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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex-edit at $00EEB2 in the ROM map, you can replay the level without a problem.Not logged in.
Details for Free overworld
SMW Patches - Free overworld
File Name: Free overworld
Added:
Version History: View
Authors: TheBiob
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will allow the player to move freely on the overworld originally inspired by the Super Mario 3D world overworld.

I made this patch about 5-6 months ago and since someone requested it I decided to actually upload this.

Note that layer 1 path tiles (Including warp tiles) are removed. Use pipes and stars to warp between maps.
Also note that star warps need to have a level other than 0 or they won't work. (Yes that's intentional)

Update:
- Fixed save prompts
- Fixed issues with second player

(Requested by TrashCan64)
Tags: free, lorom, movement, needs remoderation, overworld
Download: Download - 4.70 KiB
523 downloads
Screenshots
Image
TheBiob
Water works fine. If you put a path off the island into the water you can swim.


Note that this patch uses two bytes of freeram which change whether the player can swim or not and if yoshis can swim or not.
If they are set to not be able to then climbing and water tiles will just act solid. By default, they don't so if they do act solid check if you're using those freeram addresses somewhere else.
Posted by: TheBiob - | Link
Dr Pickens
Can I make water levels with this? or can you just not walk off the island at all?
Posted by: Dr Pickens - | Link
IronFoxGaming
We need to implement blocks to keep him from going off screen or walking into the ocean

Or maybe add climbing/swimming areas
Posted by: IronFoxGaming - | Link
TheBiob
Yeah, sorry. This isn't SA-1 compatible. Disco made the first version SA-1 compatible but that one had a bug where you couldn't save as well as a somewhat small issue related to the second player's abilities so you probably don't want to use that.

Generally if a submission doesn't have the tag "sa-1" it's most likely not compatible with sa-1 (And most of my submissions don't have that)
Posted by: TheBiob - | Link
Raggy
Patched it in, but Mario wouldn't leave Yoshi's house, only face the direction he looked in until input stops.

If I had to guess (in my limited knowledge), this patch doesn't play nicely with SA-1, as it's the only major patch I've added to the ROM.
Posted by: Raggy - | Link
TheBiob
Oh yeah assert is a thing... oh well
Also, nice @me_from_10_months_ago using DEC $06 4 times lol

Eh, should I ever update this again for some reason I'll implement these changes as well but for now I'll just leave it be.
Posted by: TheBiob - | Link
Erik
This is a super neat patch 👌👌
Only two things I feel like mentioning:

- To detect if the player hasn't saved the overworld and not allow the patch to be inserted if they haven't:
Code
assert read1($03BB20) != $FF, "Please, save the overworld on Lunar Magic at least once."



- Instead of
Code
	DEC $06
	DEC $06
	DEC $06
	DEC $06

You can just do LDA $06 : SEC : SBC #$0004 : STA $06. That's the same amount of bytes, but 7 cycles less.
Posted by:  Erik - | Link
TheBiob
Originally posted by HuFlungDu
I didn't check the Yoshi's this time, but I will next time, so make sure those are working properly as well.

Yoshis work fine it's just that the hack I made that patch for never actually used luigi so thinking back to it I never tested anything related to the second player.
Sorry for not testing enough.

Originally posted by HuFlungDu
You're going to have to LSR your Y or use the other RAM and ASL it

Actually I already stored that to $0F so I just had to use $0F instead... I have no idea why I didn't do that in the first place though because I stored that to $0F for that exact purpose. I guess I was just tired when I made that part idk.
Posted by: TheBiob - | Link

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