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The Block Removal Log

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Name: [BTSD]Password Block V3
Author & Submitted by: cyb
Description: if mario hit the password blocks(left block middle block and right block) in the correct order, mario can break the other block.

You must put all asm file in BTSD's root folder because incsrc is used.

pb_init.asm : Init the password block, Act like 25
pb_breakable.asm : if the password correct, mario can break this block
pb_left.asm pb_middle.asm pb_right.asm : The password blocks

You can define your own password in the end of pb_defs.asm
left : db #$01
middle : db #$02
right : db #$03
end : db #$FF


Reason

Fixed version submitted.

Name: [BTSD] Spriteguard Block V2
Author & Submitted by: leod
Description: These are 3 different Hurt Blocks,
that let Sprites pass, break at Sprite Contact or destroy the Blocks Mario touches at Sprite Contact (avoid Cutoff !).

I'm already working on V3, but for that I need to get Ersanios melt code to work in my Block...
More Info in the readme.



Reasons

Mainly, this:

Code
LDY #$25     ;\
LDA #$25     ; |Let Sprites walk through
STA $1693    ;/
RTL          ; Stop Block


Change the first 25 to a 00, or sprites won't be able to pass through it. (You could also make the block act like 25, I suppose, but it's always best to have proper code.

Also, the "spriteguard_revenge" block (the one that makes the block below Mario break) wasn't included, but that's not much of a loss, as it's pretty pointless.

Anyway, just fix the first one, and you're in.


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
Don't let this upset you. In "50 Bonus Star block - Luigi.asm":
Code
Main:	LDA $0DB3		; If it's Mario
	CMP #$00
	BPL NotEnough		; Don't let him pass

Change BPL to BEQ. Then everything works, really.
The problem was that Luigi couldn't make the block shatter no matter what. <_<
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Custom Block Removed:
Title: Changing item from a translucent block shop block.
Submitted by: Kevinskie555
Description: Changing item from a translucent block shop block, costs 75 coins.
Easy customizable.
*Note*: Has weird GFX in item box.
Maybe i'll fix that later!

Removal reason
Sorry, but the garbage which appears in the statusbar just isn't pleasing.
Even that Item Box GFX Fix patch doesn't help properly. :/
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] Invisivine
Submitted by: ninja boy
Description: "Invisivine"
Author: Ninja Boy
Compatible with BlockTool?: No
Compatible with BlockTool Super Deluxe?: Yes
Acts like: Map16 Block: 25

~This was made on request of UmlautBanana~
This is a block that will spawn a vine and change to a brown used block when hit from below other wise you'll go right through it.

Removal reason
It doesn't seem to work correctly (I set it to act like tile 25 and made it blank):

A key and wing got spawned here. Also the vine is missing it's head.

Spawns a key for some reason.

Not sure why extra sprites get spawned, but it should get accepted if you can manage to fix them.
Name: ExAnimation Feature Hurt Block
Author & Submitted by: Teff007
Description: Two Blocks come in this package:
-A block that will hurt you only on 1-8 frames
-A block that will hurt you only on 9-16 frames
Tested and succefully inserted with BTSD
Thanks to Roy for the help code

Reason of removal:
'BNE Return'

'BEQ Return'

These labels don't exist. Change them to 'BNE No' and 'BEQ No'.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
From now and on no longer a side-seat moderator, but a real block moderator. :D



Name: [BTSD+Sprite] Sprite Launcher Block
Author & Submitted by: Chachii
Description: This easily customizable block launches sprites into the air at a customizable speed.

Note: It only works if the sprite is on top of the block; also, if a sprite dies and falls on it, chances are that the sprite will endlessly bounch up and down.

Reasons of removal:
1.
Code
LDA $AA,x	;Sprite Y Speed
CLC
ADC #$00	;Launch speed Y (hex customizable; 80-FF)
STA $AA,x
LDA $B6,x	;Sprite X Speed
ADC #$00	;Launch Speed X (hex customizable; 00-7F)
STA $B6,x
RTL


You forgot to include a second CLC. It's required here, since you should not in any way make $AA,x relative to $B6,x.
(It's possible that an extra +1 is added to $B6,x if $AA,x wraps around. This is simply how ADC works.)

