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Sprites and Blocks: Requests, help, and discussion.

we don't need no edu - I mean, these threads, anymore.
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Chdata
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Sprites and Blocks: Requests, help, and discussion.

Postby Chdata » 9 years ago

This has been changed into the general discussion thread for Sprites and Blocks.
Please post all requests for custom sprites, shooters, blocks and generators here, along with general discussion and help requests. Don't be afraid to ask! :)

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Custom Sprites:
00 thwomp_sides.cfg
01 inverted_podoboo.cfg
02 tick.cfg
03 onoffthwimp.cfg
04 onoffthwomp.cfg
05 power_thwomp_bounce.cfg
06 thwomp_mad.cfg
07 thwomp_mini.cfg
08 venus_asmt.cfg
09 venus_hdma.cfg
0A venus_upsidedown_asmt.cfg
0B venus_upsidedown_hdma.cfg
0C hammer_bro.cfg
0D boomerang_bro.cfg
0E boomerang.cfg
0F bomb_bro_new.cfg
10 bomb.cfg
11 fire_bro.cfg
12 fireball.cfg
13 ice_bro.cfg
14 iceball.cfg
15 sledge.cfg
16 bullet_bro.cfg
17 InvincibleBros.cfg
18 deadweight_bro.cfg
19 deadweight_weight.cfg
1A molotov_bro.cfg
1B molotov.cfg
1C magic_bro.cfg
1D shell_bro.cfg
1E phanto.cfg
1F giant_phanto.cfg
20 birdo_w_rideable_egg.cfg
21 egg.cfg
22 para_beetle.cfg
23 green_para_beetle.cfg
24 firebar.cfg
25 grand_firebar.cfg
26 ground_pound_koopa.cfg
27 homing_bullet.cfg
28 missile_bill.cfg
29 bigbulletbill.cfg
2A blooper.cfg
2B roto_disc2.cfg
2C chainchomp.cfg
2D firechomp.cfg
2E firechomp_anglechase.cfg
2F firechompflame.cfg
30 venus_fire_throw_asmt.cfg
31 piranha_sideways.cfg
32 roto_disc.cfg
33 anti_boo.cfg
34 anti_big_boo.cfg
35 buster.cfg
36 busterblk.cfg
37 spring_board_stationary.cfg
38 anti_boo.cfg
39 big_boo_pac.cfg
3A Homing_Killer.cfg
3B friendly_megamole.cfg
3C chuckya.cfg
3D new_big_boo_boss.cfg
3E walking_key.cfg
3F bridge.cfg
D0 floor.cfg
D1 lolfly.cfg

To be included when finished:

On/Off Turnblock Bridge
DO NOT change the order of the sprites or your version will be void. To make the Custom Sprite list work is a manual process that took me roughly 7 hours (with 3 messups making me start over from the very beginning.) If you want to include something when you're making a level, give it to us, and we will tell you what your sprite number is, include it with that value.

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Generators: Deme will be updating this in the next few days.

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Shooters: Deme will be updating this in the next few days.

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Custom Blocks:
Solid to Mario block
Solid to Sprite block
ON Triangle
OFF Triangle
Sinking Sand
Thwomp Crush Block
ON/OFF Solid Blocks
One Way Blocks [1,2,3,4]
Breakable Brick [7]
Frozen Block [8]
Frozen Coin [9]
Frozen Muncher [10]
Midway Block [17]
Movement Blocks [18-33]
No Yoshi Block [35]
Need Yoshi Block [36]
Sprite Smashable Block [57]
Ice on and off blocks [73,74]
Other conditionally passable blocks [83-94,144,191-194,227,237]
Teleport[101]
Status Blocks [157-160]
Motion Blocks [161-165,175]
Reserve removal block[336]
Tightrope Block
Sloped Hurt Block
Top-only hurt blocks
Grinder-Cuttable Block?
Anything in brackets is for FoD's reference.
Last edited by Chdata on 03 Jun 2014, 22:47, edited 2 times in total.
Reason: augmented the previous random topics, into one topic.
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VideoGuy
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Re: Sprites & Blocks

Postby VideoGuy » 9 years ago

For custom sprites, you could probably take a lot of things from the original, like

Confused Boos
Maverick Thwomps
Sideways Thwomps

That's all I can think of right now.
Accepting any and all ASM requests for A2MT. Just send me a PM.
Note: If I accepted your ASM request and you never heard back from me, please let me know. I feel like I've forgotten a few of them.
Also the creator of the new A2MT CMS. PM me if you have any questions.
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Re: Sprites & Blocks

Postby raocow » 9 years ago

wait, are you saying that every block tool block will be included?
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Chdata
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Re: Sprites & Blocks

Postby Chdata » 9 years ago

No, just available. I think I'll make a seperate list.
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Re: Sprites & Blocks

Postby HuFlungDu » 9 years ago

chdata wrote:No, just available. I think I'll make a seperate list.
In that case... Isn't any block available? Are you going to be specifically saying "No, you can't use that block, it's silly!"?

