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The Great Patch Purge of 2018/2019
Forum Index - Valley of Bowser - Moderation Questions - Patches - The Great Patch Purge of 2018/2019
Pages: « 1 2 3 4 5 6 7 8 »
File Name: Invincible Chucks
Added:
Authors: gameboy
Tool: xkas
Requires Free Space: No
Bug Fix: No
Featured: No
Description: You can still jump on them, but they are invincible.
Screenshots:
Moved to the Hex Edit repository and updated code.

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I'm sure I'll find it
File Name: Change Game Over to Epic Fail
Added:
Authors: lolcats439
Tool: xkas
Requires Free Space: No
Bug Fix: No
Featured: No
Description: This patch changes the Game Over screen to says Epic Fail instead.

Does not require freespace.
Screenshots:
Backup
This can be recreated with this tool, barring the GFX (backup found above)

this also didn't age well

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I'm sure I'll find it
File Name: EXTREME FastROM v1.1.0
Added:
Authors: Ersanio
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch enables the FastROM mode the proper way, dealing with every single long jumps known in SMW. Apply it to a clean ROM.

See changelog for the changes.

READ THE README FOR IMPORTANT INFORMATION.

Note: This patch most-likely won't work on Japanese SMW and definitely not on Super Mario All-Stars + World. Causes graphical glitches on the right side of the last scanline of the statusbar in accurate S-PPU emulation.

DO NOT USE IN LM 1.8 AND HIGHER. Those have this patch included already.
Screenshots:
Quote
DO NOT USE IN LM 1.8 AND HIGHER. Those have this patch included already.

Originally posted by exit1337
This patch has incompatibilities with disabling the fade-out via hex editor (look in the ROM Map).

Just use LM's FastROM feature.

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I'm sure I'll find it
File Name: Level + Translevel + Save File&Level Number
Added:
Authors: Chdata
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This is the levelnum.ips (by BMF) disassembley, fixed with a RATS along with Imamelia's EOLR patch.

This patch stores the level number as you'd see it in LM (16-bit) to $010B/C and stores the translevel number (aka makes a $13BF mirror) to $010D. Lastly, it stores the level number indexed by the current save file to $010F/$0110.

Example:
Save File One: Level 105: $010F (16-bit) will be #$0105. Whereas in save file two, it will be #$0305. In save file three, it'd be #$0505. Very useful for certain SRAM things where you'd unlock a different thing in every level.
Also in save file one, level #$0025 would be #$0025, but in save file two it'd be #$0225, and in three it'd be #$0425.

I included the old patches/ips files too, along with the previous version of this patch.

Also increases SRAM size to 32kb, but can be changed if needed.
Screenshots:
This patch is outdated by UberASM with a better version. Besides, the translevel and multiplied/SRAM backup are useless.

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I'm sure I'll find it
File Name: Extra Overworld Level RAM
Added:
Authors: imamelia
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch gives you an "extra overworld level" RAM address, just in case you happen to need it but are already changing $13BF elsewhere (such as with NPCs). You can load the other address, which never changes (or, at least, it shouldn't) instead.
Screenshots:
UberASM can do this:
Code
init:
    LDA $13BF|!addr
    STA $<free ram>
    RTL

And besides, can't one simple preserve 13BF in the resource itself?

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I'm sure I'll find it
File Name: LC_LZ2 Decompression Optimizer (v1.2)
Added:
Authors: Akaginite, Ersanio, Min, edit1754, smkdan
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch improves the load time of levels by optimizing the routine that decompresses LC_LZ2-compressed ExGFX files. The loading time gets reduced by approximately 1 second.

As a bonus, it stores the decompressed size to $8D, which may be useful to some patches that need to know the size of data being decompressed. (namely, genericuploader.asm)

Original thread can be found here.

NEW in v1.2:
- Should have no issues with interrupts (for anyone who wants to call the routine during normal gameplay when an interrupt could occur)

Do NOT use with Lunar Magic 1.82 or higher! This patch is intergrated in those versions of Lunar Magic.
Screenshots:
Quote
Do NOT use with Lunar Magic 1.82 or higher! This patch is intergrated in those versions of Lunar Magic.

