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Icy/frozen Blocks Pack

SMW Blocks → Icy/frozen Blocks Pack

This file is obsolete. The latest version is Icy/Frozen Blocks Pack. For other versions, check the version history.

Submission Details

Name: Icy/frozen Blocks Pack
Author: Ersanio
Added:
Version History: View
Act As: 130
Includes GFX: No
Description: This package of icy blocks, completely coded by me, are different from the 'shattering' ice blocks! These actually melt when hit by a fireball. This package features a grand total of 13, fully customizable ice blocks. Read the readme for more information and block setups.
Tags: coin ice lorom map16 note block on-off p-switch pack yoshi coin
Comments: 8 (jump to comments)
Rating:
4.6 (8 ratings)
No rating
Download 10.57 KiB | 1,762 downloads

Comments (8)

Amomario123w Link
Originally posted by Anas
If you want the ice blocks to only interact with specific extended sprites, try adding this under the label 'FIAR':

Code
	lda !ext_sprite_num,x
	cmp #$XX ; your custom extended sprite here (no. from your PIXI's 'list.txt' + 0x13)
	beq .fireball_found
	cmp #$05 ; vanilla player's fireball
	beq .fireball_found
;add more checks for more extended sprites. Note that this only works for sprites that have interaction with tiles
	rtl

.fireball_found
	lda !ext_sprite_table,x
	ora #$80
	sta !ext_sprite_table,x


I took this code from one of the projectile blocks that come with LX5's powerups patch. I managed to get this working for the regular ice block as well as the any-tile and regular coin ones. However, I couldn't get it to work with the 32x32 blocks. You could theoretically apply this code under the 'MarioFireball' offset of any block that has code for it. Make sure to paste this code right after that label though!

it totally works to not melt but with fire flower and it work with 32x32 as well at least to not melt for example with ice flower thank you very much
HodgerMccodger Link
When I try to add it using GPS I get an error message- fireball_smoke macro not found. I've kept a copy of the asm file in the routines file, I've also put a copy in the blocks folder with the iceblock asm, and in the folder with GPS and it still can't find it. I would very much appreciate any help in getting this to work. Thank you.
Anas Link
If you want the ice blocks to only interact with specific extended sprites, try adding this under the label 'FIAR':

Code
	lda !ext_sprite_num,x
	cmp #$XX ; your custom extended sprite here (no. from your PIXI's 'list.txt' + 0x13)
	beq .fireball_found
	cmp #$05 ; vanilla player's fireball
	beq .fireball_found
;add more checks for more extended sprites. Note that this only works for sprites that have interaction with tiles
	rtl

.fireball_found
	lda !ext_sprite_table,x
	ora #$80
	sta !ext_sprite_table,x


I took this code from one of the projectile blocks that come with LX5's powerups patch. I managed to get this working for the regular ice block as well as the any-tile and regular coin ones. However, I couldn't get it to work with the 32x32 blocks. You could theoretically apply this code under the 'MarioFireball' offset of any block that has code for it. Make sure to paste this code right after that label though!
janklorde Link
Issue with the frozen P-switch dissappearing and playing an incorrect SFX when it does this. Generally great though, nice touch including a template to add to any block to make it slippery.
SmokyShroom Link
Late to post as usual, but this is not the right place to request blocks. Not only that, but PMs exist too, since it looks like you're trying to get the author's attention.
CalHal Link
Can you please look at this video?
I want those types of ice blocks. They act exactly like in SMB3 and the fireballs bounce on top of the blocks and malt at the same time. Can you make those?
CalHal Link
Can you please make the fireballs bounce on the ice blocks instead of letting them disappear? I saw that in Super SIG World 34, and VIP Mario 5.
CalHal Link
Can you please make the fireballs bounce on the ice blocks instead of letting them disappear?