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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: Reload Overworld
Added:
Authors: worldpeace
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: 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.
Screenshots:
backup

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.
File Name: LevelMusic v1.0.3
Added:
Authors: ExoticMatter
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: 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.

See the readme for details.
Screenshots:
Backup

From my observations, the tool for the same purpose has a more updated version of this patch integrated, and is easier to use anyways.

--------------------
I'm sure I'll find it
File Name: Counterbreak - Start+Select Version
Added:
Authors: worldpeace
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: 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.
Screenshots:
Backup

Thomas' version also works when using Start+Select. Also, many users seem to be getting garbled graphics as a result of using this??

--------------------
I'm sure I'll find it
File Name: Mario head mover
Added:
Authors: Alcaro
Tool: xkas
Requires Free Space: No
Bug Fix: No
Featured: No
Description: This patch moves Mario's head a bit. Warning: Do not use without exgfx.

Note that the cape is not moved, and the duck pose and growing pose is unchanged.

No credit nor freespace needed.
Screenshots:

Backup
Moved to Hex Repository.




BACKUPS: here and here.

Moved to Hex Repository: here and here.
File Name: Disable Score
Added:
Authors: Iceguy
Tool: Asar
Requires Free Space: No
Bug Fix: No
Featured: No
Description: Disables the score, and also from being added at level end.

You will still have to remove the point graphics using a tile editor.
Screenshots:
Backup

Obsoleted.
File Name: Custom Mushroom Mod
Added:
Authors: Iceguy
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Makes the mushroom add 30 seconds to the timer.
Screenshots:
Backup

Can be achieved with this patch.
File Name: PowerJumps
Added:
Authors: HuFlungDu
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Made at request of: iRhyiku

Changes jump height based on powerup. Small Mario jumps low, big jumps regular, fire jumps high, and cape basically flies.

No credit necessary.



Removed some excess code that was totally irrelevant.
Screenshots:
Backup

Removed because:
1. Hijacks NMI for a trivial task;
2. The code is heavily un-optimized: you could reduce all of your code to this (and it can be further optimized, believe me):

Code
main:
	LDA $77
	AND #$04
	BNE .return
	BIT $15
	BPL .return
	LDA $19
	AND #$03
	ASL
	TAX
	JSR (behavior,x)
.return
	RTL

behavior:
	dw Small, Big, Cape, Flower

Small:
	INC $7D
Big:
	RTS

Cape:
	DEC $7D
Flower:
	DEC $7D
	RTS



Alternative:
Code
main:
	LDA $77
	AND #$04
	BNE .return
	BIT $15
	BPL .return
	LDX $19
	LDA $7D
	CLC 
	ADC .spdMod,x
	STA $7D
.return
	RTL
.spdMod
	db $01,$00,$FE,$FF ; two's complement

File Name: Minor Extended Sprite Tool
Added:
Authors: HuFlungDu
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: 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.
Screenshots:
Backup

Obsoleted by this patch (Custom Other Sprites).




Backups: here and here.

Both are present in this patch.
File Name: Fire Ammo Counter
Added:
Authors: Iceguy
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will add an ammo counter for your fireball. Unlike the score/coin one, this uses a separate address and has SRAM + file support. Some stuff is customisable in the asm file.
Screenshots:
BACKUP


Obsoleted by this.
File Name: SuperJump
Added:
Authors: HuFlungDu
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Made at request of leod. Patch that changes the SpinJump to a SuperJump if you are not moving (though it's easy to change that and I say how in the patch) No credit necessary.
Screenshots:
Backup

Hijacks NMI; an UberASM version can be found here.
File Name: SlideAttack
Added:
Authors: HuFlungDu
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Made at request of: Ladida
Allows Mario to slide attack by running and ducking. Will kill any enemy that can be killed by a star.
As always, no credit necessary.

Fixed a bug where sliding with a star screwed things up. should work fine now.
Screenshots:
Backup

Hijacks NMI; alternative UberASM code.
File Name: SMW-Fix
Added:
Authors: MrCheeze
Tool: Asar
Requires Free Space: No
Bug Fix: Yes
Featured: No
Description: 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.

Now contains support for SA-1.
Screenshots:
Backup

A bunch of Hex Edits.
File Name: Unused Address Deleter
Added:
Authors: K3fka, wiiqwertyuiop
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch gets rid of unused data in SMW (i.e. beta levels, unused sprites, etc.) and allows you to use it as freespace. 2815 bytes are made available for your ASM hacks as a result of this patch.
Screenshots:
BACKUP

A bunch of several hex edits - they're documented here.
File Name: Raccoon Mario
Added:
Authors: andy_k_250
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: 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.
Screenshots:
BACKUP

Removed because:
1) A bunch of Hex Edits. See in the Hex Repository.
2) Obsoleted by this.
File Name: Fire Power Timer v1.1
Submitted: by Major Flare
Obsoletes: FirePowerTimer
Authors: HuFlungDu, Major Flare
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: 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.
Screenshots:
Tested with:
-Lunar Magic 3.03
-SNES9X 1.60
-Asar 1.71
-SA-1 1.32

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.
File Name: OWpal+
Added:
Authors: Alcaro
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: 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.
Screenshots:
Useless nowadays, since you can now edit palettes in the overworld freely.
File Name: DMA remap
Added:
Authors: wiiqwertyuiop
Tool: Asar
Requires Free Space: No
Bug Fix: No
Featured: No
Description: 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.
Screenshots:
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.

--------------------
I'm sure I'll find it
File Name: Onyx's Shoot 'Em Up Patches
Added:
Authors: Onyx
Tool: xkas
Requires Free Space: No
Bug Fix: No
Featured: No
Description: Replace Mario's fireballs with bullets. It was deleted when SMWC moved to a new server.



Conversion done by Ersanio, more info in both of the readmes.
Screenshots:
Moved to the Hex Edit Repo.

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.
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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