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No-Yoshi Intro Block

SMW Blocks → No-Yoshi Intro Block

Submission Details

Name: No-Yoshi Intro Block
Author: Anas
Added:
Act As: 25
Includes GFX: No
Description: This block enables the no-Yoshi/ghost house/castle intro upon touching it. Important conditions are inside the .asm file. Thanks to Zeldara109 for the original code and Yoshifanatic for info related to the 'mounting off Yoshi' animation! Requires this UberASM if you wanna filter Yoshi at the checkpoint.
Tags: lorom no intro sa-1 yoshi
Comments: 19 (jump to comments)
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Comments (19)

Anas Author Pinned Link
If you are wondering why the no-Yoshi intro block is a block and not UberASM, it's mostly for convenience's sake so you won't have to hassle with merging a bunch of UberASM codes in versions 1.6 and below. Plus, there is also a niche advantage of having a small midway entrance area in the intro level (but without any screen scrolling of course due to the intro level's conditions. But since Fernap's UberASM Tool 2.0 beta is out now, perhaps I might make an UberASM version of this...
Anas Author Link
I just discovered that if you use the vanilla layer 3 tides in the intro level, Mario and Yoshi's walking animation will not work at all and they'll look frozen when moving. No idea why, but just for your info.
 MarkAlarm Link
Moderated with:
- Lunar Magic 3.31
- GPS 1.4.21
- SA-1 Pack 1.40 (also tested without)
- Snes9x v1.60, bsnes-plus v05

Nice alternative to make custom yoshi intro levels without requiring a patch. Fairly simple block code wise, just be sure to read the documentation/directions in the .asm file before you make use of this.
Anas Author Link
Originally posted by Ayami
Oh nice, the uberasm code works perfect together with the block. Guess thats the definitive alternative. Thanks!

Funny how simple Kevin code is, it just needed to be on the "load" label (I keep forgetting this label exists). Also remember to edit the description properly saying the uberasm is needed when you have a midpoint on the level.


Err, the .asm file itself mentions this, but sure.
Anas Author Link
Originally posted by Ayami
That doesn't work because the block checks for yoshi to remove it on the next level, not current. So you can still enter with Yoshi to the main level, it makes no difference. I just tested it.


Perhaps this sentence wasn't clear: "This makes it so that when you enter the level following the checkpoint with Yoshi, he'll disappear."

What I mean is that if you enter the checkpoint with Yoshi and then enter the level following it, he'll disappear, and that's normal. (I may edit my post to reflect the rephrasing.) If you don't like that, I have another workaround: redirect the midway entrance to a replica of the intro level that leads to your desired place. Keep in mind that the 'midway' entrance the replica leads to needs to be a secondary one, of course.

Edit: actually, never mind! Just apply this code to the level the intro level leads to! I'll update the .asm file to mention this.

Edit 2: Updated! Please lemme know if I made a mistake.
 Ayami Link
Oh nice, the uberasm code works perfect together with the block. Guess thats the definitive alternative. Thanks!

Funny how simple Kevin code is, it just needed to be on the "load" label (I keep forgetting this label exists). Also remember to edit the description properly saying the uberasm is needed when you have a midpoint on the level.
Anas Author Link
Okay, I found a simple workaround! In the intro level, go to the 'Modify Main and Midway Entrance' dialog and check the 'Redirect Midway Entrance to other level' box. Now, enter the number of the level the intro level leads to. This will make it so that if you get the checkpoint, the intro level will be skipped and instead it'll lead to the checkpoint of the level following it. Then, overlay the midway entrance with this block. This makes it so that when you enter the level following the checkpoint with Yoshi, he'll disappear. Of course, he'll come back when you die or beat the level as usual.
 Ayami Link
That doesn't work because the block checks for yoshi to remove it on the next level, not current. So you can still enter with Yoshi to the main level, it makes no difference. I just tested it.
Anas Author Link
Alright, fixed the misinformation and specified that it can be used to replicate the ghost house and castle intros in the description.
Anas Author Link
Originally posted by GlitchyR-01
This blocks is amazing, being able to make custom intro's of castle, ghost house and No-Yoshi with custom GFX is simply a really cool thing, and it's way better then the other custom intro block, which was only made for the castle intro.

Only two things, in my opinion, it would be better if the name and description of the block specifies that it also can be used to create a Ghost House and a Castle custom intro (it's already mentioned in the .asm, but would be nice), the other thing is that the Mario's position with the castle intro should be X=3, Y=17 (not Y=7, as says in the .asm), so this little error should be fixed.


Yeah, I just noticed that. I'll see if I can fix it. However, this block provides no way for Yoshi to be filtered at the checkpoint. I'll probably request an UberASM for that.
GlitchyR-01 Link
This blocks is amazing, being able to make custom intro's of castle, ghost house and No-Yoshi with custom GFX is simply a really cool thing, and it's way better then the other custom intro block, which was only made for the castle intro.

Only two things, in my opinion, it would be better if the name and description of the block specifies that it also can be used to create a Ghost House and a Castle custom intro (it's already mentioned in the .asm, but would be nice), the other thing is that the Mario's position with the castle intro should be X=3, Y=17 (not Y=7, as says in the .asm), so this little error should be fixed.
Anas Author Link
Originally posted by Anas
You know what, I couldn't figure it out. As I await a good solution, the simplest and best workaround I can recommend you is to make your midway entrance the same as the main one in the no-Yoshi intro level.


On second thought, this workaround is misleading. As we speak, I'm trying to figure out a correct workaround.
KaidenThelens Link
This is amazing! I can finally make levels with No Yoshi entrances with custom gfx! #smw{^_^}
Anas Author Link
Originally posted by SimFan96
Does this mean No Yoshi entrances with custom gfx?!

If so, that's amazing!

Fantastic work on this block!


Yep! Just keep in mind the workaround I mentioned and you'll be fine!
SimFan96 Link
Does this mean No Yoshi entrances with custom gfx?!

If so, that's amazing!

Fantastic work on this block!
Anas Author Link
You know what, I couldn't figure it out. As I await a good solution, the simplest and best workaround I can recommend you is to make your midway entrance the same as the main one in the no-Yoshi intro level.
Anas Author Link
Originally posted by ModernKiwi
this doesn't have anything to do with the block itself, but that level looks cool af

Late, but thanks. I wanted to use a basic demo level but didn't bother so I chose this instead.

Originally posted by Ayami
This is cool but sadly it has the same issue when using it with midpoints: you can still enter the level with a Yoshi carried from another level.


Oof, I did not realize this... :( I'll see what I can do.
 Ayami Link
This is cool but sadly it has the same issue when using it with midpoints: you can still enter the level with a Yoshi carried from another level.
ModernKiwi Link
this doesn't have anything to do with the block itself, but that level looks cool af