The game can also crash on LoROM if you touch the side of the sprite after hitting a block directly underneath the NSMB Block, so that the block's bounce sprite contacts the NSMB Block. Touching the side of a used NSMB Block after doing a capespin (regardless of if touching the sprite when capespinning) can crash the game. Because of this, more than 4 cannot be active at any single time.ĭsx, dynamic, new super mario bros, nsmb, question block, spiked block This sprite is Dynamic and requires the use of dsx.asm or the SA-1 patch in order to work. Please view the RAM map for free RAM if you'd like to use other RAM regions. This can make the block either usable each time Mario re-enters the level, or it could only give him 1 chance to use it until restarting the console.īy default, I have $1487|!addr being used (which does the former). "SpikedBlock_Mem.json" and "SpikedBlock_Mem2.json" do the same things, but will "remember" that it was hit, preventing it from being used again.ĭepending on the RAM region you use, the RAM could clear after reaching the Overworld, or could only clear when the game first starts. "SpikedBlock_Norm2.json" will become a layer 1 Used Block object after being hit, despawning instantly. "SpikedBlock_Norm.json" will become a used block sprite after being hit, and will despawn when Mario leaves the area. The sprite has a number of settings, so read the SpikedBlock.asm file for more details on what each setting will do. Guaranteed to get more use as a custom sprite than its originating game. This is a Rotating Spiked ? Block from New Super Mario Bros.
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