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Details for Replace Cape with Double Jump v2.00
SMW Patches - Replace Cape with Double Jump v2.00 Show random
File Name: Replace Cape with Double Jump v2.00
Added:
Version History: View
Authors: Alcaro, Maarfy
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch gives Mario the ability to double jump if he grabs a feather. Version 2.00 adds some new user defines that allow toggling whether the feather powerup displays the cape graphics and whether the player may cape spin.

Originally created by Alcaro on Masterlink's request.
Tags: double jump, feather, lorom, sa-1
Download: Download - 2.49 KiB
230 downloads
Screenshots
Image
DTA450
Is there a way to make Mario fall more slowly (just like the cape)? adding this won't work.
Code
org $00D8EA
db $02
Posted by: DTA450 - | Link
LOLRyan2006 the Goombud
Very bad.

Mixing it with Charged Fireball and 32x32 Sprite Player causes the following:

-You have low jump if you have the Fire Flower

-You can never lose the cape.

-Every time you jump while you're small, the jumping sprite is replaced with a giant X

Thanks, I DESPISE it...
Posted by: LOLRyan2006 the Goombud - | Link
lx5
Originally posted by Flat5Games
Is there a version of this for UberASM?

short answer: no

long answer: no, it requires several hex edits to make the cape have the double jump power while removing its flying abilities
Posted by: lx5 - | Link
Flat5Games
Is there a version of this for UberASM?
Posted by: Flat5Games - | Link
KevinM
Tested with: LM 3.04, Asar 1.71, SA-1 1.32, UberASMTool 1.4, Snes9x 1.6.
Besides the small issue pointed out by Maarfy, the patch works very well and it's got a lot of nice customization options, so accepted.
Posted by:  KevinM - | Link
Maarfy
Ahh, my. This patch and I go a long way back. It taught me a thing or two about the logic of coding back in the day, not to mention using bits as flags as opposed to a whole address. It also taught me to hate and fear macros for a very, very long time. I've seen complaints about it here and there, but to me the actual effect feels great despite it's (minor) shortcomings.

Remoderated and updated with some new user options. Its biggest imperfection is inherited from the original - if the patch is set to refresh the double jump after bouncing off of something, and if the player gets a boost while already rising upwards from the double jump (clip a Koopa just right, dismount Yoshi), the jump will not be refreshed as expected.

Tested with Asar 1.71, Lunar Magic 3.04, SA-1 1.32, Snes9x 1.59.2, UberASM Tool 1.4.
Posted by:  Maarfy - | Link

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