Name: | No Consecutive Score Awards |
Author: | Koopster |
Added: | |
Version History: | View |
Tool: | Asar |
Requires Free Space: | No |
Bug Fix: | No |
Featured: | No |
Description: | This patch removes the consecutive score award functionality of dragon coins, shell kills, killing enemies with a star and stomping on enemies. You can easily set which of these you want in the .asm file, as well as the score value to always give in each case. Anas: Fixed a major inconsistency where despite '!ShellKill' being on, the normal consecutive scoring would sometimes pop up while killing the first few sprites. This is demonstrated in the second GIF (here '!ScoreShellKill' was set to $00). Also added some more documentation in the patch |
Tags: | lorom sa-1 score |
Comments: | 7 (jump to comments) |
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1.73 KiB | 190 downloads
Comments (7)
-Lunar Magic 3.30
-Asar 1.81
-bsnes v115
-SA-1 1.40
-STEAR
-5-Up and Goal Fix
-Coin Score Sprite Fix and Remap First Left Tile for All Coin Score Sprites hex edits.
The zip was properly updated now. The shell interaction now functions correctly. Do note that if you want to use coin score sprites globally, you'll need to free some sprite tiles from SP1/2 by using STEAR or use a patch like "Mario's 8x8 Tiles DMA-er". Also of note is that slide kill counts as star kill, so you'll get the same amount of score for slide kills as what's defined with !ScoreStar (if set !Star define to 1).
'XX' = the score value defined in '!ScoreShellKill'
Credit to Yoshifanatic for telling me about the hex edit!
It worked fine for me. Hopefully it will for you too.
Since it has been accepted, I'll update this eventually with more features.
Accepted, but made some cycle optimizations (too much NOPs - the majority of them can be skipped with a branch so not all of them have to be executed - they waste cycles).