Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex-edit at $00EEB2 in the ROM map, you can replay the level without a problem.
Similar or imspired to the Horizontal Level Wrap and the vertical level wrap but in block instead of sprite generator. Making it useful if you want a generator and a wrap in the same level. Or have a pit and a horizontal level wrap in the same level.
-horizontal wrap block does not require mario to be offscreen before warping, making getting to the bottom of the screen from the top easier. It also fix the glitch where mario can go inside the wall and die (as small mario/crouching big mario) at the top edge of the screen.
-vertical wrap block does not stop the player's x speed when mario hits the side of the screen (meaning that after he warps, his x speed is zero for the sprite generator sometimes)
-both these blocks does not work for sprites that does not interact with blocks (flying winged koopa, bullet bill etc.)
Thanks to JackTheSpades for finding out the sprite's position so if warps block-interacting sprites.
Read the How_to_setup.png to find how to place the blocks correctly. Also in vertical level, make sure mario is on the far left possible, or the screen isn't on the correct spot when mario enter the vertical level.
While these blocks work exactly as described, when the horizontal blocks are used it looks a little wonky. Mario wraps the screen on block edge, instead of from the actual edge of the screen. Going off screen, like the side-exit enabled sprite, and wrapping would look much more fluid. Could this be update to fix this if this is even possible with a block.
If it matters, using a sprite that allows what I mentioned above would be different as it would affect the whole level, whereas these blocks allow you to choose where you would like the screen to wrap you.