2. Generally, it's a bad idea to add a predefined value to a sprite.
For example, what if the sprite has horizontal speed #$7F (maximum speed to the right)?
You'd add #$01 to it. Instead of going faster, it moves just as fast, but to the opposite direction.
At least include a check for this, or even better: don't add a value to it at all, but store a fixed value!

3. It'd be nice, actually, if you would not make the default values #$00.
So that someone who's new to this stuff, and doesn't know anything about hex yet, can also see how it should work.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Name: [BTSD] Puff on Magic
Description: This Block explodes in a Puff of Smoke and spawns a Sprite (custom or original), when touched by Magikoopas Magic.
Author: leod - Submitted by: leod



Reason

Very nice idea, but there's one problem with the spawned sprites:



Since the block is just changing Magikoopa's magic into other sprites, they still use the former's palette, GFX page etc. For example, this was supposed to be a shell-less green Koopa, but it uses the second GFX page instead of the first one. The palette it has also depends on what palette the magic was using when it touched the block (hence why the green Koopa is red here).

You might be able to fix that by spawning an entirely new sprite instead of changing the Magic's sprite number.


Name: Shrinkoblock
Author: Anonymous
Submitted by: BurnleyFan
Description: Shrinks Mario to little Mario. Good for if you want to make a puzzle or a maze that you only want little Mario to enter.

Currently is set only to shrink when Mario hits the block from underneath. You can change this quite easily yourself if you understand how to make basic asm blocks.

Reason of removal:
Code
db $42

JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall : JMP TopCorner : JMP HeadInside : JMP BodyInside

MarioBelow:

STZ $19

MarioAbove:
MarioSide:
SpriteV:
SpriteH:
MarioCape:
MarioFireBall:
TopCorner:
HeadInside:
BodyInside:
RTL


1. Rather low content. The block is really too simple. But this is not even the only removal reason. Moreso...
2. I'm relatively sure such a block can already be found in BT, as a .bin block.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Name: MUILTI Block Pack
Author & Submitted by: bloxfixer
Description: Contains:
Kill water
Turn block
Kill block
Block that breaks when hit
2 Sprites that don't work
And More...

Reason of removal:
Content: Map16FGG.bin and Map16BG.bin.
We can't do a lot with that, really - we only allow blocks with the actual code in them.

Besides, the blocks you mentioned are already available. (And 2 sprites that don't work, lolwut?)
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Name: [BTSD] Powerup Storing Blocks
Description: This ZIP file contains two blocks. The first, when hit, will take away Mario's powerup and item box item. It will make him small by default, but can easily be changed to something else. The second, when hit, will return Mario's powerup and item box item. This block is great for any level that requires a specific powerup (or lack thereof), since it can feel cheap to be forced to leave your current powerup or take a new one just for the sake of a puzzle.
Author: Kipernal - Submitted by: Kipernal



Reasons

The main removal reason is the fact that there were no line breaks in the "TakePowerup" block's code - it all seemed to consist of one or two lines. You're also missing a line break in the other file, between the comments at the beginning and the "JMP" table. Sure, you could just add them manually, but people who aren't experienced with blocks might not know how to do that properly (or what is wrong with the blocks in the first place), so you'd be better off adding them yourself.

I also found a few more issues - they're not as important, but I recommend fixing them anyway.

;LDA $19 ;Remove the semicolons on these two lines and add one on the line above to change to a specific powerup.
;STA $2 ;0 = Small, 1 = Big, 2 = Cape, 3 = Fire.
That's not quite right - I think you meant LDA #$02 STA $19. ;) Also, numbers in ASM should always be 2, 4 or 6 digits long. I don't know what the assembler does with a one-digit value like $2, but to prevent errors, you should always use an even amount of digits.

AND #$F ;Remove the first nibble
Same here - better change that to AND #$0F.

RTL ;End of code
Return:
RTL ;End of code...again.
The first RTL is not necessary here. Remember that labels don't do anything to the way a code is executed - if you remove the first RTL, the code will just ignore the "Return:" label and go on with the code after that, which is also an RTL.



