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Seperate crouch jumping frame by codfish1002

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:
Rejected due to performance errors.

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.