Language…
9 users online: Aeon, dacin, DixyNL, drkrdnk, GRIMMKIN, JezJitzu, Nemesis1407,  Segment1Zone2, toady - Guests: 239 - Bots: 317
Users: 64,795 (2,376 active)
Latest user: mathew

Turning Turn Blocks into SMB1/3 Brick Blocks

.
The checksum doesn't matter in most cases. Most tools causes to turn the checksum bad and LM autocmatically fixes it anyway.
Now, I think you have used GPS properly and you should test by inserting a block to see that it really worked.

Here is a patch which allows to insert custom bounce blocks. I linked it there for two reasons:
- The one in the blocks section is a pretty good replica of the block as much as SMW's limitation allows it: It just spawns the bounce block without temporary disappearing the block. The bounce block patch allows to bypass it.
- More over, the example block is a brick block which can be spin jumped. It requires the patch but because you replace the turn block anyway, I will later show you what you need to change if you don't mind to apply the patch.

Be aware that GPS doesn't allow to insert custom blocks on the first two pages. There is a workaround: Insert it like usual and then change the acts like setting of the turn block to the custom block.
I patched in the bounce/ Brick blocks from the link MarioFanGamer posted and they work great, they do break with a spin jump.


I found the Brick Blocks use the same tiles of the Turn Blocks, but act as brick blocks, and the turn blocks still exist in the tile set.

What I did is, since more levels in my hack use the Turn Blocks, left the main sprite the turn block, and used ExGFX in levels that have brick blocks to make them look like brick blocks. They are not animated, but it works.

You could probably do the flip side of that, if you end up wanting to use turn blocks in a level.
@Motament: If you want to, you still can use both blocks in the same level. All what you need to do it chance the tile number. Just search in the patch for
Code
	LDA #$40		; tile number
	STA $0202,x 		; store to OAM

and change the number before it to what ever tile the bounce block should look like.
To change the page, you have got two options, both requires searching for "$1901,y":
- Inside the block, a value is stored to $1901,y. Just set the right most bit of the value to 1 and boom, the bounce block uses the second page.
- Inside the patch, the value of $1901,y is stored to $0203,x, which controlls the graphics. You have to add inbetween them ORA #$01 and yes, replacing ORA $64 is bad idea. Whether it is before or after ORA $64 doesn't matter.
No, the brick from the block section (brickv13.asm) is made to be an alternative/ old version of a SMB3 brick and don't require any patch. It wouldn't act differently with the custom bounce sprites anyway.
It requires alternating some codes to make it compatible with the above patch which isn't needed because... haven't you read my post completely, have you?
If you really did, you know that the custom bounce sprite patch comes with an example block and said block is a working SMB3 brick which even breaks like a turn block if spin jumped.

Edit: And in order to have a custom block inside a level, you obviously have to insert it. Go to the block list and change the list to the Direct Map16 one (the last one). There you select the tile number you have inserted and put it to the level.
That is because shatter_block_1.asm isn't located in "routines". If you find ASM files which doesn't feature the bunch of JMPs when you download blocks, then it is likely a routine file like here.