Tip: When you're about to release your hack, make a patch first, patch it to a clean ROM, and then test that. This way, you are testing both the hack AND the patch.
How to use: Paste invisible level tiles (for example, 0x80) on the overworld where you want Mario to be able to walk on. Set the level tile to some unused level like 0x80. Open the level tile settings dialog, then enable the following: Enable Up/Down/Left/Right, Level has been passed, no entry if level passed. Make sure you select a new file of course.
It's just three hex edits. Got them registered here
-------------------- Userbar by Green Jerry
Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
Major Flare SMW ASM Moderator, Tools Moderator, and SM64 Manager Thwomp
Fixed a minor bug in the included jump sound effect.
This patch moves some of the sound effects in $1DFA to another channel, which frees up channel 7, giving you 6 free channels for music instead of 5. Requires the -se function of Addmusic 4.05.
They're redundant because the jump SFX remapper is already part of AMK and remove all secondary entrances can be easily done with Lunar Magic and also is part of Super SMW Scratch ROM.
MarioFanGamer SMW ASM Moderator Invincible Mario
Posts: 3908/5681
Since:
Location: Germany
This patch is misleading. Not only does it prevent multiple 1ups (as the description says), but it also prevents any sort of star combo (all enemies just give 200 points when star-killed).
It also consists mostly of db hex-edits which are mostly uncommented, making it annoying to modify to restore the combo.
Try this modified patch instead (no credit needed).
The hex edit also is very complicated in the first place and could have been shortened even as a hex edit.
MarioFanGamer SMW ASM Moderator Invincible Mario
Posts: 3909/5681
Since:
Location: Germany
A patch set up for easily increasing or decreasing jump height. Most values chosen for the declared variable should work with the castle cutscenes, but some that deviate too far from the original SMW values may not.
Unused addreses are set to 55 (01010101) in most emulators. Since apparently this is a problem for people, this patch sets a customizable amount of unused addresses to 00 instead of 55. It will reset them every time the RESET routine is run.
Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
MarioFanGamer SMW ASM Moderator Invincible Mario
Posts: 3911/5681
Since:
Location: Germany
It's... I don't know. The discription is midleading (it's old, I know, but still) since it's a simple collection of hex edits, specifically which powerup state allows you to shoot fireballs and which one to fly, whether you can float or not, what powerup do mushrooms give (but only mushroom) and even disabling spin jump (which has nothing to do with power ups).
This patch makes Mario shoot straight fireballs and fixes the bug where they fly up at odd angles if they hit a slope (which looks stupid). This will make them turn into a puff of smoke when hitting any solid object.
This patch can be reproduced by using UberASM and adding the store to $0DBF in an init label, considering the Game Mode 14. It would be like this (use GM14, as I said):
Code
init:
LDA #10 ; put some number between 0-99
STA $0DBF
RTL
main:
RTL
It's simple, it's outdated and it has some glitches.
1. It doesn't takes freeze flag into account - physics still apply when game is frozen. For example, when taking a power-up or getting a hurt player may bounce slightly upwards, which is incorrect behavor. Blind Devil's floaty jump physics may suit better if you're looking for luigi's jump physics.
2. It's supposed to disable spinjump for Luigi, but it does so for Mario, and only when Luigi's a current character, meaning it has no effect. Even if it worked, it also disables X button presses, which I doubt is intentional (you can still use Y to shoot fireballs).
3. Straight fireballs go up the slopes, which looks janky, though it's not a huge problem. It's still recommended to use hex edits instead.
This is my customized version of the Luigi jump patch. I like it this way because you can only jump higher when you are not running or pressing arrows.
Thanks to Aiyo, Smallhacker, Ice Man and Makinaman or whoever else shared parts of this code.
It's basically the same as previous rejected "Luigi Physics" patch, except physics are applied only when pressing A or B. pressing A or B and/or something else (like X or Y for running) won't work. Description states this, but I don't find it usefull in hack design.
Major Flare SMW ASM Moderator, Tools Moderator, and SM64 Manager Thwomp
1) Hijacks NMI;
2) Can be converted to an UberASM code (already working on it);
3) Poor code; several cycles could be saved by just using tables and indexing.
Major Flare SMW ASM Moderator, Tools Moderator, and SM64 Manager Thwomp
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