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Details for Wall Kick
SMW Patches - Wall Kick Link - Show random
File Name: Wall Kick
Version History: View
Authors: MarioE
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch enables the player to wall kick off walls by pressing the B button while sliding along the wall.

Just a minor change to allow the option of being able spinjump off a wall.

Now compatible with Lunar Magic 3.00.
Tags: lorom, physics, sa-1, wall, walljump, wallkick
Download: Download - 1.37Ā KiB
very nice but it can wall kick on invisible wall at the start and end of a screen
Posted by: Mapping_bl - | Link
Posted by: HackBro - | Link
Didn't work, when I patched it into my ROM and ran it, the game went really fast, and then got al glitchy and then just froze on a cyan screen. :(
Posted by: TheTinkerer256 - | Link
As for the jump sound glitching out even if you change the '#$01' and '$1DFA' to '#$35' and '$1DFC', it's actually because of the '?' next to the '35 Jump.txt' in 'addmusic_sound effects.txt'. Remove that '?' and reapply and you should be good to go. This fix should work with any resource that makes the jump sound.
Posted by: Anas - | Link
Nice #smw{:TUP:}
Posted by: Donut - | Link
How to change it that you don't have to hold right or left to stick to the wall. Also that you don't detach if you hit the ground while sliding on the wall.
Posted by: Doctor-Apple - | Link
Originally posted by lion
There is also a small bug in the sound that makes samples go haywire, but MST on KitikuSa's server has deduced that it could be an AMK bug. Just something to keep in mind. I'm not sure how I'd go about fixing that, honestly. I don't even know how to work with AMK's innards lol

change the jump sfx so it doesn't use $1DFA, check amk's sound effect list for the proper ram and value for the new jump sfx

iirc the patch does something like "inc : sta $1DFA" in more than one instance, can't check rn
Posted by: lx5 - | Link
It could also be like 32x32 player patch nonsense since the gif showed a 32x32 graphic flash for a while but I'm not sure. Again, just something to keep in mind.
Posted by: lion - | Link
Note to ASM folk, this patch seems to have an issue with like... Edges of the screen that are solid, like in Morton's Castle causing bugged graphics on Mario. There is also a small bug in the sound that makes samples go haywire, but MST on KitikuSa's server has deduced that it could be an AMK bug. Just something to keep in mind. I'm not sure how I'd go about fixing that, honestly. I don't even know how to work with AMK's innards lol
Posted by: lion - | Link
is this compatible with 32x32 player patch? can you make a fix for custom powerups
Posted by: Virusnest - | Link
cool #tb{^V^}
Posted by: jonerror42 - | Link
Note: this patch disables you from sliding and jumping off the last wall that you have jumped off of (or the last “direction” you jump away from). This is not the case on the other Mario games on the method of preventing the player from gaining height from the same wall by merely relying on a timer that prevents the player from returning back to the wall too soon.

The culprit is the RAM address !flags ($61 by default) stores its data bitwise like this: ----LRlr
  • r is when you are sliding down a left-facing wall (you hold right on the D-pad), value will be #$01 (#%00000001)
  • l is when you are sliding down a right-facing wall (you hold left on the D-pad), value will be #$02 (#%00000010)
  • R is when you jumped off left-facing wall (you jump towards the left), value will be #$04 (#%00000100)
  • L is when you jumped off right-facing wall (you jump towards the right), value will be #$08 (#%00001000)

After jumping off the wall, the value in RAM defined as !flags remains #$04 or #$08 until the player is on the ground. While the RAM is in this state, the player cannot jump off the wall of the direction he have jumped off of:
  • If #$04, disable sliding and jumping off a leftwards-facing wall
  • If #$08, disable sliding and jumping off a rightwards-facing wall

See here (I added comments):
		LDA !flags              ;\>----LRlr
		LSR                     ;|>0----LRl
		LSR                     ;|>00----LR
		AND $77                 ;|>Blocked status: SxxMUDLR
		BNE .return             ;/>If result both bits 0 and 1 clear, return (not touching any walls)
		LDA $15                 ;\Controller: byetUDLR
		AND #$03                ;|>000000LR
		CMP #$03                ;|\If both L and R pressed, return.
		BEQ .return             ;//
		LDA $15                 ;\Return if ((PressingLeft and BlockedLeft being set)||(PressingRight and BlockedRight being set)).
		AND $77                 ;|
		BEQ .return             ;/

Delete whats underlined to remove this quirk, or use this Uberasm version instead.

EDIT: Being in the water does not reset the flag. I'll ask the moderators about this.
Posted by: HammerBrother - | Link
I was wondering if there's a way to prevent Mario from sliding on the screen edges? (Doesn't happen consistently.)
Posted by: Ramon - | Link
Strange loud songs when i use this one.
Posted by: LucasMegaStriker - | Link
Definitely a lot better now. Plus it fixed MSWB (max speed wall-kick bug)
Posted by: Aqua-Grove-Prod - | Link
Changed the hijack and merged into one patch. Tested on pre- and post-3.00 Lunar Magic, with and without SA-1 with no errors observed.

The implementation and physics of the wall kick provided by this patch are very well done, and I frequently use it as a base myself. I kind of wish it had a couple more configurable options, like allowing jumping off the same wall twice, or allowing sliding down a wall even if you can't jump off of it. I'd also like to see the wall jump flags reset if the player falls into water or climbs on something. Even without these extras, though, this patch is well-built and worth considering for any project looking to spice up its movement options.

EDIT: Fixed a small error that crept up right after approval, my mistake. Everything ought to be in order now.
Posted by:  Maarfy - | Link
Vitor Vilela
Add compatibility with Lunar Magic 3.00
Posted by:  Vitor Vilela - | Link

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