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Selective Sprite Only Block

SMW Blocks → Selective Sprite Only Block

Submission Details

Name: Selective Sprite Only Block
Author: MellyMellouange
Added:
Act As: Various
Includes GFX: No
Description: A "sprite only" block that you can customize. Enable or disable a sprite's interaction by setting its corresponding bit in the tables.
One table for vanilla sprites, one table for custom sprites -- 32 bytes each.

There's also defines to customize other aspects of the block -- whether it interacts with stunned sprites, Mario, fireballs and cape -- as well to change the "act like" setting for when a sprite (or anything else) doesn't interact with the block.

All relevant information is included within the asm file -- including about how to use and which sprites are enabled or disabled by default.

Oh, and it's compatible with both LoROM and sa1.

Have fun!
Tags: customizable lorom passthrough sa-1 solid sprite sprite contact
Comments: 3 (jump to comments)
Rating:
5.0 (1 rating)
No rating
Download 1.77 KiB | 142 downloads

Screenshots

Comments (3)

 Anorakun Link
One of the best blocks in the entire site. Allows much more customization than the default sprite only block. Such versatility allows some setups to work and I can't be thankful enough. #smrpg{:3}
 zuccha Link
Pretty versatile block.

A clarification about how the block works:
  • When something "interacts" with the block it means that the block behaves based on the "act like" set via GPS.
  • When something "doesn't interact" with or "goes through" the block it means that the block behaves based on the values specified with !changeLo and !changeHi.
  • When riding Yoshi, interactions are based on Mario's settings (if Mario doesn't interact and Yoshi does, then Mario riding Yoshi doesn't interact).

I made a couple of very minor changes:
  • Added a comment with an explanation on how to set !changeLo and !changeHi, per comment request.
  • Added .l to LDAs and LDYs to ensure the defines assemble only with one byte.
  • Moved the unused label .notCustom in its semantically correct position.
  • Replaced "sa1" and "sa1rom" tags with the standard "sa-1" tag.

Tested with Lunar Magic 3.40, GPS 1.4.4, PIXI 1.40, Snes9x 1.62.3.
FPI Link
First of all, these blocks are absolutely fantastic!
I might have just one tiny suggestion to whoever moderates these blocks:
make a bit more clear in the asm-file what
Code
!changeLo = $25
!changeHi = $00

means and how to use it - especially when you want to use three-digit values.
I figure it might be super obvious for experienced asm-experts,
but I struggled a bit at first, wondering why !changeLo = $130 didn't had any effect... #ab{~:o}

Spoiler alert:
Code
!changeLo = $30
!changeHi = $01

does do the trick...

With that aside... fantastic blocks! #ab{^^;;;}
Thank you much, MellyMellouange!