File Name: | Question Mark Blocks v1.2.1 |
Submitted: | by MarioFanGamer |
Obsoletes: | Question Mark Blocks v1.2.0 |
Authors: | LX5, MarioFanGamer |
Act As: | Various |
Includes GFX: | Yes |
Description: | A pack with some very customisable question mark blocks including a power up dependant block (similar how the flower and feather ?-blocks from the original game act like), a block to spawn enemy sprites, Yoshi eggs, place an item to the item box and giant versions of them. You can change the sprite (obviously), the initial sprite state (for carryable and some other sprites), the power up out of block/stun/random sprite timer (depending on the sprite), the sound effect, some bounce block settings including properties too, spin jump activatable blocks, and even whether the block is dependent on item memory or not (requires the included object). Be aware that due to unoptimised routines (not my fault, really), the giant blocks can cause black lines on top of the screen or glitch the HDMA for one frame. Read the readme for more information. Also thanks for LX5 for two routines and the Yoshi egg blocks. NEW Extra byte support NEW Support to GIEPY and extra bits NEW Option to make blocks invisible NEW Option to activate blocks from above NEW Changed giant block logic |
Screenshots: |
It happened with question_block.asm first; thus, I changed all the extra byte defines. Then this one appeared. Resuming it all, I think it's enough reason to remove this if all the blocks would force the user to manually change their defines, as there are quite a lot of them.
Any further questions, please DM me.