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Details for Same Fall Acceleration Speed 2.2
SMW Patches - Same Fall Acceleration Speed 2.2 Link - Show random
File Name: Same Fall Acceleration Speed 2.2
Version History: View
Authors: HammerBrother
Tool: Asar
Requires Free Space: Yes
Bug Fix: Yes
Featured: No
Description: This patch removes the "slow gravational acceleration" when holding jump when falling ($7E007B is value #$01~#$7F), simulating closer to a real falling physic.

This version has another patch that also disable slow downwards acceleration permanently if once the player lets go of the jump button while going up until landing back on the ground, note block or any bouncy surfaces (so you can switch to "fast gravational acceleration" while going upwards and it will stay that way until landing).

It will not impact other gravitational acceleration on other things such as slowfall from cape.

All of these fixes "exceeding the terminal velocity" glitch (the game sets the Y speed to #$40, but then gets increased by #$03 or #$06)

Now added sa-1 support.
Tags: gravity, lorom, needs remoderation, physics, sa-1, super fx
Download: Download - 10.11 KiB
Note: in SMW, setting the player's Y speed faster than his terminal velocity (through ASM or debugger) would have the value reverted to #$43 or $46 once the SMW gravity code is to be executed on the next game loop. After patching this, it no longer caps your Y speed to #$40, but if your Y speed was previously less than #$40, and was added by gravity acceleration resulting to be above #$40, then it will be capped at #$40 (adding to Y speed is no longer executed). This cap is also disabled if you disable the gravity code via RAM.

This allows blocks that sets the Y speed >#$40 to work properly.
Posted by: HammerBrother - | Link
Hooded Edge
Interesting... but it does limit the level design a bit with this mechanic.
Posted by:  Hooded Edge - | Link
This is a sort of strange update, but the thing that you fixed is just a comment. ASM code is exactly the same, so I'm approving it.
Posted by: lx5 - | Link

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