This forces overworld to be reloaded when Mario switches submaps using an exit tile. It also does when the current player has been swapped. It solves the problem that the sample bank needs updating but actually is not updated in these conditions.
Tested with Asar v1.71, SNES9x v1.58, in a normal (edited with LM v1.80) ROM.
This patch "works", but in a rather odd way. It only reloads music and graphics after a path transition, which is really weird. In the following screenshot, I've used garbled graphics just for testing purposes, but note that when you go from a submap to another, the graphics only get updated after a complete screen fadeout. As for music, it will only change after that fadeout, too.
Anyway, this patch is completely unnecessary for new/current LM version users, because it already handles GFX reloading much better, and during the actual path transition (to activate that, ExGFX should be inserted once into the ROM). As for music, AMK also takes care of proper sample reloading every time a song is meant to change.
All in all, this was meant for old LM/Addmusic users back in the old days, and today it holds no purpose, actually.
This patch allows you to change the music in each level. As opposed to LM's Music Bypass feature, you can now change the music for Mode 7 boss levels, and depending on your configuration, the music will also fade between levels.
When Mario exits a level by pressing Start+Select, the status will be restored to before he enters the level. (not to be zero) Conditions to be restored include the midway flag.
Tester's note: Nice concept of having to pay a fee to use Start+Select. However, there's a small side effect: When you lose Yoshi during the level, but you had him before, and you Start+Select, you can still keep him. It would be nice if you fixed it.
I created this as a joke no one but me understands, but on the offchance that someone can find some usefulness in this, here it is. I'm too lazy to write out a useful description, this will allow you to insert custom minor extended sprites into your ROM which act basically like cluster sprites really, except they can't interact with anything (unless you code them to I suppose, but that's a bit much) That's all. No need for credit.
It was brought to my attention that I forgot to add in a RAT tag. This has one now.
Same as MrCheeze's patch, but then configurable and insertable with Asar. Except for the conversion, all credit goes to MrCheeze for the original code.
This patch fixes :
- The palette from the S from Mario Start! - Wendy's bow. - Glitches with the silver P-Switch when carrying it while coming out of a pipe. - Parakoopa wing tiles being overwritten. - Sprites being stunned forever if carried through a pipe.
This patch will change Caped Mario into Raccoon Mario. It is based on Pac's original Raccoon Mario IPS patch and also includes KPhoenix's Raccoon Mario Float Timer Fix Patch. Because this is in asm form, it allows one to choose whether to use Pac's default player tilemapping or to use the game's default tilemapping.
Made at request of: iRhyiku Patch that makes firepower act like a star in that when you get firepower, it will only last for a certain number of frames. The number of frames is configurable in the file. No Credit necessary.
v1.1 (Major Flare): - Optimized the time decay part of the code so it won't use a second freeRAM anymore - now, the patch uses only one byte of freeRAM; - Made the patch a bit more customizable. - Fixed a potential oversight in which the timer could decrement even if $9D was non-zero.
It works, but i question it's usability in current state. It doesn't give any indication on when power's about to run out, it just ends, which looks very cheap. Adding sound effect should be enough to fix this.
This patch frees up one, two or three more palettes for use on the OW, at the price of one freed palette = one of palettes 4 through 7 that you can't use for the tile revealing animations. For example, if you choose to free palettes 2 and 3, you can only use palettes 4 and 5 for revealing tiles, not the other six. I have asked FuSoYa, and there doesn't seem to be any chance of this appearing in LM within any forseeable future.
Useless nowadays, since you can now edit palettes in the overworld freely.
This moves all DMA transfers to channel 1 (channel 1 since some of LM's hijacks use this too), and it maps channel 7 to channel 0. Thus it leaves you with channels 2, 3, 4, 5, 6, and 7 free for HDMA use.
This patch causes a lot of issues, namely with mode 7 bosses; has tendencies to make the game not boot; and besides, it doesn't account for any DMA Lunar Magic might make either way.
The concept is nice though, what with having more than 4 channels for HDMA should you really need it.
edit: forgot to mention, but remapping channel 7 to 0 is a bad idea as most custom resources use channel 0 for their purposes. The average user won't change those, and the tinkerer will have to keep track of which patches do DMAs.
The readme claims to include Classic Fireball and 16x32 variants, but only the regular version exists. In any case, these can be recreated using the linked hex edits with the Classic Fireball, and Fireball Resizer patches.