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The Block Removal Log

Link Thread Closed
Any custom/tweaked blocks submitted to the site that are not approved will be noted here. Please resubmit them once you have fixed the errors seen here.

Thank you.
first post yay

Name: Teleport If Small V1.1
Author: Majora252 - Submitted by: Majora 252
Description: This block hurts you if you are big, and teleports you to the screen exit if your small.

This version now shatters after you touch it to prevent you from warping right after. Also has both ASM and BIN formats.



Reasons

The ASM file works fine, but why is there a lone CMP without any value assigned to it? That doesn't seem to cause any problems, but I still suggest fixing it.

The BIN file doesn't work at all (it crashes the game). That's because you just took the ASM file and had it assembled by trasm. Remember that BIN blocks must end in RTS instead of RTL, and you don't need the bunch of JMPs at the beginning. It's not wrong to keep it though, but you could at least tell the right offsets to use. (For the record, they are: Above, below, sides 0, all others 9, but you can't expect anyone to know that.)

By the way, here is a suggestion on how to make the code smaller. You don't have to use it, but I do recommend it.



So yeah, fix these issues, and the block will probably be accepted.
I am not actually a block mod, but seeing as these blocks should've been removed a long time ago, I thought I'd point this out. (To any other block mod: Please remove the mentioned blocks.)



Name: Vine Entrance Block
Author & Submitted by: Big Al
Description: This block makes Mario/Luigi automatically start on the vine upon entering a level. Credit not needed, but it would be nice.
WYE's note: Works fine, but it makes you climb every time you touch the block, not just at the start. That's not a reason for removal, but try and make the block destroy itself after you touch it.

Reason of removal:
Redundant as a better version exists.



Name: Sprite Teleport Block
Author & Submitted by: RPG Hacker
Description: This block teleports you to the exit of the current screen whenever the sprite specified in the ASM-file touches it. Sometimes you may have to edit the sprite in Tweaker and uncheck the "Don't interact with objects" option.
All the credits go to the creator of the "Key Teleport Block". This is merely an edit of it.
WYE's note: Accepted, but it may not always work, since the LDX #$00 at the beginning actually never gets executed. It worked properly for me, and I don't even know if it's ever going to not work, but if you could make a fixed version sometime, that'd be nice.

Reason of removal:
Redundant as a better version exists. Same as above.



Name: Shop Blocks (BTSD Version)
Author & Submitted by: Sonikku
Description: These versions of Shop Blocks are more customizable than Beb's blocks. If Mario doesn't have enough coins, they play a "Wrong" sound, if he has enough, the block decreases Mario's coins (Currently set to 3), and plays the "Right" sound, while giving him an item/powerup. Read the Readme to further customize the blocks. Be sure the blocks act like tile 129, or else they won't work properly.
For use with SMKDan's Block Tool Super Delux.

Reason of removal:
Same as the two above.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Name: Sprite Level End
Author: Ultimaximus - Submitted by: Ultimaximus
Description: Ends the level upon contact with a sprite. Done at request.



Reason

There seems to be another block doing exactly the same thing.
Removed:
"End Level + Special World Passed Changes"
Submitted by: Iceyoshi

Description:
uh, I nuked the file without retrieving the description first. This block ends the level while activating the special world flag IIRC.

Removal reason:
It doesn't always activate the special OW flag.

Hint: $7E:1EEB is NOT a 'special world passed flag' RAM address!
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Custom Block Removed:
Title: Screen Scrolling Pipes
Submitted by: Ty Yoshi
Description: Basicly just Spel werdz rite's with a minor update.
(Mods please delete the other one)

Removal reason
The one SWR submitted is even more recent now, so I don't see the point of keeping this one.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Custom Block Removed:
Title: BlockspikeX
Submitted by: Shog
Description: Blocktool: No
Blocktool Super Deluxe: Yes
This is my first submitted block, it kinda exits, but my is compitable with BTSD and it is different coded.
It looks very nice with Exanimation, believe me^^
For more infos read the .asm File

Removal reason
So from what I understand, when the on-off flag is set to ON, the block hurts you from above. When it is set to OFF, the block hurts you from below.

In my case, it behaved like this:
ON -> The block hurt from below AND above.
OFF -> The block hurt from below only.

Besides, I noticed something strange in your code:
Code
CMP #$00	
BNE Hurt	 ;If the value is different than #$00, Mario will hurt
Return


What is that "Return" doing there? It isn't an opcode which unlocks the potential of a game crash.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
(I sure like to sideseat those sections)
Curled up and placed in the trash can
Name: SMW throw block disassembly
Author: Manuz, the OW Hacker, Submitted by: Manuz, the OW Hacker
Description: A simple throw block disassembly. Use only with BTSD.

