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Switch Palace Switch

SMW Blocks → Switch Palace Switch

Submission Details

Name: Switch Palace Switch
Author: MarioFanGamer
Act As: 130
Includes GFX: Yes
Description: A recreation of SMW's Switch Palace switches, down with using sprites for handling the pressed switch.

It comes with two sizes: 16x16 and 32x32, the former of which has two separate graphics (one being a downsized !-switch, the other being based of the p-switch).
Tags: map16 objectool switch
Comments: 2 (jump to comments)
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Comments (2)

 zuccha Link
The small switches are a nice addition that's functionally the same as the vanilla big switches. Both the 16x16 and 32x32 variants allow to easily alter the behavior and aspect of their vanilla counterparts.

  • Fixed a bug where the switch flag was not set correctly when pressing a switch (now the switch color is only inferred from its position in Map16 and no longer specified with the !Colour define).
  • Renamed the graphics files to include the slot in which they need to be put.
  • Included a readme explaining how to insert the switches as objects.
  • Renamed "custobjcode.asm" to "objects.asm" to prevent naming conflicts with the ObjecTool file.
  • Moved big switches in Map16 right under small switches, removing empty space between the blocks.
  • Removed unused !-blocks graphics from "ExGFXA4.bin".

Tested with Lunar Magic 3.40, SA-1 Pack 1.40, GPS 1.4.4, PIXI 1.40, Snes9x 1.62.3, ObjecTool 0.5.
HammerBrother Link
Very interesting, instead of the block itself have a code (subroutine to it) that change map16, it instead have the sprite that it spawn delete the block, much like the bounce block. It's very easy just to have a spiteless version by just changing map16 to a pressed switch map16 tile. Also to keep in mind is that the sprite is 1 pixel lower, you might want to edit the switch palace block to be a pixel lower. I have a feeling that this custom block that do this in a similar way as vanilla SMW have a potential bug where the block could be triggered multiple times especially if 2 things (mario and sprite, or if mario is inside the block with 2+ collision point triggering) hit the block at the same frame since the block does not immediately change after it was triggered before something else triggers it.