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Tip: By pressing Shift while placing event tiles, they will be made "silent" and will not appear until a map transition happens. Always use silent event tiles to draw paths in other maps (i.e. a Vanilla Dome event while the player is on the main map), or glitchy tiles may appear.
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Details for SM64 Sequential Jumping/Triple Jump 2.0
SMW Patches - SM64 Sequential Jumping/Triple Jump 2.0 Link - Show random
File Name: SM64 Sequential Jumping/Triple Jump 2.0
Added:
Version History: View
Authors: HuFlungDu
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This is a patch I created that will give you the ability to jump higher the more times you do it in a row (up to three) just like in Super Mario 64.
No credit necessary

Important! New for this version.
Now featuring an almost complete lack of suck.
Removed some major bugs and general ugliness by changing the way it makes you jump higher
Now has configurable jump heights (what a freaking concept right?)
Finally, no longer hijacks NMI routine.

Gonna go head and say thanks to cant_think_of_a_name for reminding me how bad the old one blows and inspiring me to fix it.
Tags: jump, lorom, physics, sa-1, sm64
Download: Download - 1.70 KiB
368 downloads
Screenshots
Image
TheN64man
Perhaps I could set it up backward so if you jump too much consecutively Mario gets tired and cannot jump as high lol
Posted by: TheN64man - | Link
Meirdent
Tested with Asar v1.71, Lunar Magic 3.04, SA-1 Pack v1.32, Snes9x v1.55. Works as intended.
Posted by:  Meirdent - | Link
Klug
GIFs, please!
Posted by: Klug - | Link
Major Flare
Optimized the code, and converted to ASAR w/SA-1 compatibility. Tested with Asar 1.71 and SA-1 1.32
Posted by:  Major Flare - | Link

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