SMW Tweaks
Displaying 49 tweaks.
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Change Level Name Palette
Changes the Layer 3 palette number used for level names.
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Change Overworld Life Counter Palette
Changes the Layer 3 palette of the life counter on the overworld.
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Change Life Exchange Palettes
Changes the Layer 3 palettes for various parts of the two-player life exchange window.
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Remove Lava in Iggy's Boss Arena
This series of hex edits removes the lava in Iggy's boss arena.
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Event Path Fade Speed
Changes the speed of the Overworld event path fade effect and the map in which it uses a different speed (set map to None to only use the normal speed for every one).
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Disable Circle Fade
Disables the circle that fades in when the title screen is about to appear.
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Allow Change Intro Level Music via Lunar Magic
Allows you to change the intro level music (level C5) via Lunar Magic.
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Change Circle Fade Speed
Changes the speed of the circle fade when the title screen is about to appear. $00 is slower, and $19 is faster.
Don't go beyond the value $19! |
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Change Star Flashing Palettes
This allows you to modify which palettes are used when the Star power-up is flashing.
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Change number of Reznors killed before bridge breaking
This tweak changes the number of Reznors killed before the bridge starts breaking.
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No Spawn Items from Green and Yellow Exclamation Blocks
Don't allow items to be spawned from green and yellow exclamation blocks, making them completely solid.
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Disable Title Screen Colors
Even if you're using a custom palette in level C7, the game will always overwrite colors 8-F and 18-1F on the title screen with special colors. To edit these colors, normally you'd have to edit the global palette, but I always found it to be tedius. This tweak disables the color upload, so you can just set the colors using a custom level palette.
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Bounce Sprite Despawn Timer Fix
Fixes a bug where bounce sprites despawn 2 frames earlier than they should, causing a visual oddity where the bounce sprite and the block tile spawned under it are visible for one frame of the bounce animation.
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Remove Clouds on Main Map
Removes clouds that move diagonally on the Main Map. Even if you use sprite slots for clouds, it will not appear.
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Coin Sparkles to Invincible Mario
Changes the sparkles that are used while Mario is invincible. Instead of having your own sparkles, it will use those from the coins when are collected.
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Cape Stomp Fix
Removes the ability to smush enemies (Koopas, Goombas, Beetles, Bob-Ombs) with the cape which is an intentional feature (see sprite sheets from the leaked prototype) but leaves glitched graphics in the final game, implying it to be removed in the final game.
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Yellow and Green Switch Block Bounce Sprite to Question Mark Bounce Sprite
Changes the yellow and green switch palace blocks' bounce sprites to look like regular question mark blocks'.
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Wings beta cage sprite tiles fix
Makes the beta cage wings (Sprite 88) use the correct tiles.
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Menu navigation sound changer
This tweak will let you change which sound effect will play when you navigate ($1DFC)
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Reset Frame Counter at Level Load
Resets the frame counter, $14, at level load. This ensures that base game animations always start on the same frame when a level starts, which is already how ex animations behave. This makes it possible to keep the two synchronized.
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Fix Bowser Lightning
Due to a mistake in indexing, the lightning colours in Bowser's battle are off by one colour which causes the lightning to read part of the layer 3 colours on the overworld (which is stored right after the lightning's colours in the ROM).
As a bonus, one can also change from where the lightning loads the colours. |
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Change Yoshi Egg Colours
This small tweak allows you to change the colours of Yoshi Eggs when placed into the level depending on their initial horizontal position.
It also allows you to set the GFX page for all eggs which is tied to the this table. Note that this doesn't (and can't) change the text in the Add Sprites window and the SSC for the appearance and hovertext within Lunar Magic also has to be created manually. |
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Change Climbing Net Door Tile Palette
When the climbing net door sprite is activated, it manually overwrites the tiles underneath it, which if you've tried to change the palette of will cause them to get reverted back to palette 7. This tweak will allow you to change it there as well.
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Make Some Killable Sprites Die in a Puff of Smoke
This tweak makes the following killable sprites die in a puff of smoke instead of showing garbled tiles:
- Bowser's bowling ball - blargg - falling spike - Bowser statue's fireball - grinder (non-line-guided) - fire that falls down in Bowser battle - reflecting podoboo - Bowser statue |
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Disable Screen Scrolling on Death
Disables the screen scrolling when the player loses a life.
