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Question Mark Blocks v1.3.0

SMW Blocks → Question Mark Blocks v1.3.0

This file is obsolete. The latest version is Question Mark Blocks v2.0.0. For other versions, check the version history.

Submission Details

Name: Question Mark Blocks v1.3.0
Authors: MarioFanGamer, lx5
Added:
Version History: View
Act As: 25 or 130
Includes GFX: Yes
Description: A pack with some very customisable question mark blocks including a power up dependent 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, giant versions of them and a giant coin block.
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 and even whether the block is dependand from the 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 Now compatible with the current custom bounce blocks!
NEW Changed giant block routine!
NEW Includes now regular coin blocks!
NEW Blocks can be set to be invisible or activated with a spin jump!
NEW Added GIEPY (maybe) and extra byte support!
Tags: 32x32 giant item box item memory lorom question block sa-1 yoshi egg
Comments: 28 (jump to comments)
Rating:
5.0 (1 rating)
No rating
Download 50.48 KiB | 1,500 downloads

Screenshots

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Comments (28)

DasFueller Link
When trying to apply the base block (question_block.asm) with a normal sprite I get this error from GPS:
error: (E5088): Define 'sprite_extra_byte1' wasn't found
 MarioFanGamer Author Link
Incompatibility with the latest version of GPS. Use this version instead which also fixes a couple bugs.
AmazingChest Link
These have a bug when used as invisible blocks where if bonked at one of their corners it's possible to activate the block but continue moving upward. It's easily fixed though, just by zeroing the player's Y speed right before the last RTL:

Code
	STZ $7D
	RTL
Amomario123w Link
what "MARIOBELOW:" code we must erase? for the giant top blocks?
armyofwin98 Link
del #smw{-_-}#lm{showprev}
Amomario123w Link
they aren't compatible with lx5 power up pack saddly the power ups look pretty glitchy. if you want to use it with the power-ups put this code:
Code
	lda $15E9|!addr
	pha
	stx $15E9|!addr	
	%init_item()
	pla
	sta $15E9|!addr
	lda #$00
	sta !7FAB10,x

below this code inside the asm of the question blocks line 169
Code
	LDA #!ExtraByte1
	STA !sprite_extra_byte1,x
	LDA #!ExtraByte2
	STA !sprite_extra_byte2,x
	LDA #!ExtraByte3
	STA !sprite_extra_byte3,x
	LDA #!ExtraByte4
	STA !sprite_extra_byte4,x
and now it would fixed the graphics issue.
don't blame me if this isn't woking for you i just tested it with the giant blocks.
also and for the propeller suit power up just erase the 2 last lines of the new code it should look like this
Code
	lda $15E9|!addr
	pha
	stx $15E9|!addr	
	%init_item()
	pla
	sta $15E9|!addr
this last part of code is just for the propellersuit to make it work to the other ones just use the first one
BreadWheatmann Link
Inserting the enemy question block (the one which comes with the files) with the newest update of GPS results in an error wherein the program reports a missing define for !sprite_extra_byte1 (presumably 1 through 4 considering that they only ever appear in one line in the whole script). This error has only occurred for me upon using the newest version of GPS 1.4.21 so I'm not sure why or how it's suddenly happening but, like, just so you know.

Edit: NinjaBoy found a fix! Replace the code:
LDA #!ExtraByte1
STA !sprite_extra_byte_1,x
LDA #!ExtraByte2
STA !sprite_extra_byte_2,x
LDA #!ExtraByte3
STA !sprite_extra_byte_3,x
LDA #!ExtraByte4
STA !sprite_extra_byte_4,x

With the following:
LDA #!ExtraByte1
STA !extra_byte_1,x
LDA #!ExtraByte2
STA !extra_byte_2,x
LDA #!ExtraByte3
STA !extra_byte_3,x
LDA #!ExtraByte4
STA !extra_byte_4,x

In the newest version of GPS (1.4.21), the names of these built-in defines were changed for some reason. Changing this code in the necessary blocks (those including the extra byte defines at the top) will solve the error issue.

