Banner
Views: 785,254,022
Time:
3 users online: Adriel_Isaque, Maxodex, sleepyb00 - Guests: 29 - Bots: 184 Users: 41,056 (1,537 active)
Latest: TylerL
Tip: Keep track of ALL patches and hex edits in case you need to transfer your data to a new ROM. It's definitely worth the trouble.Not logged in.
Details for Replace Cape with Double Jump v2.00
SMW Patches - Replace Cape with Double Jump v2.00
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
38 downloads
Screenshots
Image
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
KKevinM
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:  KKevinM - | 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

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 7

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented