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Blockreator - Make blocks without knowing ASM
Forum Index - SMW Hacking - Resource & Tool Releases - Blockreator - Make blocks without knowing ASM
Pages: « 1 2 3 4 5 6 » Link
Originally posted by dragoniante174
only a question whatr happened whit the tool


An update has been published not too long ago correcting some bugs related to code generation. In addition the inverted mario head/body offsets was corrected. On top of this the source code has been released making it maintainable by the public :).

It doesn't take advantage of GPS shared routines yet, but it should soon when jack, myself, kipernal or some other C# user find time to do so. Anybody interested in taking on the project should download the version in the tools section and tinker away!
Fanatical like a Demon
It'd be cool to give it SA-1 support in case someone wants to create a block using SA-1 addresses and to be able to switch back to regular addresses.
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.


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Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Fanatical like a Demon
Originally posted by JackTheSpades

Can I stroke your chin and hug you???
When I first saw this I laughed so hard bc it was a single picture as a reply like, "Hey, to answer your question... BOOM!" XD
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
I also found that if you use JSL $00F5B7 without PHY/PLY when the block is behaving $025, would use the Y table/register as a "behavor" and makes it behave $125 (acting randomly solid (like zeroing mario's x-speed) and spawning a used block while releasing its behavior $125 contents).

should be used like this:

Code
PHY
JSL $00F5B7
PLY


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Give thanks to RPG hacker for working on Asar.
Im not sure if this tool is still alive(as in it ever gets updated) or has someone found this already, but seems like "If the player's dragon coin count is a value" is bugged, when inserting the block to the rom GPS gives "blocks/test.asm:25: error: Unknown command. [BNE]" error, now if I change that command to something else, for example "If the player's coin count is a value" it works like it should.

I compared both files and with dragon coins theres is line with just "BNE", and on normal coins its "BCC Label_0000", so I replaced "BNE" with that and it works like I wanted(so that block is not solid when mario has collected 5 dragon coins in the level, otherwise its solid)


http://pastebin.com/1dZ3YD58
http://pastebin.com/bBc7XjnU
Line 22 is what Im talking about in case my explanation didnt make sense.

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This is a pretty awesome program; I wish it had a "load block" button for blocks made using Blockreator in case a person wants to later modify a block made using this. #w{=D}

Try out my game, Magical Mary 1!

Hey great job with this tool! I've actually been learning a lot of ASM by using the tool (even though the whole point is that you don't need to know anything!). Really like the idea and execution! The only thing that I would change (and I'm sure it's been mentioned), is a way to save blocks you previously created so you can go back and change them later. Other than that, this is gold!
Once again, I tried the tool and works perfectly! Thanks, Kipernal!
But I do have 1 problem here and sorry for the bump:
Code
db $42

JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH
JMP Cape : JMP Fireball
JMP MarioCorner : JMP MarioBody : JMP MarioHead

MarioBelow:
MarioAbove:
MarioSide:
SpriteV:
SpriteH:
Cape:
Fireball:
MarioCorner:
RTL

print "If Mario has 50 coins, he'll get a mushroom."

MarioBody:
MarioHead:
	LDA $0DBF				; \ If the player's coin count is equal to 50...
	CMP #$32				; |
	BNE Label_0000				; /
	LDA #$74				; \ Spawn sprite #$74 (74 Mushroom)
	STA $00					; |
	JSR SpawnSpriteFromBlock		; /
Label_0000:					; > --------

The print command says everything. But I think the block doesn't work, because of:
Code
JSR SpawnSpriteFromBlock

It's not in the GPS routine. I suppose this will be fixed soon.
Quote
I suppose this will be fixed soon.

Soon™

So yeah, since GPS got an update I figured I might as well update this thing too.

I implemented the two new offsets, fixed a few labels not working properly, changed some of the routines to make use of GPS's shared library, fixed crash when using the search feature and added a field where you can write the description of the block.

I'll submit this to the section in a few days if no one finds more bugs.

inb4 GHB asks for the source... It'll be included when it's submitted, okay? Don't worry, this isn't my tool so why would I remove the source if it war originally included.
I guess either no one tried or there are no new bugs. Either way I submitted it for now

Feel free to report bugs and I'll try to fix them.
One of the best tool for beginners for me

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Niente da dire.


OBLIGATORY BUMP!


I've decided to play with Blockreator's source code and made some improvements. I present to you Blockreator 1.3 (Temporary Download). Changes:

-> Made the SA-1 conversion more accurate; switched to the "hybrid SA-1 file" output;
-> Added 2 more commands: give coins (CLC : ADC to $13CC instead of $0DBF) and Flip ON/OFF switch status.

I'd like to you to beta-test this thing, in order for me to submit it to the tools section.

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Dream team (feed them, please):






As for give coin, I would have chosen jumping to $05B329 instead of changing $13CC. Not only adds coins to the coin incrementing address but also the amount of coins collected in the level (read: the green star block).

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Okay, my layout looks ugly.


Originally posted by MarioFanGamer
As for give coin, I would have chosen jumping to $05B329 instead of changing $13CC. Not only adds coins to the coin incrementing address but also the amount of coins collected in the level (read: the green star block).


Noted. I'll do the necessary correction, to be submitted once someone tests the tool in general.

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Dream team (feed them, please):






It would be nice for the tool to spawn a custom sprite when certain conditions were made, like collecting a number of coins, Dragon Coins, etc.


Originally posted by Rykon-V73
It would be nice for the tool to spawn a custom sprite when certain conditions were made, like collecting a number of coins, Dragon Coins, etc.


Indeed. Thanks for inputting this, as I'll consider adding to the tool. Let its current version be moderated first, though.

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Dream team (feed them, please):







A feature I'd really like yet nobody seems to has asked for so far is an "Every Frame" event. Sure, there's a thing to do something every frame, but that's only after you hit your head on the block or something. It really sucks. Please.
Think about for a bit and remember why no one has requested such a feature: It's impossible. Block codes only run when Mario or a sprite touch a certain block. As a result, there is no offset which don't need to be touched in order to run.
If you want a code which runs every frame, use either UberASM or a sprite for that.

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Okay, my layout looks ugly.
The feature i want is the Trigger effects for Manual, Custom and One Shot for blocks.
Would it be possible?
Pages: « 1 2 3 4 5 6 » Link
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