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Blockreator - Make blocks without knowing ASM

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That's up to the block moderators and whether nor not they deem this program to be easy enough to use to justify removing those blocks.


And especially, if a block file works properly, even if it was made with a tool rather than manually, why we should point out the difference?

Now i was wondering, about the sprite-creator... wouldn't be a good idea to make it a collab work by the most experienced ASMers here? I think it would be completely doable, sooner or later. That would take a lot of time, but if you don't even begin... maybe after SMWCP2.
Because if this is possible for blocks, it is also for sprites.
Let's not make it another thing like this!!!
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Watch, i made a Super Mario 64 level
Originally posted by Ripperon-X
@Mr. Knoxville: Off-topic: Wasn't that clear?

Sorry, just found it strange to see the post in the wrong thread. #ab{x_x}

Question: Have a mode to fix the sideways lava tiles (15A & 15B), just creating a block for function?
Wow! To me it seems that a lot of really great stuff is being worked on lately! And as somone who does not have any ASM knowledge I appreciate the efforts put into a tool like that! Thanks a lot! :D

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Any particular reason? I always thought that, unless you're actually moving the player, that $D1-$D4 were the best to use.

Uh, actually nevermind what I said. For all this time I thought $94 held the current frame and $D1 the next frame.

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I'm not sure that would help much, though, seeing as there's no more relevance when sorted alphabetically than when sorted categorically. As in, if they were sorted alphabetically, the list would look like a long string of "If the player's ..." followed by a long list of "Set the player's ...", and you'd still have to look around for the action you want. That's why the search bar is there.

Oh, you actually made a good point there. I overlooked the search bar. Yeah, sorting would probably be a bad idea.

Originally posted by Alessio
Because if this is possible for blocks, it is also for sprites.

A sprite maker won't be easy to create because sprites are far more complex than blocks. A block-creator only requires basic commands such as 'do X, if Y is Z, execute this code, set Y to Z' and most of the time you can merge two different code snippets into a single block without any problems. This is not the case with sprites. I frankly have no idea how a sprite-making tool would be able to make something like an SMB3 Hammer Bro or Boom-Boom accurately. They, like a lot of other sprites, have very dynamic graphics routines and plenty of different sprite states (e.g. diving, jumping, throwing, running) which wouldn't be practical to code with a simple system like this tool offers. Not saying it isn't possible, it'd just be very hard to make and often the sprites that could be made would be pretty limited. I don't want to hijack this thread with a different topic so I'll just stop here.
WHY THE FUCK ARE YOU STILL READING MY SHITPOSTS FROM 2012?
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This tool is pretty awesome. Great job Kip. I do however seem to have an issue with the text on the right side tabs not showing up though...
Layout by LDA during C3.
Originally posted by Ripperon-X
I've thought of another possible feature(2 to be exact):
How about as environment actions, you include a sort of change GFX of the FG/BG to the ones you want(of course it asks what ExGFX numbers should be)action and another one which is the exact same thing, except you change the palettes to the one you want(this one might be harder to do)action.


Neither of those are possible without a patch of some sort. And even so, there would, almost guaranteed, be some sort of loading time associated with blocks like that, which would create an unnatural pause.

Originally posted by Ripperon-X
Ohter than this, I just hope this will get an SA-1 version, once this version is complete.


...what? All this does is generate code, what part of it is incompatible with SA-1?

Originally posted by Ripperon-X
On-Topic: Also, when you press Generate code and the window appears, shouldn't that window have an option to save the .asm file with the code anywhere we want? That would be cool.


It does. Click the Save button at the top.

Originally posted by ShadowFan-X
Could you not enable visual styles? They don't work right with sideways tabs:


...what the hell, Windows. Thanks for pointing that out; I've disabled visual styles.

Originally posted by Mr. Knoxville
Question: Have a mode to fix the sideways lava tiles (15A & 15B), just creating a block for function?


I think if you just duplicate those tiles but make them act like normal lava tiles they should work just fine (if that's what you're asking).

Originally posted by Lightvayne
I do however seem to have an issue with the text on the right side tabs not showing up though...


See my response to ShadowFan-X's post.

