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Switch Flags as Conditional Direct Map16 Flags v1.0.1

UberASM Repository → Switch Flags as Conditional Direct Map16 Flags v1.0.1

Submission Details

Name: Switch Flags as Conditional Direct Map16 Flags v1.0.1
Author: MarioFanGamer
Added:
Version History: View
Type: Level
Includes GFX: No
Includes Hijack: No
Featured: No
Description: This simple UberASM library will set the Conditional Direct Map16 flags depending on the !-switches pressed. This allows you to place objects other than the vanilla !-blocks to be affected by !-switches as well as to create inverted !-blocks which only appear when a corresponding switch has not been pressed, all without the use of ObjecTool or custom blocks and ExAnimations.

Though it technically can be used for both level and gamemode, I recommend you to use the latter for consistency unless you're running out of CDM16 flags.
Tags: conditional direct map16 lorom sa-1 switch
Comments: 3 (jump to comments)
Rating:
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Download 2.44 KiB | 164 downloads

Screenshots

Comments (3)

 Fernap Link
Tested with:
- Lunar Magic 3.40
- SA-1 Pack 1.40
- Snes9x 1.62.3, Bsnes-plus 05
- UberASM Tool 2.0

Notes:
Just a simple update to simplify use with UAT 2.0. As noted, the previous version is still available if you want to use this with 1.x for all levels. Also to reiterate my comment from the previous version (which is also noted in the .asm file), this can do more than just !-blocks. Any type of tile can be selectively enabled/disabled, or switched between two different states based on the state of the switch.
 MarioFanGamer Author Link
This update merely changes the labels and only was submitted for UAT2.0 compatibility. If you want the older version, go to the submission history.
 Fernap From older version: Switch Flags as Conditional Direct Map16 Flags Link
Tested with:
- Lunar Magic 3.40
- SA-1 Pack 1.40
- Snes9x 1.60, Bsnes-plus 05
- UberASM Tool 1.6

Notes:
Works as advertised, accepted.

- For those thinking about using this, I want to point out that it might be more useful than it seems at first glance. Not just solid/empty "!" blocks can be used, but CDM16 can be used to make any tiles conditionally appear/not appear, or to switch between two alternatives, such as making a door appear if a switch has been pressed, or changing some munchers into safe ground, etc.

- Depending on your overall setup, it may be more convenient to simply have the included library file used in gamemode 11, which will also work. It's also possible to paste the main: routine under load: in the global_code file as well (just make sure to keep RTS at the end instead of RTL). If you're using the Uberasm Tool 2.0 beta, you can also use this simply as either gamemode 11, or as level * under load: also.