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Replace Cape with Double Jump v2.00

SMW Patches → Replace Cape with Double Jump v2.00

Submission Details

Name: Replace Cape with Double Jump v2.00
Authors: Alcaro, Maarfy
Version History: View
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
Comments: 12 (jump to comments)
Download 2.49 KiB | 587 downloads


Comments (12)

SmashNcrab Link
So this currently only allows me to double spin jump if I press 'A' & then Press 'B'. Is this a little on the awkward side. Is there a way to make it possible to double spin jump by pressing 'A' twice?
I think it would work really well if you could just press any jump button while air born to get a 2nd jump (spin or regular).
Epic_Manky Link
Any way to re-enable gliding with this patch?
DTA450 Link
Is there a way to make Mario fall more slowly (just like the cape)? adding this won't work.
org $00D8EA
db $02
LOLRyan2006 the Goombud Link
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...
lx5 Link
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
Flat5Games Link
Is there a version of this for UberASM?
 Kevin Link
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.
 Maarfy Author Link
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.
Nariofan101 From older version: Replace cape with double jump Link
At line 131 is the following code, responsible for actually jumping;
LDA #$B0
STZ $1407|!base2

To make Mario go into his jumping animation when he double jumps, add these lines just after those;
LDA #$0B
STA $72
WarFlare2 From older version: Replace cape with double jump Link
Maybe create a version where it still shows that Mario has a cape? Because like this, the player might forget that Mario has the double jump ability and accidentally hurt or kill Mario. Just a suggestion though ...
Nariofan101 From older version: Replace cape with double jump Link
If you use your double jump while the sound effect of the first jump is still playing, the sound effect glitches. Might have something to do with AMK?
lx5 From older version: Replace cape with double jump Link
Amazing patch, someone could make interesting puzzles with this.

Also, found a minor issue: When riding Yoshi and you already used your second jump, you can leave Yoshi while in air for a third jump and then use a fourth jump because the free RAM gets cleared at some point.

This only happens when setting to !True !StompEnemyGivesAnotherDoubleJump, setting it to !False gets rid of this issue.