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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: 2 (jump to comments)
Rating:
0.0 (0 ratings)
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Download 1.77 KiB | 55 downloads

Screenshots

Comments (2)

 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!