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Red Coin

SMW Blocks → Red Coin

Submission Details

Name: Red Coin
Author: Donut
Added:
Version History: View
Act As: 025
Includes GFX: No
Description: A red coin, if the player collects X amount of them, they get a power-up as a reward. It also plays a sound effect when collected.
They can be set to only be collectable when a p-switch is active, and additionally, there's an option to stop the p-switch timer when all the coins have been collected.
To make them not visible while a blue switch isn't active, use the graphic tiles that are already in the game, that are used for the invisible p-coins (there's an image file included as help in addition to a map16 file). For the silver switch variant, use exanimations (the animation can be found in the example level, so you can just copy it from there), for normal non-switch variant, once again, use a custom animation (to avoid the block turning into used blocks when a blue p-switch is active. This animation can also be found in the example level).
This requires the item box to work, so this won't work with patches that remove the status bar.

Everything is configurable in the file.

Inspired by NSMB's red coins.

Version 2.0:
I rewrote the entire code. It's a lot more configurable and optimized now.
Tags: bonus coin lorom sa-1
Comments: 7 (jump to comments)
Rating:
0.0 (0 ratings)
No rating
Download 19.14 KiB | 477 downloads

Screenshots

Comments (7)

 RussianMan Link
TESTED WITH:
-Lunar Magic 3.31
-bsnes v115
-SA-1 1.40
-GPS 1.4.2.1
-Addmusic 1.0.8

Fixed a small kinda oversight where if !reset = 1 and both colored p-switches are pressed, the music will get restored and after the second p-switch timer runs out, the music resets once again. Also edited the example level to actually feature 3 different coin tiles. Didn't notice any other issues. A neat little addition to the bonus collectibles.
Hamilton64 From older version: Red Coin v1.2 Link
Eu não estou conseguindo ganhar os powerups como recompensa, como posso fazer para ganhar esses powerups?
 Donut Author From older version: Red Coin v1.2 Link
Originally posted by Epic_Manky
I'm assuming this is compatible with custom powerups?

Nope. Or... I'm not sure.. it depends on how custom power ups work. This code basically just sets the RAM value for the item box and automatically drops it by calling a routine. So if the custom power ups still work the same way as the normal power ups (using the RAM value for the item reserve box), it should.

(also p.s.: This block kinda sux.. I made it waaaay back when I knew next to nothing about ASM. so... don't expect much from it)
Epic_Manky From older version: Red Coin v1.2 Link
I'm assuming this is compatible with custom powerups?
AyGaAlPa From older version: Red Coin v1.2 Link
Originally posted by Friday_D0nat
It should work now AyGaAlPa :‍)


Works perfectly!!!! Thanks YOU!!!!!!!!!
JamesD28 From older version: Red Coin v1.2 Link
Tested with:

• Lunar Magic 3.21
• SA-1 Pack v1.32
• GPS V1.4.21
• Snes9x v1.60
• bsnes plus v05

The block now works as intended on both LoROM and SA-1, so, accepted. Added the LoROM tag.
 Donut Author From older version: Red Coin v1.2 Link
It should work now AyGaAlPa :‍)