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Remove Blinking Koopa Eyes
Removes Koopa's blinking eyes in its shell when it's hit by feather cape or blocks.
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Change Speed of the Fade-Ins and Fade-Outs
Changes fade-in and fade-out speeds when transitioning between sublevels.
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Change Menu Selection Sound Effect
Changes the sound effect played when you change options in the title screen and Overworld menus.
See here for more info. |
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Free Vertical Scroll
This tweak will enable the camera to follow the player freely vertically every frame, instead of waiting that the player lands on something to set the camera scroll flag.
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Don't Give Coins when Swallowing Sprites
Does not allow the player to earn coins when Yoshi swallows some enemies or berries.
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Partial Overworld Red Yoshi Fix
Fixes a glitch where Yoshi could sometimes stay partially red on overworld, regardless of the corresponding color.
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Change Submap To Delay the Monty Mole's Jumping Out
Changes which submap takes longer for Monty Mole to jump out.
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Make the Mega Mole Friendly
Makes Mega Mole not do damage to the player.
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Remove Podoboo Randomness
Sets the Podoboos to use a fixed waiting time rather than a random one. The delay is given in frames (max 255), which normally ranges between 96 and 159, inclusive.
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Remove Keyhole Effect
Removes the keyhole growing/shrinking effect when activating a keyhole exit, and will simply fade out instead.
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Free $1E01
Frees up one byte of RAM at $1E01, making it usable as free RAM. This address normally cycles between 0, 1, and 2 when you hold A and press L in a level, though it doesn't actually get used unless the debug feature at $00CC84 is enabled.
Note that even with this tweak, this address is still cleared at reset and title screen load. |
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Rip van Fish stays awake
Causes the Rip van FIshes to not fall back asleep once they wake up.
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Remove Mario OW Border
Remove Mario of the overworld border.
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Fix Super Koopa Death Frame Graphics
This fixes the death frames for Super Koopas using the incorrect graphics page and showing unrelated tiles, often a bit of stem tile, instead of a blank tile.
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Charging Chuck Arm Fix
Fixes a color palette error when charging.
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Yoshi Combo Counter Fix
Fixes a bug where jumping off Yoshi adds to the combo counter.
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Rope Air Climbing Fix
Fixes a bug where if Mario is pushed off of a rope by a solid object, he will be able to climb on the air.
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Lemmy's hair fix
Makes Lemmy use the correct tiles for his looking side to side animation.
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Keep Jumping Animation When Falling
This small tweak keeps the player in the jumping pose when moving downwards after jumping.
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Change Vertical Pipe Range
Tweaks the Vertical Pipe's entry range. Decreasing the range from its default requires Mario to be closer to the center of the object while increasing it allows him to enter it further from the center.
While riding Yoshi, Mario is shifted to the center of the pipe. If this value is above 7, you may wish to disable this (via the "Disable Auto-Centering?" option) as it may cause Mario to shift outside the pipe. |
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Full Door Hitbox
Increases the width of the door hitbox to the size of a full tile.
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Remove Small Door Proximity Check
This tweak will remove the check used by small (non-boss) doors to see if Mario is centered on the tile before allowing entrance. Removing the check makes them as easy to enter as a Boss Door.
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Start Select Anywhere
Causes start+select to always leave the level, even if it hasn't been beaten yet.
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"Shatter Block" Palette Unrestrictor
This tweak changes the functionality of the "broken block" pieces spawned when breaking Throw Blocks, Turn Blocks, etc., and the routine that spawns them at $028663.
In the vanilla game, the most common snippit of code to spawn these block pieces is through a JSL like this: Code ..Where the "xx" is either 00 for a brown shatter effect, or FF for a rainbow one. In reality, any non-zero value will force the rainbow effect.PHB LDA #$02 PHA PLB LDA #$xx JSL $028663 PLB By applying this tweak, only negative values will produce a rainbow effect. As such, you'll be able to call the routine with 02 for Palette 9, 04 for Palette A, 06 for Palette B, etc. according to the YXPPCCCT format. By setting the T bit, you can spawn them on the 2nd GFX page, though this will most certainly not look correct without ExGFX. |
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