Originally posted by alexandritethis hack was born out of my dissatisfaction with the previous hack i had been working on, also called Super Mario World: Alexandrite Edition. that hack, however, was trying to be more like an official mario game, whereas this hack is being made more like a collaboration hack, in which all of the levels will be made first before really making the overworld, and is more inspired by the works of the JUMP team and japanese hacks like the hyper mario series. i'm aiming for a very hard difficulty, but still in a way thats manageable.
Alright! This is the sort of thing I'd love to see more often~
As for the ASM:
Codedb $37
JMP Mario : JMP Mario : JMP Mario
JMP Return : JMP Return
JMP Return : JMP Return
JMP Mario : JMP Mario : JMP Mario
JMP Return : JMP Return
Mario:
STZ $0DC2 ; clear reserve box.
LDA $19 ; \ check player powerup status.
BEQ Return ; / if player is small Mario, end code.
STZ $19 ; else, force small Mario.
Return:
RTL
print "power down"
This way, it clears the reserve box first of all.
The way you had it before made it so that it only cleared if the player wasn't small.
I've replaced the "LDA $00 : STA $address" with STZ for optimization purposes. It's basically the same thing.
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