Name: | Red Coin v2.1 |
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). Everything is configurable in the file. Inspired by NSMB's red coins. v2.0 update: - I rewrote the entire code. It's a lot more configurable and optimized now. v2.1 update: - Added more customizability. - No longer relies on the item box. |
Tags: | bonus coin lorom sa-1 |
Comments: | 18 (jump to comments) |
Rating: |
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Comments (18)
On line 81 in red_coin.asm, change
Update Accepted.
The 35th object block (question block to produce keys, Yoshi wings, etc.) is generated by itself.
Is this a bug?
Could you please let me know which settings you used in the file itself and which GPS version you're using?
LX5 Powerup is used.
This bug no longer occurs when I set the .pppatchold from 1 to 0.
That has now been fixed hopefully. (In case of caching, here's a download)
Not to mention that it would facilitate compatibility with status bars that remove the item box.
-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.
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)
Works perfectly!!!! Thanks YOU!!!!!!!!!
• 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.