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Better Powerdown

SMW Patches → Better Powerdown

Submission Details

Name: Better Powerdown
Author: MarioFanGamer
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Unlike as the other powerdown patches here around this one has got an own powerdown animation for each powerup status. You can add more animations for each powreup state too! The automatic reserve item drop is also changed a bit as you can change it to either no autodrop or only autodrop if big. Read the readme for more information.

Now added support for the SA-1 pack. Also added an instruction how to use it with more power ups.
Tags: lorom nsmb powerdown sa-1 sm3dl sm3dw sma2 smb3
Comments: 10 (jump to comments)
Download 3.86 KiB | 2,132 downloads


Comments (10)

Heitor Porfirio Link
This patch is certainly very useful to balance the difficulty of the hack, but I noticed something strange here. When you get a hit until Mario becomes small with a certain power-up, Mario may blink or a skid smoke appears in front of him, and then become small.

Hack: A Super Mario Adventure, created by Gamma V

As you can see, Mario is in his state of becoming small, but he is blinking because I had Fire Flower in the Item Box previously.

And the same thing applies to Feather Cape. It appears that this only happens if the !DisableDropping is set to !True, and the !DroppingIfOnlyBig is set to !False.
The ultimate Julio Link
I do not know what I did wrong more whenever I apply the patch does not give anything because when I test it already loses all powerups
jaytv25 Link
can i do this without sa-1?
 MarioFanGamer Author Link
Slightly late answer but almost all resources should work without SA-1. The only ones which don't haven't got the lorom tag.
 Major Flare Link
Removed remoderation tag, as it is already in accord to the standards.
lx5 Link
A simple update to work better with my patch.

Just a small thing about the patch that nobody noticed:

print "Freespace used: 0x",freespaceuse," bytes."

freespaceuse is in decimal rather than hex, so that '0x' is not needed.
 MarioFanGamer Author Link
The changes I made in this version are that this version doesn't support LX5's patch anymore because is uses an add on system.
As such, I have deleted them because if you don't enter the power ups in the same order in my patch, the power ups plays the wrong animation (should be just visual, though), not to mention that these are as noted by JTS if forced (which they were) redundant.
It doesn't mean that my patch won't support his patch, though. I have include an instruction how to make it support with more power ups.
Green Jerry From older version: Better Powerdown Link
TheInsanity115 said that this patch will make your ROM crash if the player gets hurt or by pressing Select to drop the item in the Item Box.
I found this in the Portuguese forum.
JackTheSpades From older version: Better Powerdown Link
Pretty much the same as the previous version except sa-1 support.
The support for LX5's power up package is nice too, though maybe a define as to not waste bytes if people don't use it would have been nice.

dw $FFFF	; Unused

If you had just used DEX before going for the table, that could be avoided.
Also, if ever another update comes around, maybe you wanna replace those FFFF with a label pointing to an RTS. Seems more save.
 MarioFanGamer Author From older version: Better Powerdown Link
Speaking of LX5's custom power up patch which I mentioned in the readme, he has expanded the pointers. You also only need that version if you really use custom power ups.