Name: | Question Mark Blocks v2.0.0 |
Authors: | MarioFanGamer, lx5 |
Submitted: | by MarioFanGamer |
Obsoletes: | Question Mark Blocks v1.3.0 |
Act As: | 25 or 130 |
Includes GFX: | Yes |
Description: | A pack with some very customisable question mark blocks including a power up dependent block (similar how the flower and feather ?-blocks from the original game act like), a block to spawn enemy sprites, Yoshi eggs, place an item to the item box, giant versions of them and a giant coin block. You can change the sprite (obviously), the initial sprite state (for carryable and some other sprites), the power up out of block/ stun/ random sprite timer (depending on the sprite), the sound effect, some bounce block settings including properties too and even whether the block is dependand from the item memory or not (requires the included object). Be aware that due to unoptimised routines (not my fault, really), the giant blocks can cause black lines on top of the screen or glitch the HDMA for one frame. To minimise the chances of it happening, you can apply the VRAM optimisation patch. Read the readme for more information. Also thanks for LX5 for two routines and the Yoshi egg blocks. NEW Made blocks compatible with the latest version of GPS. NEW Modified blocks to use base blocks as well as ASM files which include these bases to remove as much logic as possible + makes expansions much easier. NEW Fixed compatibility with the latest version of GPS. NEW Changed logic of giant blocks to only have one block per type necessary + added support for upper corners as well. NEW Added a question mark block which spawns another block and not a sprite. NEW Included block duplication (no, really) and Bounce Block Underwater Push. NEW Updated graphics. |
Tags: | 32x32 giant item box item memory lorom question block sa-1 yoshi egg |
Comments: | 28 (jump to comments) |
Rating: |
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44.78 KiB | 1,250 downloads
Comments (28)
It would be nice if you mention, what kind of errors you're getting.
below this code inside the asm of the question blocks line 169
don't blame me if this isn't woking for you i just tested it with the giant blocks.
also and for the propeller suit power up just erase the 2 last lines of the new code it should look like this
Edit: NinjaBoy found a fix! Replace the code:
LDA #!ExtraByte1
STA !sprite_extra_byte_1,x
LDA #!ExtraByte2
STA !sprite_extra_byte_2,x
LDA #!ExtraByte3
STA !sprite_extra_byte_3,x
LDA #!ExtraByte4
STA !sprite_extra_byte_4,x
With the following:
LDA #!ExtraByte1
STA !extra_byte_1,x
LDA #!ExtraByte2
STA !extra_byte_2,x
LDA #!ExtraByte3
STA !extra_byte_3,x
LDA #!ExtraByte4
STA !extra_byte_4,x
In the newest version of GPS (1.4.21), the names of these built-in defines were changed for some reason. Changing this code in the necessary blocks (those including the extra byte defines at the top) will solve the error issue.
On an unrelated note, these blocks work quite well once inserted properly. Very customizable and versatile. An issue I've found is that sometimes they'll appear to be invisible when certain sprites are set to spawn from them, but that might've been an error on my part in all honesty. Regardless, good block!
Also in Super Mario 3D Land!
Worked fine. There was only one typo in one of the blocks that made i t unable to be assembled, but I fixed it. Approved.
ugly
Thank you, I am not the best artist. The "harsh" criticism pretty much applies to it.
I didn't mean to be rude, it's just that I'm not a fan of those graphics.
ugly
Thank you, I am not the best artist. The "harsh" critism pretty much applies to it.
ugly
Also, you have to replace the #$10 at LDA #$3E : STA $15AC,x on the bottom with #$3E, else the power up gets pushed out of the wall.