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Tip: Use this patch to fix the bug where editing the upper right 8x8 tile of the sideways walking Koopa Troopa in GFX01 makes the coin sparkles look glitchy.Not logged in.
Details for Spin Jump to Super Jump
SMW Patches - Spin Jump to Super Jump
File Name: Spin Jump to Super Jump
Authors: HuFlungDu
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Made at request of leod. Patch that changes the SpinJump to a SuperJump if you are not moving (though it's easy to change that and I say how in the patch) No credit necessary.
Tags: jump, lorom, physics, sa-1, spin jump, spinjump
Download: Download - 399 bytes
Added a NOP to correct a misaligned hijack that caused the timer to tick down even when the game was frozen.

Useful enough, but this patch shows its age a bit. The super jump is only enabled in scenarios that allow normal spinjumping - this means no super jumping off of Yoshi, no super jumping underwater, no super jumping while holding items, etc. The player’s direction is also randomly reversed from time to time as the jump starts, and cape attack hitboxes can manifest for a split second if the player is caped - both holdovers from building off of the spinjump flag. I’d much rather see a patch version of this code hijacking the actual spin jump routine for greater flexibility and polish.

Speaking of hijacks, be warned - this code hijacks the same portion of the status bar routine used by UberASMTool’s own status bar code. Use the UberASM version of this code to avoid this issue.

Tested with Asar 1.71, Lunar Magic 3.04, SA-1 1.32, Snes9x 1.59.2.
Posted by:  Maarfy - | Link

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