Options->Compression options for this ROM...->LC_LZ2 - Optimized for Speed

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I'm sure I'll find it
File Name: LR Powerup
Added:
Authors: Mr.X
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: L Decreases your powerup and R Increases your powerup. Based off LR Hook.
Screenshots:
As other patches based in the LR Hook, this won't work if the status bar is changed from the original one.
Additionally this code is so inefficient. Here's some UberASM gamemode code which achieves the same thing:
Code
main:
        LDA $18
        BIT #$20
        BNE .decrease
        AND #$10
        BEQ .return
        INC $19
        LDA $19
        CMP #$04
        BCC .return
        STZ $19
.return
        RTL

.decrease
        DEC $19
        BPL .return
        LDA #$03
        STA $19
        RTL


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I'm sure I'll find it
File Name: No P-switch Music
Added:
Authors: lolcats439
Tool: xkas
Requires Free Space: No
Bug Fix: No
Featured: No
Description: Keeps playing the level music during a p-switch or directional coins.

Doesn't work with AMK.
Screenshots:
Quote
Doesn't work with AMK.

Originally posted by Gloomy
For an AMK-compatible method, try this.


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I'm sure I'll find it
File Name: $0703 Palette uploader
Added:
Authors: HuFlungDu
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Basically, this uploads the RAM at $0703 to CGRAM every frame. The positive upshot of this is that you can use that RAM to update the palette at any point outside a blank, without using DMA (Which a lot of people don't understand). Make sure any time you edit $0703, you also edit $0905, otherwise fadeouts will not work correctly.
No credit necessary
Screenshots:
This patch hijacks right at the start of NMI, which various patches do.
Speaking of which, one of them is UberASM (tool); I converted this code and submitted it here.

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I'm sure I'll find it
File Name: Level + Translevel Number
Added:
Authors: Chdata
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This is the levelnum.ips (by BMF) disassembley, fixed with a RATS along with Imamelia's EOLR patch.

This patch stores the level number as you'd see it in LM (16-bit) to $010B/C and stores the translevel number (aka makes a $13BF mirror) to $010D.

I included the old patches/ips files too.
Screenshots:
What I said here still applies.

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I'm sure I'll find it
File Name: Counter Break (Power-ups/Yoshi only)
Added:
Authors: Zeldara109
Tool: xkas
Requires Free Space: No
Bug Fix: No
Featured: No
Description: A modified version of Glyph Phoenix's Counter Break patch.

Resets your power-up, reserve item, and Yoshi status every time you return to the overworld, but leaves your coin total unaffected.

Also rearranged the code into a much easier-to-read format.
Screenshots:
Easily replicated with UberASM:
Code
load:
    STZ $19
    STZ $13C7
    STZ $187A
    STZ $0DC2
    RTL


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I'm sure I'll find it
File Name: LR Hook
Added:
Authors: Smallhacker
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Disables L/R and prepares them to be used for other stuff (Version 1.1)
Screenshots:
The legendary LR Hook, for which unfortunately I see no purpose.

1) You can disable L/R scrolling as told here.
2) This patch hijacks the status bar code, which means the buttons can't be assigned any purpose if you use other status bars.
3) The main reason. Most of the patches that have used this or forgo the L/R checks are simply rudimentary versions of what is now Gamemode 14 code for UberASM.

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I'm sure I'll find it
File Name: Custom Score Sprites
Added:
Authors: imamelia
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch enables you to insert custom score sprites into your ROM (the little icons that appear when you get points, a 1-Up, etc.). There are two different versions of the patch, one of them being more complex but more flexible.
Screenshots:
This is included in here, which is a more versatile patch overall.

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I'm sure I'll find it
File Name: Winged Yoshi
Added:
Authors: Ixtab
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Will make it so Yoshi always has wings and can fly without needing a shell. Edit the free space in the file. Includes instructions on how to make it only work on certain levels. Fixed a typo.
Screenshots:
Easily recreated in UberASM Tool by using this code (additionally, can now be used in an individual level):
Code
main:
    LDA #$02
    STA $141E|!addr
    STA $1410|!addr
    RTL

Additionally, this uses the original status bar routine to run every frame, which means it won't even work if you use a custom one.

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I'm sure I'll find it
File Name: Darkberry
Added:
Authors: Alcaro
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will change tiles 0FD through 0FF to berries (same order as 045 through 047), which transforms into whatever tile you want.
Requires edit1754's Tile Generation Unrestrictor patch.

Mostly superseded by (and likely incompatible with) Edible Blocks, but since this one can leave the dark bush behind, it still has a few uses.
Screenshots:
Quote
Mostly superseded by (and likely incompatible with) Edible Blocks, but since this one can leave the dark bush behind, it still has a few uses.

I'm sure the latest Edible Blocks update (which is the one which allows subs) allows you to implement the only niche this patch had over it.

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I'm sure I'll find it
File Name: Wario Dash v2
Added:
Authors: K3fka
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: An updated version of my Wario Dash patch. This version changes a few things to fix some bugs. You no longer gain star power while dashing, but a sliding effect is simulated. As such, make sure enemies you want to be able to be killed by the dash are able to be killed by sliding (you can use Tweaker or whatever to enable that).
Screenshots:
Converted to UberASM (it hijacked the status bar).

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I'm sure I'll find it
File Name: LR Cape Spin
Added:
Authors: EddyCartoon
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Allows you to use cape spin by pressing L or R. Based of the LR Hook patch by Smallhacker. Give credit to Klopenator for the cape spin code.
Screenshots:
As other LR Hook based patches, this won't work if you use the original status bar.
Here's an UberASM code to achieve the same thing:
Code
main:
LDA $73
ORA $187A|!addr
ORA $140D|!addr
ORA $9D
ORA $13D4|!addr
BNE Return
LDA $17
ORA $18
AND #$30
BEQ return
CMP #$30
BEQ return
LDA #$12
STA $14A6|!addr
LDA #$04
STA $1DFC|!addr
RTL


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I'm sure I'll find it
File Name: L/R Restart Level
Added:
Authors: Iceguy
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch makes pressing either L or R restart the level (to the main entrance). Based on the L/R hook code by Smallhacker.

Tester's note: Works, but if Mario is dying, you can cheat your way out of it by pressing L or R to restart.
Screenshots:
Again, LR Hook. Again, won't work if you use a custom status bar. Again, UberASM code to do the same thing:

Code
main:
    LDA $18
    AND #$30
    BEQ Return
    LDX $95
    LDA $5B
    BEQ Setup
    LDX $97
Setup:
    LDA $13BF|!addr
    PHA
    CMP #$25
    BCC +
    ADC #$DB
+   STA $19B8|!addr,x
    PLA
    CMP #$25
    LDA #$01
    BCS Finish
    DEC
Finish:
    ORA #$04
    STA $19D8|!addr,x
    LDA #$06
    STA $71
    STZ $88
    STZ $89
Return:
    RTL


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I'm sure I'll find it
File Name: Yoshi No Fly
Added:
Authors: HuFlungDu
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Patch to disable yoshi's ability to fly.
Made at the request of ggamer77.
Screenshots:
Moved to the Hex Edit Repository.

--------------------
I'm sure I'll find it
File Name: Special OW colors keeper
Added:
Authors: Ersanio
Tool: xkas
Requires Free Space: No
Bug Fix: No
Featured: No
Description: This patch removes every single visible trace of the 'special world beaten' effects, except it keeps the overworld colors only.
Also normalizes Koopa colors, behaviours (speed), and enemy graphics.
Screenshots:
You can do this using only LM. Go to Overworld->Change special world levels and set the color setting to the level you want to, while moving the rest to level 0

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I'm sure I'll find it
Pages: « 1 2 3 4 5 6 7 8 »
Forum Index - Valley of Bowser - Moderation Questions - Patches - The Great Patch Purge of 2018/2019

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