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Icy/Frozen Blocks Pack

SMW Blocks → Icy/Frozen Blocks Pack

Submission Details

Name: Icy/Frozen Blocks Pack
Author: Ersanio
Added:
Version History: View
Act As: 130
Includes GFX: No
Description: This package of icy blocks, completely coded by me, are different from the 'shattering' ice blocks! These actually melt when hit by a fireball. This package features a grand total of 13, fully customizable ice blocks. Read the readme for more information and block setups.

It doesn't include graphics, but you can use these.

Update (KevinM): converted to be SA-1 hybrid. Made some small code optimizations. Fixed an issue that made the multi-part blocks not work properly in vertical levels.
Tags: coin ice lorom map16 note block on-off p-switch pack sa-1 yoshi coin
Comments: 19 (jump to comments)
Rating:
5.0 (1 rating)
No rating
Download 12.36 KiB | 817 downloads

Screenshots

Comments (19)

SlKoTOT Link
This Old App Blocktool, Frozen Block That Mario Can Destroy With A Fireball, New App GPS, Frozen Block That Disappears When Thawed.
7 up Link
Originally posted by Anas
That's super weird. I have mine at page 5 and they work fine. Could it be your ROM? Try porting to a new one.

Never mind, I currently have one on page 2 and it works fine now. I must've missed something.
7 up Link
I'll only port everything over to a new ROM if I experience major problems.
7 up Link
I don't know why, but these only work if the tiles are on page 10 of map16. Is there no way they can be freely put in map16? Before you ask me, yeah, I did try one of these with a different tile from what we see in list.txt. At first I wanted to put iceblock.asm on tile 25D, but it only eventually worked under tile 1003.
Anas Link
That's super weird. I have mine at page 5 and they work fine. Could it be your ROM? Try porting to a new one.
Akutarex Link
muito bom esses blocos gelados ae
 Anorakun Link
Originally posted by Murphmario
Why include graphics in the gif when they aren't in the actual zip?


Read the description. There''s a link to graphics there.
Murphmario Link
I am dumb, I thought those were just the original SMB3 Ice Blocks without anything in them. Should've looked at the screenshots closer...
Murphmario Link
Why include graphics in the gif when they aren't in the actual zip?
 MarioFanGamer Link
Moderated with:
  • Lunar Magic 3.30
  • SA-1 Pack v1.40
  • GPS v1.42.21
  • BSNES v115
Works as described, accepted.
Amomario123w From older version: Icy/frozen Blocks Pack Link
Originally posted by Anas
If you want the ice blocks to only interact with specific extended sprites, try adding this under the label 'FIAR':

Code
	lda !ext_sprite_num,x
	cmp #$XX ; your custom extended sprite here (no. from your PIXI's 'list.txt' + 0x13)
	beq .fireball_found
	cmp #$05 ; vanilla player's fireball
	beq .fireball_found
;add more checks for more extended sprites. Note that this only works for sprites that have interaction with tiles
	rtl

.fireball_found
	lda !ext_sprite_table,x
	ora #$80
	sta !ext_sprite_table,x


I took this code from one of the projectile blocks that come with LX5's powerups patch. I managed to get this working for the regular ice block as well as the any-tile and regular coin ones. However, I couldn't get it to work with the 32x32 blocks. You could theoretically apply this code under the 'MarioFireball' offset of any block that has code for it. Make sure to paste this code right after that label though!

it totally works to not melt but with fire flower and it work with 32x32 as well at least to not melt for example with ice flower thank you very much
HodgerMccodger From older version: Icy/frozen Blocks Pack Link
When I try to add it using GPS I get an error message- fireball_smoke macro not found. I've kept a copy of the asm file in the routines file, I've also put a copy in the blocks folder with the iceblock asm, and in the folder with GPS and it still can't find it. I would very much appreciate any help in getting this to work. Thank you.
MLGKuba11 Link
A picture is finally given. This way I know what I can do with these blocks
#smw{:TUP:}
Anas From older version: Icy/frozen Blocks Pack Link
If you want the ice blocks to only interact with specific extended sprites, try adding this under the label 'FIAR':

Code
	lda !ext_sprite_num,x
	cmp #$XX ; your custom extended sprite here (no. from your PIXI's 'list.txt' + 0x13)
	beq .fireball_found
	cmp #$05 ; vanilla player's fireball
	beq .fireball_found
;add more checks for more extended sprites. Note that this only works for sprites that have interaction with tiles
	rtl

.fireball_found
	lda !ext_sprite_table,x
	ora #$80
	sta !ext_sprite_table,x


I took this code from one of the projectile blocks that come with LX5's powerups patch. I managed to get this working for the regular ice block as well as the any-tile and regular coin ones. However, I couldn't get it to work with the 32x32 blocks. You could theoretically apply this code under the 'MarioFireball' offset of any block that has code for it. Make sure to paste this code right after that label though!
janklorde From older version: Icy/frozen Blocks Pack Link
Issue with the frozen P-switch dissappearing and playing an incorrect SFX when it does this. Generally great though, nice touch including a template to add to any block to make it slippery.
SmokyShroom From older version: Icy/frozen Blocks Pack Link
Late to post as usual, but this is not the right place to request blocks. Not only that, but PMs exist too, since it looks like you're trying to get the author's attention.
CalHal From older version: Icy/frozen Blocks Pack Link
Can you please look at this video?
I want those types of ice blocks. They act exactly like in SMB3 and the fireballs bounce on top of the blocks and malt at the same time. Can you make those?
CalHal From older version: Icy/frozen Blocks Pack Link
Can you please make the fireballs bounce on the ice blocks instead of letting them disappear? I saw that in Super SIG World 34, and VIP Mario 5.
CalHal From older version: Icy/frozen Blocks Pack Link
Can you please make the fireballs bounce on the ice blocks instead of letting them disappear?