Also, I've gone ahead and made an update; just redownload the tool. There are now "modify RAM address", "spawn a sprite", "kill sprite", "display a message", and "execute a subroutine" actions. I haven't yet modified things like the p-switch timer as Iceguy suggested, however, because that will take a bit more time.

EDIT: Forgot to mention: the generated code is commented now. Hopefully new ASM programmers can use this as a tool to figure out what's going on.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
EDIT: Forgot to mention: the generated code is commented now. Hopefully new ASM programmers can use this as a tool to figure out what's going on.

In real life, I admitted my love for you :D

This is fantastic! and I could totally see a sprite maker like this if instead of generating code all at once, you use a pointer table to several types of code blocks. IF possible, you can even code it to load GFX files so the player could actively select which tiles he wants to use for each frame of the tilemap.
I wonder what a HFD opcode would do in ASM...
After messing for a bit, I found one issue in make player small with animation:
LDA $01C510,y

LDA long,y doesn't exists, only LDA addr,y.

Originally posted by Kipernal
Originally posted by Ripperon-X
Ohter than this, I just hope this will get an SA-1 version, once this version is complete.


...what? All this does is generate code, what part of it is incompatible with SA-1?


Although SA-1 doesn't handle blocks right now, you need to change all RAM access to right area.

$0000-$00FF: $3000-$30FF
$0100-$1FFF: $6100-$7FFF

Also with SA-1 doesn't work with FastROM addresses, so better you make FastROM option gets ignored then using SA-1.
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Originally posted by Vitor Vilela

Although SA-1 doesn't handle blocks right now, you need to change all RAM access to right area.

$0000-$00FF: $3000-$30FF
$0100-$1FFF: $6100-$7FFF


huh, this is just a guess but wouldnt that be a problem on the block tool's part rather then a block itself? is there actually a way to change that somehow through he blocks code?
Blocktool refuses to insert the block for some reason if I put a shake the screen and a stun the player in the same action...
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
This is awesome, hopefully this will inspire some people to make their own creators for Sprites, Music, ASM etc.
This is so amazing that I still can't believe it...I have to learn how to use this, though.

By the way, I didn't saw an option to make the custom block act like an already exsisting one. (like water, lava, etc.) Could you add it?

EDIT: I'm so bilnd that I didn't noticed that the option already existed.
Great! Now make a Boss-reactor! XD

This is genious, now I don't have to bother with requesting anymore.
But I do have a question though, can it work with patches as well, for example make it so that only ground pound breaks blocks?
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Even before I learn some ASM, I said I really would hate when someone create something that would ruin the fun of manually ASMing. Now when I finally learnt how to create custom blocks, this happens... It may lag a lot the custom block requesting and then I won't have enough ideas about what to code... I guess I have to learn sprites before someone create something like that for them too. :V

Anyway, you made a nice job, I guess.
It's easily the best thing I've done
So why the empty numb?
It'd be nice if you could add an option for changing the map16 not only the custom block, but a block adjacent to it from either side. That way you can make nicer locked door/pipe blocks or other things.

Another feature I'd like is to be able to save the logic for a block I'm working with rather than only saving the generated code having to redo everything and build upon that.
I wonder what a HFD opcode would do in ASM...
WOW, this tool is FANTASTIC! I know NOTHING about ASM, so it's PERFECT for people like me. #ab{:D}
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Could it be possible if you could add a "If the player press the Silver/Blue P-switch..." option?
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Originally posted by Austin
Even before I learn some ASM, I said I really would hate when someone create something that would ruin the fun of manually ASMing. Now when I finally learnt how to create custom blocks, this happens... It may lag a lot the custom block requesting and then I won't have enough ideas about what to code... I guess I have to learn sprites before someone create something like that for them too. :V

I'm learning ASM too and I found this tool pretty useless for what I wanted to do...You do realize that this tool is very limited, right? There are still so many blocks you can make manually that you can't make with Blockreator.

Also the chance that a tool will come along that allows you to make custom sprites with ease is incredibly unlikely. Sprites are so much more complex than blocks that nobody would ever have the patience to create a tool that generated them flawlessly.