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Consistent 8 Frame Cape Float Delay

UberASM Repository → Consistent 8 Frame Cape Float Delay

Submission Details

Name: Consistent 8 Frame Cape Float Delay
Authors: DJLocks, xHF01x
Added:
Type: Level, Game Mode
Includes GFX: No
Includes Hijack: No
Featured: No
Description: This patch aims to simulate the vanilla float framerule, which can be between 0 and 16 frames, in a more consistent way. By waiting 8 frames after the input is registered to adjust Mario's falling speed.

So! What does this mean for you and when should you use this patch?

If you have very long falling sections, or just want the falling speed to be based on player input timing and not the float framerule, this patch will make those setups more consistent.

But keep in mind the vanilla float framerule is consistent based on when you jump. This means most kaizo setups will be perfectly consistent with the vanilla framerule...

~If you don't have the player floating/falling for extended periods of time you probably don't need this patch!~

Can be inserted per-level or globally via Gamemode 14.

Original code by xHF01x (please credit him).
SA-1 conversion DJLocks (you don't have to credit me).
Special thanks to NewPointless for help with SA-1 testing.
Tags: cape float delay lorom sa-1
Comments: 3 (jump to comments)
Rating:
4.0 (2 ratings)
No rating
Download 920 bytes | 75 downloads

Comments (3)

MarkAlarm Link
Moderated with:
- Lunar Magic 3.31
- UberASMTool 1.4
- SA-1 Pack 1.40 (also tested without)
- Snes9x v1.60, bsnes-plus v05

Definitely useful for cape kaizo levels that want to remove the inconsistency in floating with the feather. The addition of SA-1 compatibility is also nice.
 quietmason Link
Cool ASM! #smrpg{:D}
AllexGG Link
Cool ASM#smw{¬_¬}