I hope this helped you a bit. Once you've fixed all the errors I mentioned, I'll gladly accept these blocks.


Name: BTSD reserveblock
Author & Submitted by: omegazeroINFI
Description: this block makes mario/luigi big if touched.
i really dont care about credit unless its something rediculous
requested by Knight of Time

Reasons of removal:
1. Already exists in one of BT's .bin files.
2. I'd like to point out that this code can be compressed a lot:

Code
JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall
;if you want it to only affect mario in one of those conditions, just remove all the code under the label but the rtl
MarioBelow:
LDA #$01
STA $19
STZ $0DC2
RTL
MarioAbove:
LDA #$01
STA $19
STZ $0DC2
RTL
MarioSide:
LDA #$01
STA $19
STZ $0DC2
RTL
SpriteV:
RTL
SpriteH:
RTL
MarioCape:
LDA #$01
STA $19
STZ $0DC2
RTL
MarioFireBall:
LDA #$01
STA $19
STZ $0DC2
RTL


To this:

Code
JMP MarioBelow : JMP MarioAbove : JMP MarioSide : JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall
;if you want it to only affect mario in one of those conditions, just remove all the code under the label but the rtl
MarioBelow:
MarioAbove:
MarioSide:
MarioCape:
MarioFireBall:
LDA #$01
STA $19
STZ $0DC2
RTL
SpriteV:
SpriteH:
RTL


Just a note for the future.
Keep it up, anyway - you can do it. :)
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Name of Block: "Invisivine"
Author: Ninja Boy
Compatible with BlockTool Super Deluxe?:Yes
Compatible with BlockTool? No
Acts like Block: 25
Description:
An invisible vine block that is only activated from the bottom and can be passed through from the top.



Reason

Two faulty submissions, removed on request.

Name: [BTSD] Starbreak
Author & Submitted by: UMA
Description: A block that will break if mario\luigi has star power.
Set to act like 130 and give credit

Reason of removal:
This block already exists as [BTSD] Shatter on Star, and also [BT] Break if star.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Name: [BTSD] SMW Coin
Author: Iceguy
Submitted by: Glitch.Mr
Description: Name of block: "SMW Coin Block"
Author: Iceguy
Compatible with BlockTool Super Deluxe?:Yes
Compatible with BlockTool? No
Acts like block: 25
Description:
This is exactly the same thing as a coin, but it is very customisable. You can replace tile 2B with this (and make it act like 25), and change the sound effect the coin plays, # of coins to give, 1ups to add etc.

Exactly like previous version, just could be inserted with BTSD 0.43. Please credit Iceguy, I only updated it.

Reason of removal:
This new submission made me notice a bug that was in both this and the old version, so I deleted both.
It is that when you touch the block, it basically turns into a tile of page 1. (Tile 025 to tile 125.)
To fix this, preserve Y with PHY : *code* : PLY.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Name: [BT/BTSD] X/Y Teleport Block
Author & Submitted by: Techjar
Description: Block Name: "X/Y Teleport Block"
Author: Techjar
Compatible with BlockTool Super Deluxe?: Yes
Compatible with BlockTool?: Yes
Act like block: 25 or 130

Teleports you to the level set in the current screen exit when you press X or Y, also plays the the "correct" sound effect. Useful for making text "cutscenes" like in TSRPR.


Moderator: Please delete the other one, as this one has some typos fixed in the README.txt file.

Reason of removal:
Code
LDA $16;  	\ Checks if X or Y has been pressed.
CMP #$40; 	/
BEQ Warp


This code only works if you're pressing X/Y, not if you're pressing X/Y and another button. (Except for R and L.)
It's more desirable to use this instead:

Code
LDA $16
AND #$40
BNE Warp




Name: Mine Blocks
Author & Submitted by: imamelia
Description: These blocks will blow up or burst into flame when touched, either by the player or a sprite.

Reason of removal:
Oddly enough, the explosions work with the player blocks, but not with the sprite blocks.
You might want to fix that.

Player:


Sprite:

--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
long time no block removal

Name: On Switch Door
Author: Ramp202
Description:
A Door that when entered, sets the On/Off switch to On.

