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P-Balloon Acceleration + Extras

SMW Patches → P-Balloon Acceleration + Extras

Submission Details

Name: P-Balloon Acceleration + Extras
Author: Erik
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will give Mario extra acceleration when pressing the X or Y buttons while on the P Balloon.
Additionally, you can also configure it to:
- make the player not lose the P balloon if he gets hurt
- fix the bug when pressing left and right at the same time
Tags: boost lorom p-balloon physics player sa-1 sprite
Comments: 10 (jump to comments)
Download 1.63 KiB | 182 downloads

Screenshots

Comments (10)

 MarioFanGamer Link
Moderated with:
  • Lunar Magic v3.10
  • Asar v1.71
  • SA-1 Pack v1.32
  • SNES9x v1.60
  • BSNES v115

Not particularily happy how you can't revert the settings. Found no issues, otherwise.
LOLRyan2006 the Goombud Link
It needs to be patched as 8-directional IMO

Similar to SMM2
 Ayami Link
I've always wondered if it's possible to change the hurt animation to the P-Balloon Mario frames (you know, a blinking between big and small Mario in the P-Balloon state, instead of the usual blinking in his "normal" state). Not a big deal anyway, it's just that sometimes the "transition" seems weird.
 Kevin Link
Remoderation notes: made so you can't go through walls when setting a high speed (which would also happen with the default speed values) and added defines for speed and acceleration for convenience.
Tested with: LM 3.11, asar 1.71, SA-1 1.32, Snes9x 1.60.
Collin Vigil From older version: P-Balloon Acceleration + Extras Link
yes yes yes yes yes yes
Luaxon From older version: P-Balloon Acceleration + Extras Link
As I played around with the ASM a bit, I think I found a solution to the "phasing through walls glitch" when Mario's Balloon Speed is higher than 10 hex:
Code
x_speed_hijack:
       LDA $B6,x
       STA $00
       LDA !9E,x
       CMP #$7D
       BEQ .balloon

Code
.balloon
       BIT $15
       BVC .return
       if !fix_lr_bug = 1
              CPY #$03
              BEQ .pressing_both
       endif
       TYX
       LDY $15E9|!addr
       CPX #$01
       BNE .right

	LDA $77
	AND #$01
	BEQ +
	BEQ +
	LDA.w $B6,y
	SEC : SBC.w $00
	STA.w $B6,y
	TYX
       JML $02D247|!bank
+
       LDA.w $B6,y
       CMP.l new_max_x_speeds-1,x
       BEQ .cont_y_speeds
       BPL .slow_down
       BRA .cont_x_speeds

Code
.right
	LDA $77
	AND #$02
	BEQ +
	LDA.w $B6,y
	SEC : SBC.w $00
	STA.w $B6,y
	TYX
       JML $02D247|!bank
+
       LDA.w $B6,y
       CMP.l new_max_x_speeds-1,x
       BEQ .cont_y_speeds
       BMI .slow_down

Include the code that I've highlighted in yellow into their respective sections.

I tried a Max Speed of 50 hex and it worked! #tb{:DD}
slakkmichael From older version: P-Balloon Acceleration + Extras Link
"Make the player not lose the P balloon if he gets hurt"

For real?!
Final Theory From older version: P-Balloon Acceleration + Extras Link
This patch was well overdue. We really needed this big time. In the original if you get hit once then its all over.

Big thanks.
Mogu94 From older version: P-Balloon Acceleration + Extras Link
Thanks for adding SA-1 compatibility, Telinc1.
 Telinc1 From older version: P-Balloon Acceleration + Extras Link
The patch appears to be functional. Note that turning off an option after applying the patch will have no effect. Also, keep in mind that picking up a powerup will still remove the player's P-Balloon. During the moderation, I added SA-1 compatibility to the patch.