The sprites looks very cool! Those sideways spring gifs look straight out of Mario Maker (meant as a compliment lol), and the rotating spikes look sick!
Also the MM7 port sounds better than you give it credit to, although it could for sure be improved. My suggestion is, first of all use the original echo settings (that you can see in the SPC700 player), try to match up the volumes to have a better mixing, and add vibrato to the instruments. If you work on it a bit more it could become a very sick port imo
I really like the graphics style and the custom mechanics with the coins and powerup management. Your levels are always interesting so I'm looking forward to playing this, although not being able spin jump will definitely feel weird to me (but it'll be an interesting new challenge).
A corageous ninji which will fight Mario bravely, dissapearing under a puff of smoke every time it touches the floor, only to be teleported and ready to attack again. It has multipe attacking options: dropping just above Mario, attacking him with a hammer and jumping towards him.
It's pretty customisable; for that, check the .asm file.
-Optimised a bit the code. -Now the ninji can't be killed with a cape or a fireball when invisible.
The bug fix is appreciated, but the sprite now doesn't insert (because there are no indexed TRB/TSB instructions). Resubmit it using LDA : AND/ORA : STA and it will be accepted.
This block is the vine. When it is caught in the vine, player moves in each direction.
Changelog: 2019/08/09 v1.0 - submit.
The blocks work fine besides a minor issue and a major one:
Minor: the horizontal conveyors don't push Mario if he stays on the very edge of the vine.
Major: if you have an upwards conveyor with a solid block above, Mario will be pushed inside it and clip through it. If there's a wall on the left side, Mario will die as a result of this.
This can be fixed by adding a check for Mario's blocked status in MarioAbove, and if he's blocked then increasing $96 will prevent him clipping (or you can STZ $74 to make him fall off the vine).
If you fix this, you could also consider adding the frames to skip as a define, so that the user could easily customize the speed of the conveyors. Also, the block descriptions have a grammatical error.
This patch grants the player some abilities: - SMB2 Hi-Jump - Peach's floating ability - The Peach Bomber
Please read the readme.
Tested with: LM 3.04, SA-1 1.32, Asar 1.71, Snes9x 1.60, bsnes+ v04.
This patch works fine, except a few problems:
If the player has the star power, doing the Peach bomber attack will result in the star power being canceled right after the attack, while the Starman music keeps playing endlessly.
The hijack with the JSL to the main routine is at $00A295, which is where UberASMTool writes 4 NOPs.
Other than that, the patch works well on LoROM, while on SA-1 it showed a strange behavior on Snes9x (while working fine on bsnes): upon entering any level, Mario starts spinning and moving upwards and you can't control him.