Reason:
Originally posted by the block
JMP R : JMP C : JMP C : JMP R : JMP R : JMP R : JMP R

C:
LDY #$01
LDA #$2E
STA $1693
RTL
R:
RTL

First, you've got two RTLs. The first one is useless (not a removal reason, though).
Second, this isn't a disassembly. It is true that block codes aren't much researched, but this... you're joking, right? This could be done in the 16x16 editor instead.
If this would get allowed, I could post this and say LOL HURF DURF THIS IS A DISASSEMBLY OF EVERYTHING ACT LIKE WHATEVER YOU WANT IT TO BE:
Quote
JMP A : JMP A : JMP A : JMP A : JMP A : JMP A : JMP A
A: RTL



Name: SMW throw block disassembly
Author: Manuz, the OW Hacker, Submitted by: Manuz, the OW Hacker
Description: A simple throw block disassembly. Use only with BTSD.

Reason:
Originally posted by the block
JMP R : JMP C : JMP C : JMP R : JMP R : JMP R : JMP R

C:
LDY #$01
LDA #$2E
STA $1693
RTL
R:
RTL

First, you've got two RTLs. The first one is useless (not a removal reason, though).
Second, this isn't a disassembly. It is true that block codes aren't much researched, but this... you're joking, right? This could be done in the 16x16 editor instead.
If this would get allowed, I could post this and say LOL HURF DURF THIS IS A DISASSEMBLY OF EVERYTHING ACT LIKE WHATEVER YOU WANT IT TO BE:
Quote
JMP A : JMP A : JMP A : JMP A : JMP A : JMP A : JMP A
A: RTL


...Why am I getting a feeling that I'm repeating myself?
<blm> zsnes users are the flatearthers of emulation
Custom Block Removed:
Title: SMB1 Styled Bowser Bridge
Submitted by: The Ghostly Kirby
Description: Requested by SHAIMAN. This block shatters when a P-switch is hit. It should be used for SMB1 styled Bowser battles. If you want the axe GFX, than you'll have to make them yourself. Also contains a blue P-swith that doesn't change the music when hit. Have fun!

Removal reason
The block doesn't function, even when the P-switch gets pressed. Did you try out this block before submitting it?

Hint: Get rid of BCS. Use something else.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Custom Block Removed:
Title: 1-up Seller
Submitted by: Iceyoshi
Description: This block can sell a customisable amount of lives for a customisable amount of coins. Additionally, it plays the wrong and right sound effects and can be set to play a message if you don't have enough coins.

Removal reason
The block doesn't behave the way it should've. Test it thoroughly and you'll notice that the sound effects are screwed up, and that the block doesn't always work although the conditions are optimal. Also, please explain the default values of the block in the description or something next time.

EDIT: I better edit my post now.

Custom Block Removed:
Title: 3-up if 3 yoshi coins
Submitted by: smwExpert
Description: This block gives you 3 1-ups, but only if you have 3 yoshi coins.

Make this block act like 6E.

Removal reason
Although the block looks fine, there is a problem. The .ASM file does NOT contain jump tables. So I assumed it was for the regular blocktool. So I looked for the .BIN file version of it, but I couldn't find it. This somewhat rendered the submission useless, since no regular member could figure out on how to use it.

Submit a .bin or add jump tables to your ASM file, then try again.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
OMNOMNOM'd:
Name: Coin That Doesn't Increase Coin Counter
Author: The Ghostly Kirby
Submitted by: The Ghostly Kirby
Description: Requested by bowser789. This is a coin that doesn't increase the coin counter. Dunno what this will be used for, but oh well.

Reasons: First, it's a .txt, which could confuse the users.
Secondly, there's some syntax errors here:
Quote
LDA #!01

You can't use define names that starts with numbers.

Quote
!PORT = $1DFC
STA $!PORT

STA $$1DFC is invalid syntax.

And then there's some weird stuff here:
Quote
LDA $7F
ORA $81
BNE Return

This makes it not work on any other positions than the top left screen.

Fourthly, the Return: label isn't defined. return: is, but labels are case sensitive.

And lastly, why does it check if you've got enough coins for an 1up when it doesn't give any coins? Not a reason for removal, though.
<blm> zsnes users are the flatearthers of emulation
Thrown out the window:
Name: Random ? Block
Author: Iceyoshi
Submitted by: Iceyoshi
Description: ? Block will a random item in it. It excludes the green shell and the feather though, because they oddly crash.

Reasons:
Originally posted by the block (which is named "a.asm")
Type:

db $1F ;01
db $21 ;01
db $24 ;01
db $25 ;01
db $26 ;01
db $14 ;01
db $23 ;00
db $22 ;00

;;,$20,$21,$24,$27,26,$25,$20,$22

JMP Mario : JMP End : JMP End : JMP End : JMP End : JMP End : JMP End

Mario:
LDA $13
AND #$07
TAX
LDY #$01 ; NOTE : Page is always 1.
LDA Type,x
STA $1693
End: RTL

The JMPs must ALWAYS be FIRST in the file. ALWAYS ALWAYS ALWAYS!!!
<blm> zsnes users are the flatearthers of emulation
STZ'd:
Name: Dragon Coins For Sprite
Author: The Ghostly Kirby
Submitted by: The Ghostly Kirby
Description: Requested by Lemonade. This block spawn a configurable sprite when you touch it and Mario has a configurable amount of Yoshi Coins. It also takes away the Yoshi coins you collected.

