screenshots

Comments (12)

 Donut Link
Changed the labels inside of the block's routines to macro labels to avoid potential issues when inserting.
Bumpty Link
Love these blocks. Is there a way to make them not being able to be defeated by cape and fireballs? 8>
TheBourgyman Author Link
On line 8 of each block, you can replace JMP MarioCape and JMP MarioFireball with JMP Return, so it effectively skips code for fireball and cape interaction. It will look like this:

Code
JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH : JMP Return : JMP Return
JMP TopCorner : JMP BodyInside : JMP HeadInside
Azula16 Link
ty for do this! I love this idea. #w{=3}
Doopliss Link
How the hell did you manage to make blocks act like sprites?! I didn't even know this was possible! That's really cool! #smw{:TUP:}
 MarioFanGamer Link
  • Lunar Magic v3.31
  • SA-1 Pack v1.40
  • GPS v1.4.3
  • BSNES v115
Fixed a missing SA-1 conversion and added branch for checking whether all slots are full for the fireball code. Also removed what_to_destroy.asm since it is identical to sprite_block_position.asm.

They're certainly one of the best blocks to exist, 5/5. It's in fact quite cool to see a recreation of sprites as custom blocks which largely act as close as they can (and being inedible can be fixed with the Edible Blocks patch I mentioned below). The only issues I noticed and didn't fix is that the coin which is spawned by the sprite moves to the player (normally, the coin moves away from the player) and the lack of spin jump stars.

For the users: Keep in mind that the blocks are still, well, blocks i.e. they use interaction points instead of a hitbox and the block interaction for riding with Yoshi is less tolerant than for sprites (consider the reason why you're safely able to pass a Banzai Bill which flies one block above the ground with Yoshi even without ducking).

Edit: Fixed closing <kbd> tag.
TheBourgyman Author Link
Update: to MFG's suggestion, added the possibility of having the blocks spawn a coin when hit by a fireball!
Hiroki Link
great job thebourgyman ! i love this block from lumi. Actually i thought there where custom sprite LOL
 MarioFanGamer Link
The issue with these blocks being inedible can be solved with Edible Blocks. It also would be nice if you included the option for the blocks to drop a coin when hit by a fireball.
HammerBrother Link
Do they utilize the sprite hitbox like how I did with my keys and powerups?
HammerBrother Link
I've seen these on Luminescent.
shaoshao Link
This is amazing and really helps to reduce the sprites count and lag!