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Blockreator v1.2

Tools → Blockreator v1.2

This file is obsolete. The latest version is Blockreator v1.3. For other versions, check the version history.

Submission Details

Name: Blockreator v1.2
Author: Kipernal
Added:
Version History: View
Operating System: Windows
Platforms: SNES
Games: SMW
Source Available: Yes
Featured: Yes
Website: None
Description: Kipernal's Blockreator that allows you to simply create custom blocks to be inserted with GPS.
The blocks can be created by selected certain conditions and events to occur when the player or a sprite touches the block.
See the readme for details.

This version adds the wallrun offsets, as well as fixing various bugs with labels and certain codes not working properly.
Tags: custom asm custom block generator
Comments: 17 (jump to comments)
Rating:
4.6 (16 ratings)
No rating
Download 1.03 MiB | 3,069 downloads

Screenshots

Comments (17)

derpferpmerp123 Link
hi
TheBiob Link
Yeah, I saw some of your stuff in showoff, looks great from what I saw so far. Anyway, if no one is showing any progress by the time GIEPY is fully standardized I would just start doing the asm stuff with the tool.

No clue when that'll be though, all I hear is "soon™"


I also want to add stuff I'm planning on adding to GPS with the next update. Though I'm not entirely sure when that'll be either, probably once 1.60 is accepted assuming I stop being lazy.
Deakula Link
Ah. Cool cool. I've been slowly doing some work with it myself such as various UI rearrangements/tweaks, optimizations, and ease of use features like undo/redo, and the ability to save blocks to a custom format that can be imported. If anybody is working on some ASM stuff for it, I'd love to get in contact because ASM is sort of where I fall flat with it.
TheBiob Link
Not really. I think someone was doing something with it? like making blocks hybrid instead of the sa-1 option and some other stuff but it's been a while since I've heard from that, dunno if that's still being worked on.

Also, once GIEPY releases this'll probably have to be updated to support it, I'm not quite sure if it even properly supports PIXI at the moment. Might've been part of what was being worked on.

But other than that, I'm not aware of anyone actively working on this.
Deakula Link
Is development on this program still active?
randywhatson Link
B try th th iyjrtb get b unbggfg f2f


TheBiob Link
It should just have an option to import really simple custom code blocks tbh

I have other stuff to do though so unless someone else makes it it's probably not going to happen.
Fostelif Link
Then at least it should have a function for looking at Lunar Magic ExAnimation variables.
TheBiob Link
Add one.

Really though, this is meant for people that don't know asm but want to make simple blocks, if you want to actually work with memory you shouldn't use this kind of tool or at least know enough about how it works to modify it so it works imo
Fostelif Link
I really, really wish this had a function for "If RAM address is..."
josziPL Link
Best app ever
LPJ25 Link
This ws really handy
Alcaro Link
Try reading the description
Imnever Link
Is this like Blocktool? Can I insert custom blocks into my ROM hack with this?
TheOrangeToad From older version: Blockreator v1.1 Link
My First Custom block just not work
Queen Samus From older version: Blockreator v1.1 Link
Is there any Sprite Creator?
HammerBrother From older version: Blockreator v1.1 Link
I found a crash that if you:

1)Search for a routine located on bottom right of window

2)press "add"

Its because the list changes and "dis-selects" the item on the list.

Perhaps you didn't add a check on "SelCount" (counts how many items on the list are selected) if the number of items selected = 0, then don't add code.

EDIT: found another glitch: the spawn sprite routine doesn't spawn sprites in the correct position when placed in vertical levels other than the top-left subscreen boundary, so add this code:
Code
	LDA $5B				;\Check if vertical level = true
	AND #$01			;|
	BEQ +				;/
	LDA $9B				;\Fix the $99 and $9B from glitching up if placed
	STA $00				;|other than top-left subscreen boundaries of vertical
	LDA $99				;|levels!!!!! (barrowed from the map16 change routine of GPS).
	STA $9B				;|(this switch values $99 <-> $9B, since the subscreen boundaries
	LDA $00				;|are now sideways)
	STA $99				;|
+					;/

before the code that position the sprite into the block.

Edit: nevermind, use this after every time you use the map16 change routine.