File Name: | Seperate crouch jumping frame |
Submitted: | by codfish1002 |
Authors: | codfish1002 |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | A simple patch that adds a separate frame for crouch jumping. uses castle destruction frames by default but can be changed with the defines in the asm file. credit is optional. Requested by Ralshi02 |
Tags: | lorom, sa-1 |
Screenshots: |
This patch looks at $72 to decide whether the player is rising upwards through the air, to display the rising crouch jump frame. When the player is at full P-speed, however, $72 uses the same value when rising and falling - by ducking and jumping at the same time out of a sprint, an incorrect crouch jump frame will be displayed.
Second, this patch is set up for SA-1 compatibility, but address $148F is missing the |!base2 modifier. This causes incorrect performance on SA-1 ROMs.
This patch could also be optimized a decent bit despite its small size, though this wouldn't be a rejection reason on its own. Your hijack location has the benefit of X not needing to be preserved. I'd try something like "clear X, check if player Y speed is negative, if so INX, check if player is carrying something, if so INX : INX, LDA.l jump frame from table." (The addition of a FastROM mirror on the return jump would be a welcome addition as well.)
Tested with Asar 1.81, Lunar Magic 3.31, SA-1 1.40, Snes9x 1.59.2.