Requested by Kaizoman666


Reason

JMP Mario : JMP Mario : JMP Mario : JMP Return : JMP Return : JMP Return : JMP Return
JMP Mario : JMP Mario : JMP Mario

Mario:
LDA $16
AND #$08
BNE Go
RTL

Go:
STZ $14AF ; Set On/Off switch to On (Note: Change to LDA #$01 STA $14AF to make switch go Off)
LDA #$0F ;\
STA $1DFC ;/ Play Enter Door Sound
LDA #$05 ;\ Warp to level set
STA $71 ;/ in screen exit
RTL


There's a "JMP Return", but no "Return" label. Make sure to include one or the block won't assemble/insert properly.

Also, although Kaizoman666 wanted the door to always set the switch to ON, you should include a version that changes the switch state (ON->OFF and vice versa). To do that, use

LDA $14AF
EOR #$01
STA $14AF


instead of STZ $14AF. Not absolutely required, though it'd be nice to have.
Name: Direction change
Description:
My 2nd Block that i ever made.
It changes direction that Mario is faced (originally changes to Left but can be changed)
It can be used as anti-fly box (mario cant fly backwards and this block makes him face direction)
Or to make Mario fly in other direction (Bend)

Author: Karryu -Submitted by: Karryu:



Reasons

Some improvements can be made to the code. This is what it looks like now:

JMP n : JMP n : JMP n : JMP m : JMP m : JMP m : JMP m

n:
LDA $7E0076
LDA #00 ;Direction which Mario will be faced<- 00 left 01 right ->
STA $7E0076
m:
RTL


  1. Most of the time you can leave out the 7E at the beginning of a RAM address, as well as leading zeroes if there are two of them. So, instead of $7E0076, you could write $76. Keep in mind that addresses should always be 2, 4 or 6 digits long.
  2. The first LDA $7E0076 is useless, since the LDA after it immediately loads something else into A. It's like saying "Load the contents of address $76 into A... no, wait, load the value 0 instead." You can just leave out the first line of the code.
  3. Although it doesn't make any difference here, you should use #$00 instead of #00.
  4. There's a handy command called STZ that always stores #$00 to an address. Instead of LDA #$00 STA $7E0076, you could use STZ $76.

The improved code could look like this:

JMP n : JMP n : JMP n : JMP m : JMP m : JMP m : JMP m

n:
STZ $76
m:
RTL


Also, you should make a separate block that stores #$01 to $76 instead of telling the user to change the number manually.




I hope that helps a bit. Feel free to resubmit this if you've improved the code.
Name: Slow Block
Author & Submitted by: superman6791
Description: This block will slow down mario's X speed, as if he is walking in a swamp or something. Requested by Machoman

Reason of removal:
Code
	LDA $15 ;Controller Data
	CMP #01 ;Check if pressed Right
	BEQ Right
	LDA $15 ;Controller Data
	CMP #02 ;Check if pressed Left
	BEQ Left	
	RTL ;Return


You should be using AND for these checks, instead of CMP.
Because, if you press any other button besides left and right, the entire effect will hold off.
That doesn't even only apply to the run button, but the jump, Up and Start buttons as well.
I recommend you change that piece of code to this instead:

Code
LDA $15
AND #$01
BNE Right
LDA $15
AND #$02
BNE Left
RTL

--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Name: [BTSD]Customizable Shop Blocks
Author & Submitted by: Guiga
Description: A pack with four ASM shop blocks of easy customization.Note:It is recommended to use 3 or more digits
for coin counter to have better prices.Open the ASM file to change the price and the number of coins you have to pay.

Credit is not necessary,but is appreciated.

Reason of removal:
[13:17:44] <~Roy|moderation> [BTSD]Customizable Shop Blocks
[13:17:46] <~Roy|moderation> This is almost the same as
[13:18:05] <~Roy|moderation> [BTSD] Shop-Block-Pack
[13:18:23] <~Roy|moderation> with the only difference being that the latter makes the player earn 10 coins if he doesn't have enough coins to pay the item

tl;dr: Redundancy
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
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