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SMB2-styled Charged Jump

UberASM Repository → SMB2-styled Charged Jump

Submission Details

Name: SMB2-styled Charged Jump
Author: Blind Devil
Type: Level
Includes GFX: No
Includes Hijack: No
Featured: No
Description: When this code is used, the player can charge a jump by ducking for several frames, until the point they start to flash. While flashing, they can perform a higher jump. The configuration can be applied to all player characters, to a specific character or can be RAM flag dependent. Details and example on how to set and use the code are found all within the ASM file.

Defines to allow charging while riding Yoshi, charged jump/spinjump heights, SFX for charge ready and how long the player should duck to trigger the charge, as well as other options, are included.
Tags: charged jump lorom physics sa-1 smb2
Comments: 3 (jump to comments)
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Comments (3)

El Cuh Fermin Link
If anyone doesn’t know how to insert this, here’s the solution: place the ChargedJump.asm on library folder, and then open GM14.asm or create new GM14.asm, and insert this code:

	LDA #%00000011			
	JSL ChargedJump_runcode	

After you saved the changes, open list.txt, place 14 GM14.asm, and enter your ROM name on list.txt too, and after you saved changes, open UberASMTool.exe to insert, if it inserted, open the ROM on any SNES emulator, and go to any level you want, and if you press down button until the charge jump appears, it means that you successfully have Charge jump. I hope this will help.
 Telinc1 Link
An additional note. This code was meant to obsolete the SMB2 Hi-Jump patch and the Improved SMB2 Hi-Jump patch. For now, I have decided not to remove the patches because this code can't recreate their function. The first patch makes the player jump immediately after they stop ducking, while the second patch does not allow charged spin jumps, only normal jumps. I feel like both of those could be seen as intentional mechanics, so I'm not going to touch the patches unless this code is edited to support these functions.
 Telinc1 Link
This is a nice and functional effect. My only gripe with it is that it could be a little hard to use if you don't know how to work with library code. A potential improvement would be letting the user use it as direct level or gamemode code, not just library code.