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The Block Removal Log

Link Thread Closed
Removed:
Title: [BTSD] Pass When Amount of Levels Are Beaten
Submitted by: Kris K3fka
Description: This is a block that only allows you to pass once a certain amount of level are beaten (customizable in the ASM file). There's already a block like this on the site, but this is an ASM version for use with BTSD.

Removal reason
Code
JMP Check : JMP Check : JMP Check : JMP SpriteV : JMP SpriteH : JMP Check: JMP Check

BTSD 0.43 whines about this. Fix the colon I've boldened.
Also, this block teleports you when you hit it with a fireball and/or cape. is that intended?
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Name: [BTSD] Coin Block
Author & Submitted by: Fierce Deity Manuz OW Hacker
Description: Name of block: "Coin Block"
Author: Manuz, the OW Hacker
Compatible with BlockTool Super Deluxe?: Yes
Compatible with BlockTool?: No
Acts like block: 2C

This block adds coins depend of the Hex number you can put in the asm file. Simple to use.

Reason of removal:
[20:15:50] <@Roy> JMP MarioTouch : JMP MarioTouch : JMP MarioTouch : JMP Return: JMP Return : JMP Return : JMP Return
[20:16:16] <@Roy> Fourth JMP.
[20:16:17] <@Roy> Look at it
[20:16:20] <@Roy> Then look at the colon.

You forgot to put a space between 'Return' and ':'.



Name: [BTSD] Silent 1up
Author & Submitted by: Ixtab
Description: Adds a single life to your current lives without any noise or sprite graphics. Can be useful for puzzles without reset doors or bonus areas where you might end up dying. Note: it will only work one time per level. Requested by Snowshoe.

Reason of removal:
See above. (This block was based off that one, anyway.)
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Custom Block Removed:
Title: [BtsDb $42] Yoshi Coin - Solid on POW
Submitted by: Scape Santa
Description: This is a Yoshi Coin that acts more like a coin. AKA if you hit a blue POW switch it will act solid like a brown used block.

I included an exanimation file gfx thing too.
This is my first custom block, and block submission to SMWC!

-Known bug-
The block is sort of more solid than it should be for some reason.

Removal reason
What does the block act like? No, seriously. If I don't know how to make it act like I can't even test it.

Just to mess around, I made it act like the yoshi coins. Before and after collecting the coins, the block remains solid.

Originally posted by description
-Known bug-
The block is sort of more solid than it should be for some reason.

If it is buggy, don't bother submitting it at all.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Custom Block Removed:
Title: [BTSD] Sell-lives
Submitted by: Master Ice
Description: This block sells one of Mario lives for a customizable amount (50 coins default). Will not allow Mario to sell his final life.

Removal reason
There are two problems with this block.
First:
Code
LDA $0DBF
CLC
ADC #$32      ; Amount of coins given.
STA $0DBF

This code, results in this when you sell too many lives:

(See: Coin counter)

You might want to store the amount of given coins to $13CC instead of that ADC method.

The 2nd problem is, when you hit the coin block from below it sells two lives instead of one. In order to fix that, add a code which launches Mario downwards faster than usual, so it runs 1 frame instead of 2/3.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Name: Quicksand Block - ASM version
Author & Submitter: BBS750
Description: Done by request. These are identical to the original, as I disassembled the .bins with Tracer. If you want it to look more like quicksand, have layer priority enalbed here. Includes QUICK.asm and QUICKPIT.asm. Have fun.

Reason: We already have a version of these which are more customisable, which can be found here.
So I consider these redundant.
Name: Pressable ON/OFF Switch
Author: x-treme
Reason: Requested by author.
Name: [BTSD] Faux Powerups
Author & Submitted by: ninja boy
Description: Name of Block: Faux Powerups
Author: Ninja Boy
Compatible with BlockTool Super Deluxe?:Yes
Compatible with BlockTool? No
Acts like Block: 25
Description:
Powerups that always turns you into the collected block sending your current powerup to the item box. Three blocks included Mushroom, Fire Flower, Feather. Please give credit if used.

Reason: These blocks crash when you touch them at the top of the screen. It's because you pushed the Y register and never pulled it back when the player is at the top of the screen. If you add a PHY just after Return: and before the RTL, it won't crash. But then again, the block won't disappear. I'd say you just remove the LDA $7F ORA $81 BNE Return since it fixes the problem altogether and I couldn't really find any side effects with it.
Name: Midway Point
Author & Submitted by: Koops
Description: A midway point that changes to next Map16

Reason: It crashes when touched. That's because you end the code with RTS - use RTL instead:

Mario:
INC $13CE
JSL ChangeMap16
End:
RTL

Also, I'm not sure if this is intentional or not, but if the block is set to act like a midway point (tile 38), the block doesn't change into the Map16 and disappears instead. Your block doesn't fully imitate a midway point (make Mario big if necessary, produce a sound effect, etc).
Custom Block Removed:
Title: 50 Bonus star shop
Submitted by: Ymro
Description: A Shop block that'll break if you have 50 bonus stars, and substract it from your total.

Based on the "Shop Block 1-up by InfiniteCoinBlock" If he wants credit, give it to him, it took me about 15 minutes to make.

Removal reason
First of all, the block does NOT work with Luigi

Secondly, get rid of
Sub_Smoke:
and everything beyond it.

Thirdly, the contents of your ASM files are misleading. These are obsolete:
!Cost = $32 ; Input the amount needed in hex.
!RAM_Currency = $0F48 ; RAM address for currency (Default is players coins)
!Item = $05 ; Input the sprite to put in the item box.
!RAM_Item = $0DC2 ; RAM address for items. (Default is players item box)

I also saw this:
; Shop Blocks (Updated)
; By Sonikku
I doubt you are Sonikku.