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Re: Sprites & Blocks

Postby Tails_155 » 9 years ago

The blocks from the other list included the on/off triangles I had made, as well as a few others, download that ZIP and see what I already have, that way you'll know some of the stuff I predict may be used. If they're pre-included and unused, it will at least save a headache as opposed to including them later and not everyone knowing what's available, and giving you the same thing 5-10 times. -shrug-
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Re: Sprites & Blocks

Postby Chdata » 9 years ago

0_o

Uhm... in that case I'll just delete the list.
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Re: Sprites & Blocks

Postby Tails_155 » 9 years ago

o_0 I just went for the stuff I figured was interesting -shrug-

I assume you'll update the thing when you include more, also I assume that a newer version of the ips will be available at that juncture?
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Re: Sprites & Blocks

Postby Chdata » 9 years ago

yep
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Re: Sprites & Blocks

Postby raocow » 9 years ago

So how WILL block insertion work anyway. When the project is going, we just pop in here and say 'Hey I want this blocktool block here inserted at this place?"
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Re: Sprites & Blocks

Postby flameofdoubt » 9 years ago

Pretty much yeah, that's how it worked for ASMT.
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Re: Sprites & Blocks

Postby raocow » 9 years ago

if there are things that I KNOW I'm going to be using, can I ask them to be included in the baseROM straight away? I mean these would be required in my first planned level, so might as well save some time.

Teleport block, sprite only block, mario only block

depending on how the whole 'powerups carry over' debate goes, possibly those blocks that shatter when touched by a fireball.
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Re: Sprites & Blocks

Postby Tails_155 » 9 years ago

I'm thinking those blocks are all included in the base ROM by default (I am hoping certain common blocks are already included so we don't end up with 6 or 7 positions of the same block.)
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Re: Sprites & Blocks

Postby flameofdoubt » 9 years ago

While they won't all necessarily be included in the base ROM, they can be as long as someone actually goes and inserts all the ones that come with blocktool. Also chdata am I wrong in thinking that blocks have to have an inserted value like sprites?
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Re: Sprites & Blocks

Postby AnimeRules » 9 years ago

When inserting blocks, you specify which Map16 space you want them to use, so if you want different looking tiles to be the same custom block, I think we would have to insert it multiple times.
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Re: Sprites & Blocks

Postby Tails_155 » 9 years ago

If worst comes to worst, then after chdata does all the patching, I may have time in the next couple of days to make a page or two of custom blocks that are pre-inserted.
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Re: Sprites & Blocks

Postby flameofdoubt » 9 years ago

AnimeRules wrote:When inserting blocks, you specify which Map16 space you want them to use, so if you want different looking tiles to be the same custom block, I think we would have to insert it multiple times.
Naw the trick is to insert it once into the Map16, and then whenever anyone makes their own personal Map16 for levels they just have it act like that tile. That way you only need one insertion, but it means the first post needs to contain what Map16 tiles all these blocks are allocated to.
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Re: Sprites & Blocks

Postby AnimeRules » 9 years ago

OMG
I feel so dumb now, I never realised I could do that, but it makes perfect sense now. Argh.
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Re: Sprites & Blocks

Postby Chdata » 9 years ago

flameofdoubt wrote:
AnimeRules wrote:When inserting blocks, you specify which Map16 space you want them to use, so if you want different looking tiles to be the same custom block, I think we would have to insert it multiple times.
Naw the trick is to insert it once into the Map16, and then whenever anyone makes their own personal Map16 for levels they just have it act like that tile. That way you only need one insertion, but it means the first post needs to contain what Map16 tiles all these blocks are allocated to.
Yes that's what people SHOULD do. But people should also include a list of where they inserted their own blocks and what blocks they were.
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Re: Sprites & Blocks

Postby Tails_155 » 9 years ago

I assume someone can tweak Venus Fire Traps so that they are not on SP2? Who sets it like that?
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Block Requests

Postby Tails_155 » 9 years ago

I know, I know, but for the Base ROM there are somethings I can't seem to find.

Don't post here unless you're gonna take one of the blocks for the Base ROM, I'll open this later to everyone when we're ready.

Blocks I don't know where to find, or the ones I've found aren't good enough:

Better fire flower block akin to the Green ! Block for Feathers

Unless FoD has more luck than I did (very likely) the directional passable blocks (they don't like .44 when I tried to use them)

Better ON/OFF blocks

Better breakable block

Better sensitive block

Better sensitive block (bounce)

Better frozen block

Like I said, several of these may just be me DOING IT WRONG!

if FoD takes care of it, that's cool, if not, then we'll know which ones to fix.

So far the only fire flower block I've found though has no sound... and only seems to allow one per level or something.

Again, FoD if you check this, I am sure you know, but just to reconfirm, we're using .44, because Chdata said so.
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Re: Sprites & Blocks

Postby Cheeseofdoom » 9 years ago

Could I request that we add the on/off turn block bridge to the sprite list?

Also, what is an on/off triangle?

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Re: Sprites & Blocks

Postby Tails_155 » 9 years ago

On/Off Triangle I used for my puzzle level in ASMT, ON (or off, depending on which you use) acts like triangle OFF (or on depending on which you use) acts like nothing. The assist block is included.

On/Off turnblock bridge, and maybe if someone makes it, my other idea :P
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Re: Block Request Thread - Currently for Base ROM only

Postby raocow » 9 years ago

well, common blocks that I'm pretty sure the baseROM could use are

sprite only, mario only, teleport, de-power

These are blocks that anyone could use and are always nice to have.
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Re: Block Request Thread - Currently for Base ROM only

Postby DaxterSpeed » 9 years ago

[BT/BTSD + ASM] Spin Jump block (Sonikku)

Really like this block. Works good if set to 12F and using Thwomp graphics.

[BTSD] Break By Cape Block (I8Strudel)

I might not use it, but it's a good general block.

[BTSD] Enable/Disable Horizontal Scroll (Apollyon)

[BTSD] Enable/Disable Vertical Scroll (Apollyon)

Simple blocks that can be used to make psuedo last screen effects.

[BTSD] Hard Landing (Klazen)

Never used this block, but if someone will go for a cave level, then this block will be useful. (Might use it in one of my sublevels, if I manage to catch one.)

Yeah. Some effects blocks. I'll probably use them all actually. If I get to do what I wanna.


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