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Donut Lift Block v1.1

SMW Blocks → Donut Lift Block v1.1

This file is obsolete. The latest version is Donut Lift Block v1.2. For other versions, check the version history.

Submission Details

Name: Donut Lift Block v1.1
Authors: Davros, mikeyk
Added:
Version History: View
Act As: 100 or 130
Includes GFX: Yes
Description: An updated and optimized version of the donut lift block included in Spritetool. This custom block spawns a custom sprite when touched from above or the corners. Details in the readme.

-----------------------------------------------------------------------------
v1.1 - 06/07/2019 - Tattletale
- Bundling the sprite together and out of pixi :crash:
07/06/2015 - greenhammerbro
-Fixed a small glitch that if the player jumps 1 frame the instant
mario touches the top of the block won't trigger the block. This is
because $7E:0072 doesn't set to zero the first frame mario touches
the top of the block. (this glitch might be responsible for the
screen not scrolling up in levels that have "vertical scroll at
will" (it was supposed to scroll the screen up if you are higher up
the screen AND standing on platform), as well as the wooden smasher
not hurting the player when alternating between two jumps (A and B
buttons) each frame).
-Fixed the description about the block behavors, now states that you
can have it behave $100 (1-way up ledge).
07/07/2015
-Davros pointed me out that I have typos in the above history.
05/11/2017
-Now the block -> sprite transition is actually smooth!
Tags: donut lift lorom sa-1 smb3 sprite
Comments: 26 (jump to comments)
Rating:
0.0 (0 ratings)
No rating
Download 8.37 KiB | 1,301 downloads

Screenshots

Comments (26)

Magicfreak Link
After I jump on the donut block, it transforms into another block which is black. What do I need to change?
buggy789 Link
Does this have any graphics for the block rather than the sprite?
Random Internet Name Link
Originally posted by Flaming Hot Toons
how can I make this turn red when touched

Manually edit the block palette to be different than the sprite palette. USe Pixi's CFG editor to make the sprite palette be the one used by red koopas and reinsert the sprite with the updated sprite
Flaming Hot Toons Link
how can I make this turn red when touched
mason Link
Originally posted by Friday_D0nat
I want to change the palette the sprite uses from "E" to "C", but I can't find the place to change it (in the ".cfg" and in the ".asm" file)
Is there a way to change the palette, without changing the in game palette or enabling custom palettes?

(Also, this is COOL! I love it! #smw{<3})


Open up the .cfg file in CFG editor, there's an option in the top middle of the window where you can input the palette number you want to use. Make sure to save your .cfg file after!
 Donut Link
I want to change the palette the sprite uses from "E" to "C", but I can't find the place to change it (in the ".cfg" and in the ".asm" file)
Is there a way to change the palette, without changing the in game palette or enabling custom palettes?

(Also, this is COOL! I love it! #smw{<3})
ModernKiwi Link
Originally posted by AnasMario130
Makre sure you defined the right Map16 tile. Then it should work.

Just to make sure that I'm conserve as many gfx slots as possible, does the included GFX have to be put in both the SP2 and BG2/BG3 slots in order for both the sprite and the block to appear as intended?
Anas Link
Makre sure you defined the right Map16 tile. Then it should work.
ModernKiwi Link
I inserted this into my Rom Hack, and I have 1 major issue
- When Mario is no longer standing on a block, it turns into a glitched tile and can no longer fall from being stood on
What can I do to fix this?
IAMADINOSAUR Link
Originally posted by Misterfan2000
I tested it in my Rom-Hack, but there is two problems:
- The Sprite that the block spawns appears as black color.
- When I jump on frame 1, the block suddenly transforms into an another block

There're any solutions??


Sounds like you didn't insert the palette file to your level and change the map16 number in the sprite asm file.
Misterfan2000 Link
I tested it in my Rom-Hack, but there is two problems:
- The Sprite that the block spawns appears as black color.
- When I jump on frame 1, the block suddenly transforms into an another block

There're any solutions??
Romano338 Link
Ok ok I wasn't sure if it was just not properly working in my rom. Maybe the sprite respawner would work nope it doesn't

And you didn't have to use that tone in your message. I was just asking a question.
Tattletale Link
Originally posted by Romano338
So they don't respawn?

Blocks don't have the ability to respawn, no.

You could keep the sprite it spawns alive until the player goes offscreen so it respawns the original block and dies, but that would leave a lot of sprites dangling and eating sprite slots, which would be pretty bad - probably as bad as using only sprites for this instead of blocks - so for general purpose I think that's the best that can be done, as far as an implementation with blocks and default sprites types go.

Anything better than that would require solutions that do not rely on either this game's block system or standard sprite systems (unless they are used for run-once). So no, I don't think anyone would ever fix that - if that's an issue at all, depends on how you wanna look at it.

Can be done with cluster sprites - be my guest to fix that.
Romano338 Link
So they don't respawn?
 RussianMan Link
Tested With:
-Lunar Magic 3.04
-SNES9X 1.60
-GPS 1.4.1
-PIXI 1.2.10
-SA-1 1.32

Verified to work on SA-1 rom, at least with only resources used for testing. I also edited graphic file and added palmask for sprite so it can be used as both foreground and sprite tile (sprite now uses palette E). I did it because non of SMW palettes matched original graphic. Added screenshot.
Green Jerry Link
Originally posted by Tattletale
Originally posted by Hooded Edge
Still breaks on SA-1 roms when used.

Nope. You are doing something wrong. Check the sprite define for the block, or the block define for the sprite.

I'm pretty sure it's because this doesn't have the "sa-1" tag.
Tattletale Link
Originally posted by Hooded Edge
Still breaks on SA-1 roms when used.

Nope. You are doing something wrong. Check the sprite define for the block, or the block define for the sprite.
 Hooded Edge Link
Still breaks on SA-1 roms when used.
nlxt From older version: Donut Lift Block Link
The crasheo he makes is very useful to me :V
NaroGugul From older version: Donut Lift Block Link
Having the same problem as Romano338. It turns back into some other unassigned tile instead of the tile ive inserted with GPS.
Any fix for that?

^^^ just ignore this.. just seen the setting inside the sprite asm
Romano338 From older version: Donut Lift Block Link
doesn't work, I can just jump as soon as I get onto the block to make it regular ground
thewhiskas27 From older version: Donut Lift Block Link
Is this the SMB3 donut lift or NSMB2 / SM3d series ones ?
 Erik From older version: Donut Lift Block Link
asm
I optimized the code. Preserving X wasn't needed, neither was SEC or TAX.
HammerBrother From older version: Donut Lift Block Link
@ samanato:

Gps has been updated, now has the missing routines.
samanato From older version: Donut Lift Block Link
Doesn't work with the latest GPS. Apparently it's using a routine, %move_spawn_into_block, that doesn't exist. (not included with the block itself)
Masterlink From older version: Donut Lift Block Link
>GHB's fix

Thank you! That bug has always annoyed me; I never liked the idea of having a Donut Lift act completely solid.