Request name: Para-Beetle
Short description: A Para-Beetle, acting similarly to the ones in New Super Mario Bros Wii
GFX: Buzzy Beetle from the original SMW, with a wing
Long description: I want the normal Para-Beetle and the Heavy Para-Beetle (the big one). The normal one will fly to the left until it despawns. Mario can jump on it. When he does, it will sink a little bit, then rise until Mario steps off.
The Heavy one will act similar, except it keeps sinking until Mario steps off, then it'll rise to it's beginning position. Whether it's normal or heavy will be determined by the extra bit.
If you jump on a customisable amount of beetles in a row (without touching the ground), a customisable sprite will be spawned. This can be disabled.
I'd like to add a small note to what musicalman said: I've sparingly used the "legato spam" trick to remove the small gap between nodes, and from what I've seen it can be achieved with a single remote command, so you don't have to write out every legato between each note. You can do like this:
#0 $F4$01 (!900,-1) / ....
So you initialize with legato on, and then the command will turn if off and on again before each note. The only problem of this all procedure, besides the slowdown, is that it's very prone to clicking when you play it, so use it with caution! I didn't know the q7f trick so I'll have to try that out sometime.
I've got interested lately in xenharmonic music (or microtonal music), which includes, well different tuning systems, as for example the equal division of the octave in 17 (instead of the common 12). Just wondering if amk readme, or your experimentations maybe, feature some support for this kind of music, it would be interesting to play with tunings for new song prospects.
I know Exodust has experimented a bit with microtonal music with AMK, so you could try contacting him.
Usually the author field contains the composer(s) of the track, so if you want you can use the comment field for additional info (like "Ported by ..."). You can also credit people for their midis or other resources if you want, with a comment in the txt file or in the port's description if you submit it, it certainly doesn't hurt (although it's not required).
Name: Disable Dino-Torch fire. Description: makes Dino-Torches never shoot fire (and consequently, never stop walking).
if read1($00FFD5) == $23
!C2 = $D8
!C2 = $C2
Name: Remove cape floating timer. Description: makes so that Mario stops floating with the cape as soon as you stop holding B, instead of waiting for a timer. (I know this is easy to find in the ROM map, but I've seen people ask for it so I may as well just put this in here).
Assuming you're using AddmusicK, it should be enough to open the file "AddmusicK/asm/SNES/tweaks.asm" and set these values:
!BossClear = #$00 ; disable boss/orb music
!StageClear = #$00 ; disable goal music
!Keyhole = #$00 ; disable keyhole music
You may also set !IrisOut to #$00 if you don't want the sound effect to play when the circle closes after Mario's victory pose, but pay attention that this may lead to some issues when the music speeds up (after reaching 100 seconds on the timer), in that the speedup effect may still apply after exiting the level (keeping !IrisOut to the original value prevents this).
A simple modification that's fix the Swooper Bat Ceiling GFX. Credit is unecessary.
This is just a simple hex edit that can be found here. Besides that, I don't get why you're also replacing the instruction after that with "STA $FDBB|!addr,x", you got lucky that the game didn't crash or change the sprite's behavior.
Damn that was so close haha I'm happy I won, although Sinc's port probably deserved it more
It was cool to participate, since it forced me to use the SMW soundfont which I basically never use and it led to some interesting experimentations.