Reasons:
(Copypasted from IRC since I'm lazy)
<Alcaro> From this block:
<Alcaro> BRA SpawnSpriteStart
<Alcaro> SpawnSpriteStart:
<Alcaro> JSR SpawnSprite
<Alcaro> SpawnSprite:
<Alcaro> lulz
<Alcaro> BEQ SpwnSprtClear
<Alcaro> BRA SpwnSprtTryAgain
<Alcaro> SpwnSprtClear:
<Alcaro> try BNE
<Alcaro> SEC
<Alcaro> SBC !YoshiCoins
<Alcaro> BRA SpawnSpriteStart
<Alcaro> you forgot the STA
<Alcaro> BEQ ByeByeYoshiCoins
<Alcaro> RTL
<Alcaro> ByeByeYoshiCoins:
<Alcaro> what's wrong with BNE?
<Alcaro> !YoshiCoins=xx
<Alcaro> you need the spaces
<Ersanio[mod]> yes.
<Alcaro> and it'll propably crash the game since it doesn't end with RTL (hint: after the JSR to SpawnSprite)
<Alcaro> and WHY THE HELL IS IT A .TXT AGAIN ASDFARGH
You've got a lot to fix, buddy.
<blm> zsnes users are the flatearthers of emulation
Custom Block Removed:
Title: "Inversed" rope
Submitted by: Iceyoshi
Description: The opposite of the rope block; this block is passable from above but solid from below.

Removal reason
The block had 8 jumps in the jump table, which unlocks the potential of most-likely crashing other blocks.

(On a semi-related note, it's bad practice if you also don't have exactly 7 jumps)
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Name of block: "SMB3 Shatter Block"
Author: Ninja Boy
Compatible with BlockTool Super Deluxe?: Yes
Compatible with BlockTool?: No
Acts like block: 130

This is an ASM version of the SMB 3 shatter block except it doesn't turn to a coin when a p-switch is activated. It also doesn't bounce when small mario hits it from below.



Reason

It doesn't seem to do anything for me. I can't see anything wrong with the code, but I don't think all that pushing, pulling and jumping to $028663 is necessary. If I recall correctly, Azure posted a "shatter" code in the "Sprite/Block Code Library" thread in Advanced SMW Hacking - Maybe you should try that instead.

EDIT: Oh wait, that code is almost exactly what you used too... Don't know what's causing it then. Maybe I just did something wrong inserting. :/

Custom Block Removed:
Title: SMB1 Flagpole Goal
Submitted by: GameGuy10
Description: This block ends the level by having Mario Slide down when he touches it. Be sure you put a Goal Block under it! Or else it will not end the level instantly after sliding. Image and Readme will show you how to insert it.

Removal reason
"Author: Unknown"
Enough reason to reject it. Don't submit other people's stuff.

(Why does the block setup so remind me of starsw's flagpole right now?)
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Custom Block Removed:
Title: Held Block
Submitted by: Magmar
Description: Use in Block Tool Super Deluxe.
If you pass through this block whilst holding something, you will either die, or get hurt.
My first and probably last block.

Removal reason
I think it is better if you change the 4th Mario to Return or something in the jump labels. Otherwise a sprite touching this block hurts you too.

(In another note, you might want to change your block name to something like 'Hurt when holding block' and add the act like settings)
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Custom Block Removed:
Title: Timer Puff Block
Submitted by: Iceguy
Description: Disappears in a puff of smoke and adds some time to the timer (set to 10 by default). Set it to act like tile 25.

Removal reason
It won't insert in BTSD v0.43. Please make sure you have no insertion errors. Also:
Please use BTSD 0.43
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Side-seat moderating. D:

Name: Sonic Monitors
Author & Submitted by: THE XMAS YOSHI
Description: These are 2 monitors found in the Sonic series, mods please delete other one as for the coin monitor does not function correctly.

Reason of removal:
Originally posted by Block
JMP Return : JMP MarioTouch : JMP Return : JMP Return: JMP Return : JMP MarioTouch : JMP Return


Put a space between Return and :.
This may seem like a useless detail, but it affects your block more than you might think.
(Sprites - which aren't supposed to affect anything at all - that touch the block vertically will destroy the block below Mario, with the possibility of creating huge cut-off.)
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Name: [BTSD] Freeze Control Block
Description: This block will freeze the controlls, not allowing you to jump or move. Usefull for auto-scroll credit levels. Requested by Snowshoe.
Author: Ixtab

<Ixtab> does anyone here moderate blocks?
<Alcaro> I think I do
<Ixtab> the one I sumbited does work, it has no return label
<Alcaro> ok
<Alcaro> http://i373.photobucket.com/albums/oo178/alcaroops/stz.jpg
<Ixtab> thanks again :3
People moderating their own stuff makes life so easy.
<blm> zsnes users are the flatearthers of emulation
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