User | Post |
UnsurpassedDarkness
Posts: 686/746 |
Map16++ blocks don |
mikeyk
Posts: 99/110 |
The block that kills enemies on screen is in this thread, http://board.acmlm.org/thread.php?id=14842. This is not the same as what was posted above about changing the POW block to SMB2 style. |
Spel werdz rite
Posts: 64/108 |
Originally posted by dark ludwig Why not just use the "Display level's 1st message" sprite? You could stick it on some other screen and it would activate once anyway once you reached that screen.
Like a total dumbass, I forgot all about that. Fine, how about a block that is only passable after beating a certain event. If anyone can make this so it's only passable after event 3 (random number) I'll go in with a hex editor and change it to the event I want. I just need help with the data info. |
Dark Ludwig
Posts: 62/172 |
Why not just use the "Display level's 1st message" sprite? You could stick it on some other screen and it would activate once anyway once you reached that screen. Does anyone know how to change a block into a different one via map16 changes? Not so it acts like a different block, but that it actually changes to the next map16 block? |
Spel werdz rite
Posts: 62/108 |
Is it possible to make a block that displays a message when you walk through. It would be like a telepathic message. Kind of how you it works in the intro. It would have to be activated only once in the level though, so I'm not sure if it's possible. |
Dark Ludwig
Posts: 60/172 |
Block codes aren't run unless Mario is touching that block. It would only make sounds if Mario was touching the block. It would, however, be possible if you installed BMF's *awesome* Palette-controlled ASM hack as I did, but still a bit tricky. But still, it sounds like a boring block, IMO. Once I figure out how to make blocks shift to the next map16 block, I will work on Forte.EXE's star-breakable block. |
Cirvante
Posts: 56/80 |
Next request: An animated hurt block that also makes a sound on one frame, and another one that also makes a sound on eight frames. If it's necessary, make the whole set. |
Dark Ludwig
Posts: 59/172 |
Spel werdz rite, I was bored, so I went ahead and made your first three block ideas.
I made a block that's passable with a star (solid otherwise), One that's passable without a star (solid otherwise), One that kills mario if he has a star (passable otherwise), And one that kills mario if he doesn't have a star (passable otherwise).
Enjoy them! I wouldn't mind credit, of course, but that's up to you if you want to credit me or not.
Star Blocks
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ExKay
Posts: 882/1114 |
Copied from mikeyk:
Here's the simple way that changes both POW switches to SMB2 style. Open a hex editor and make the following changes.
changes sound effect... ACFE = 09 AD00 = FC disables music switch... AD09 = EA AD0A = EA AD0B = EA calls ground pound routine... AD1A = 22 AD1B = C1 AD1C = 94 AD1D = 02 AD1E = 60 |
Forte.EXE
Posts: 198/396 |
Yeah that's it, forgot to put that in my last post. You must pass through that block with Star Mario first, then it's set to act passable afterwards even when you lose the star power. |
Spel werdz rite
Posts: 58/108 |
Originally posted by spel werdz rite 1. A block you can only pass through if you are star Mario.
Originally posted by Forte.EXE How about a block that can only be destroyed when Mario (big or small), Fire or Cape Mario is Star Mario.
I guess the difference is that Mario can go through your block again even after he loses his star. |
Forte.EXE
Posts: 196/396 |
How about a block that can only be destroyed when Mario (big or small), Fire or Cape Mario is Star Mario.
For Example: You reach a "dead-end" that is blocked by Turn Blocks, and the goal is beyond that by two screens. Using fireballs or hitting it with the cape doesn't destroy it. Hitting a [?] block which contains a star that is nearby, then running/walking through those blocks destroys it. |
Cirvante
Posts: 55/80 |
I believe mikeyk did make it into a stand-alone block before, but sadly I don't remember the thread for it. |
stag019
Posts: 248/299 |
Originally posted by Spel werdz rite
Originally posted by Cirvante A block that is impassable until all enemies are defeated in the current screen, then acts like whatever it was set to.
Example: you enter a house and end up surrounded by Koopas. Due to the blocks, you cannot leave the area until they are all dead.
Nice! On the killing enemies subject, how about a block that, when hit kills all enemies in the screen.
Someone made something like this once. It turned the P-Switch into a POW block. We need to make it its own block. |
Spel werdz rite
Posts: 57/108 |
Originally posted by Cirvante
A block that is impassable until all enemies are defeated in the current screen, then acts like whatever it was set to.
Example: you enter a house and end up surrounded by Koopas. Due to the blocks, you cannot leave the area until they are all dead.
Nice! On the killing enemies subject, how about a block that, when hit kills all enemies in the screen. |
Cirvante
Posts: 54/80 |
A block that is impassable until all enemies are defeated in the current screen, then acts like whatever it was set to.
Example: you enter a house and end up surrounded by Koopas. Due to the blocks, you cannot leave the area until they are all dead. |
stag019
Posts: 238/299 |
Originally posted by Tanookirby How about a red "!" block that acts the same as the original except it holds fire flowers.
Originally posted by Spel werdz rite 4. If you're posting a block, be sure someone else hasn't posted it in this thread already.
Originally posted by Spel werdz rite 4. A block that becomes solid after a switch palace (in my case red) and will have a flower come out if you hit it.
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Tanookirby
Posts: 464/509 |
How about a red "!" block that acts the same as the original except it holds fire flowers. |
Bio
Posts: 55/458 |
4:A block that when a locked flag Is enable warp sprite two y space
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ExKeeper
Posts: 426/512 |
Originally posted by Spel werdz rite
3. A block that hurts or kills Mario with a star
try the lava tile in SMW, it will kill mario no matter what. |
This is a long thread. Click here to view it. |