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No Consecutive Score Awards

SMW Patches → No Consecutive Score Awards

Submission Details

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)
Download 1.73 KiB | 262 downloads

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Comments (7)

 RussianMan Link
Tested With:
-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).
Dark Mario Bros Link
so, you're going back to smb1 except consecutive stomps wont stack either
ASSATAKKU Link
Can you tag me with "hard mode"?
Anas From older version: No Consecutive Score Awards Link
I noticed that when a custom carriable sprite kills a bunch of sprites, sometimes the score sprites might come up. If you wanna fix this, try the following hex edit:

Code
org $01A6BF
LDA.b #$XX


'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.
 Koopster Author From older version: No Consecutive Score Awards Link
Good call on the cycle waste, oops.
Since it has been accepted, I'll update this eventually with more features. #smrpg{y}
 Major Flare From older version: No Consecutive Score Awards Link
Tested with: Lunar Magic 3.11, SA-1 1.32, ZMZ 1.08 and Asar 1.71.

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).
HammerBrother From older version: No Consecutive Score Awards Link
Can you add a feature of CAPPING the number or make it wrap around to 200 (200, 400, 800, 1000, 2000, 4000, 8000, then 200)?