On an unrelated note, these blocks work quite well once inserted properly. Very customizable and versatile. An issue I've found is that sometimes they'll appear to be invisible when certain sprites are set to spawn from them, but that might've been an error on my part in all honesty. Regardless, good block!
Gamma V Link
There doesn't seem to be a setting for the !sprite_extra_bytex defines.
Apple Boy Link
Originally posted by Redstonetech181
These look really good. Can you make the 16x48 ? Block, like seen in SM3DW?

Also in Super Mario 3D Land!
Redstonetech181 Link
These look really good. Can you make the 16x48 ? Block, like seen in SM3DW?
 Major Flare Link
Tested with: GPS 1.4.1, Lunar Magic 3.03, SA-1 1.31 and ZMZ 1.08.

Worked fine. There was only one typo in one of the blocks that made i t unable to be assembled, but I fixed it. Approved.
zacmario Link
Ok, thanks. I must have done something wrong they just act like 130 tiles and don't move or spawn anything. I read the read me, but I must be missing something.
 MarioFanGamer Author Link
Nope, just insert the blocks directly Map16 tiles. In fact, you should since the block is still affected by item memory, just that the block itself doesn't set item memory.
zacmario Link
if I dont need the "item_memory_dependent" option, do I still need object tool?
TheLegendaryOrb From older version: Question Mark Blocks v1.2.0 Link
Awesome, thanks!
Romano338 From older version: Question Mark Blocks v1.2.0 Link
How can I spawn a sprite with bit 0 set to 1? The thing you put in "extension" when you insert a sprite
turtlecat24 From older version: Question Mark Blocks v1.2.0 Link
cool
 Erik From older version: Question Mark Blocks v1.2.0 Link
They seem to work. That took a lot of time to test, but I didn't find any issues except for some blocks in the examples folder using %move_spawn_relative_to_block instead of the correct %move_spawn_relative. Also a typo in your block list, it said 30V instead if 30B. I corrected both in the submission.
TheJullasicFox From older version: Question Mark Blocks v1.1.1 Link
Originally posted by MarioFanGamer
Originally posted by TheJullasicFox
Those 32x32 block graphics are...
ugly

Thank you, I am not the best artist. The "harsh" criticism pretty much applies to it.

I didn't mean to be rude, it's just that I'm not a fan of those graphics.
 MarioFanGamer Author From older version: Question Mark Blocks v1.2.0 Link
Keep in mind that if you want to use these blocks, you have to use the latest version of GPS due to it featuring the necessary routines.
 MarioFanGamer Author From older version: Question Mark Blocks v1.1.1 Link
Originally posted by TheJack'oLanternFox
Those 32x32 block graphics are...
ugly

Thank you, I am not the best artist. The "harsh" critism pretty much applies to it.
TheJullasicFox From older version: Question Mark Blocks v1.1.1 Link
Those 32x32 block graphics are...
ugly
 MarioFanGamer Author From older version: Question Mark Blocks v1.1.1 Link
I have got an important note if you use custom power ups: The initial sprite state has to be set to 1 from then, not 8 like the vanilla power ups do.
Also, you have to replace the #$10 at LDA #$3E : STA $15AC,x on the bottom with #$3E, else the power up gets pushed out of the wall.
 MarioFanGamer Author From older version: Question Mark Blocks v1.1.1 Link
@Epic_Manky: Have you set the second value of "IsCustom:" to an odd number? If not then I'll look into it.
Epic_Manky From older version: Question Mark Blocks v1.1.1 Link
So...how do I use this, exactly? I'm trying to spawn a custom sprite, (an ice flower, more specifically) but the block either spawns a shelless Koopa when Mario is big.
 MarioFanGamer Author From older version: Question Mark Blocks v1.1.1 Link
@toad64: It's a patch which allows you to create custom object. The main purpose with the blocks is the item memory i.e. the game knows in the level whether the block and sometimes sprite were activated or not.
TheOrangeToad From older version: Question Mark Blocks v1.1.1 Link
What ObjecTool do.
DiscoTheBat From older version: Question Mark Blocks v1.1.1 Link
I love how it uses the ! Blocks and how it turns the Yoshi Eggs into something other than just one ups. Good work!