Tip: If it's possible to carry a tileset-specific sprite (such as a Buzzy Beetle or Bob-omb) through a pipe, make sure it has the correct graphics and sprite palette on the other side!
Unlike Iceguy's patch, this patch remove several stuff that he left out:
-forgot to remove score sprites that appear when you hurt/kill enemies.
-the last "0" on the status bar.
-not to store tile $FC every frame, this is noticeable if you put custom counters on the space where the score was.
This means you don't have to use external tools to remove all score-related stuff in the game, this patch does it all for you.
credit goes to me and WhiteYoshiEgg (he made the disable score sprite code), and yes, I got his permission:
Originally posted by WhiteYoshiEgg
Sure, I don't think it's mine anyway.
2020-01-24 update:
Fixed a rather small oversight that the score code will STILL write blank tiles if the first n tiles/bytes at $0F29-$0F2E contains the value #$00 (which that displays the "0" graphic). This is because the people who wrote at $008EDB ($008E1A on the ROM map section) forgot to double-check the code just after $008EDB and $008F09 that checks the digit tiles, from left to right, if there is a leading 0, replace it with #$FC.
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