Well, I've been asked if you could use these things and hostly, I agree with them being useful.
Berkay's layer 3 graphics:
(link). Since they are basically just the vanilla SMW graphics but for layer 3. We allowed you to convert them so why not use the graphics of someone who already did that.
Custom Mario Palette:
(link). If it was just a level design contest, you could simply overwrite Mario's palettes for good. However, due to the collab, this won't do here, so you get to use this patch to have custom palettes. It comes with these sets of minor rules:
-Name the table your username + mario/luigi + powerup (eg JackTheSpadesMarioBig)
-include all tables you make in the .txt in your submission. If you don't, we won't include the palette in the collab :P
I made this a couple years back. You can use it go generate the tables if you are too lazy to use LM and copy the palettes every time.
Thanks to Vitor for making a quick SA-1 version.
Magikoopa Palette Correction:
(link). Magickoopa has quite the broken palette when appearing... I never even noticed. Ayway, it has been requested that this will be fixed and I see no reason not to.
SFX Echo:
Apparently, AMK removes the echo that you'd usually have in cave levels and so on. Even the vanilla game had this.
So, due to strong requests, and as much as it pains me, you can use uberASM to add the following code in levelinit:
-if you use this, you have to include it in the .txt file on which levels you used it.
-you may not use uberASM for anything else. So, no HDMA, or other shenanigans. We're really only using it because it's the smartest way to go about this.
NEW Dolphin fix (updated):
(link). Removes the glitched dolphin tail if you have dolphins in a level with vertical scrolling.
Update: The old version caused serious bugs with the koopas. New version works as intended. You can download a removal patch here. Apply it to the ROM and it will remove the old version of the patch.
Berkay's layer 3 graphics:
(link). Since they are basically just the vanilla SMW graphics but for layer 3. We allowed you to convert them so why not use the graphics of someone who already did that.
Custom Mario Palette:
(link). If it was just a level design contest, you could simply overwrite Mario's palettes for good. However, due to the collab, this won't do here, so you get to use this patch to have custom palettes. It comes with these sets of minor rules:
-Name the table your username + mario/luigi + powerup (eg JackTheSpadesMarioBig)
-include all tables you make in the .txt in your submission. If you don't, we won't include the palette in the collab :P
I made this a couple years back. You can use it go generate the tables if you are too lazy to use LM and copy the palettes every time.
Thanks to Vitor for making a quick SA-1 version.
Magikoopa Palette Correction:
(link). Magickoopa has quite the broken palette when appearing... I never even noticed. Ayway, it has been requested that this will be fixed and I see no reason not to.
SFX Echo:
Apparently, AMK removes the echo that you'd usually have in cave levels and so on. Even the vanilla game had this.
So, due to strong requests, and as much as it pains me, you can use uberASM to add the following code in levelinit:
Code
LDA #$06 STA $7DFA
-if you use this, you have to include it in the .txt file on which levels you used it.
-you may not use uberASM for anything else. So, no HDMA, or other shenanigans. We're really only using it because it's the smartest way to go about this.
NEW Dolphin fix (updated):
(link). Removes the glitched dolphin tail if you have dolphins in a level with vertical scrolling.
Update: The old version caused serious bugs with the koopas. New version works as intended. You can download a removal patch here. Apply it to the ROM and it will remove the old version of the patch.