This patch makes mario shoot a yoshi fireball if you hold the fire buttons, emulating a charged fireball, just like in many plataformer games like megaman.
It also includes a minor patch and GFX to make yoshi fireballs and flopping cheep-cheeps swap tilemaps, so you can have yoshi fireballs in every level, optional but recommended.
Have in mind, that yoshi fireballs can't interact with blocks like normal fireballs, but you can fire normal fireballs so there sould be no problem. There are a billion fireball patches out there so I don't know if this patch it's compatible with them or not, but it IS compatible with the classic fireball.
Thanks to Ladida for her help, and please give her credit if you use this!
-Added a delay time between the pressing of the button and the start of the charge, configurable in the .asm
-Fixed the bug where you fired a charged fireball if you were charging and entered a pipe or door
-Added so the timer resets whenever you get hurt and clears whenever you change to another powerup (small, big, cape)
-Added a fix so tapping the attack buttons doesn't start the timer
-Fixed a graphical bug when dying, where mario would spawn a fireball and flash in the death animation
-Added a small bit of code so you can choose whether to fire holding one of the running buttons or holding one of the running buttons and the right shoulder button, so you don't have to start charging when you want to just run.
What I'd like to know if there's a way to have the sound effect turn off after a set amount of time. I feel like it'd be annoying to listen to the sound effect as you're racing through a level while trying to listen to a particularly good BGM.
Wow, this patch is really awesome! I really like it.
There is any form to assign this power to another item and leave the normal Fire Flower with its classis fireballs? My idea it's having "Fire Flowers" and "Super Fire Flowers" (with this patch) in my hack.
Some updates you might want to make though are ducking and yoshi. As of now, the animation and sound stops when I duck or get on yoshi, but as I keep holding the button, it continues when I'm back up or get off of yoshi. (I don't need to recharge).
For yoshi, it'd be nice if it actually cancled the charge and for ducking, it should either cancel or continue to sparkle/sound while I'm ducking.
It's a really neat patch that works super well. I think you should extend the time it takes for the charging to begin tho, because Mario starts to charge/flicker any time I throw a normal fireball. It should probably last around three seconds, maybe five, before Mario begins to charge/cycle colors. It'd also be nice if he didn't automatically throw his charged fireball upon entering a pipe.