Tip: Layer 3 backgrounds and tides disappear when you hit a message box, so plan your level around that. For example, you can add a sublevel without layer 3 at the start/midpoint, and include your message there.
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.
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.
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.