And lastly, your filename is misleading. I thought it was a block which was supposed to give you an item.

Polish the ASM file a lot and submit it again. Perhaps I'll accept it then.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Custom Block Removed:
Title: block pack
Submitted by: undefinied3
Description: this package block that included 5 blocks that I did:
The control-Block
Block-death
-The teleport block
-The block of life
PowerUp-in exchange for coins

see the readme for more informations

Removal reason
"bloco_6.asm" is pretty much bugged. Whenever you exceed 100 coins the coin counter glitches up. May I suggest you to use RAM address $13CC instead?

Also, the readme didn't make sense at all. Although you've marked stuff English they still were in some other language. It would be nice if you fix that one too.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Custom Block Removed:
Title: Hard Turnblock
Submitted by: leod
Description: It's a regular Turnblock, but Mario can't break it with a spin jump.
Credit is not needed, because I don't had to write a new Block for that..

Removal reason
Sorry, but Mario actually is able to break the block by spinjumping on the corners. May I suggest you to use the new corner offsets feature in the latest blocktool version to fix this issue?
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
"Custom Block" Removed:
Title: [GFX?!] Sideway Muncher
Submitted by: leod
Description: The GFRX for the Sideway Munchers..
Done as a request by mariolpmadness..
He requested the GFX in form of a Block...

Removal reason
What in the world make you think that graphics equal custom blocks?

Besides, one can make a simple graphics rotation with YY-CHR...
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Custom Block Removed:
Title: Yoshi Shatter
Submitted by: Immortality
Description: These blocks will shatter if mario is riding Yoshi

Removal reason
Make sure the latest version of BTSD actually doesn't complain about inserting this block in a hack, due to assembly errors.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Name: [BTSD] Spriteguard Block
Description: This is a Hurt-Block, that won't let Mario Pass and hurt him ,but Sprites can walk through it.

I am working on Version 2, but for that I will need a better shatter code...
Author: leod - Submitted by: leod



Reason

It seemed to work fine, but there was one thing that made me reject it:

Code
LDY #$
LDA #$


That's not proper syntax - You have to put a number there, in this case 00 and 25, if you want to make it passable. Actually, the assembler seems to automatically use 00 here, which makes it a water surface tile (that works too), but I can't guarantee it works with all versions of BTSD. Besides, it's such an easy fix, it shouldn't be too hard to resubmit the correct version.

By the way, to make the block shatter at the right position when a sprite touches it (that's what you wanted, isn't it), place this code right before the shattering code:

LDA $0A
AND #$F0
STA $9A
LDA $0B
STA $9B
LDA $0C
AND #$F0
STA $98
LDA $0D
STA $99
Name: 50 Bonus star Block
Description: A block that will shatter if Mario / Luigi have 50 Bonus Stars. Based on the "Shop Block 1-up by InfiniteCoinBlock." credit for me is not needed. But if you want to give it, ive it to him.
Author: Ymro

Reason: Instead of shattering, they crash the game. You forgot to pull the Y register after pushing it. Put a PLY just before the RTL on line 34 in both .ASM files and it should work fine.
Custom Block Removed:
Title: [BTSD] Unbreakable Turnblock
Submitted by: leod
Description: A simple not-breakable-from-above Turnblock with a little glitch.
More infos in the readme.

Removal reason
Quote
with a little glitch.

We don't accept blocks with a side effect which essentially beats the block's whole purpose.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Title: 50 Bonus star block
Submitted by: Ymro
Description: A block that will shatter if Mario / Luigi has 50 Bonus Stars. Based on the "Shop Block 1-up by InfiniteCoinBlock." credit for me is not needed. But if you want to give it, give it to him.

Reason: Sorry to reject this again, but I noticed something weird. When you hit the block if you have 50 or more bonus stars, it shows the shatter effect, but the block doesn't disappear. To fix that, add this after the PLY:

LDA #$02
STA $9C
JSL $00BEB0
Custom Block Removed:
Title: 50 Bonus Star Block
Submitted by: Ymro
Description: A block that will shatter if Mario / Luigi has 50 Bonus Stars. Based on the "Shop Block 1-up by InfiniteCoinBlock." credit for me is not needed. But if you want to give it, give it to him.

Removal reason
This is the final problem you should be able to overcome:
When Mario has 50 bonus stars, and you play as Luigi, and you touch Mario's block, it still shatters. Same goes for Luigi's block.
...You should add a player check for the specific blocks, then the blocks should be fine and will get accepted.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Custom Block Removed:
Title: normal exit level end block also gives you an 1 Up
Submitted by: Kevinskie555
Description: When this block is touched, it shatters, enables the normal exit, and then give you an 1-up!
*Act like 25*

Reason:
It doesn't give you an extra life. Reason:

INC $BE ;Add 1 Bonus Star

It should be $0DBE instead of $BE.

Also, it should act like tile 130, not 25. When I set it to act like tile 25, it spawns tile 125 instead and sometimes give 2 lives instead of 1. This is not the case with setting it to act like tile 130.
Custom Block Removed:
Title: [BTSD]Password Block V2
Submitted by: cyb
Description: When you input the correct password on the block, you will destroy the block.
You can define your own password at the end of MachineCustom.asm
format:
db !up
db !down
db !x
db !y
db !end
you must add a "db !end" at the end. And you must delete the original password.

MachineCustom.asm: the block acts like 130
MachineInit.asm:initialize the block, place it on the entrance of level. acts like 25

Removal reason
Since you have submitted a version 3, I'm automatically rejecting this block.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
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