This patch lends a performance boost to bsnes (and likely other emulators) by replacing the original SMW wait loop with the more efficient WAI instruction. This patch will NOT decrease slowdown in your hack, it just increases the frame rate in the emulator.
Note: This version contains an important bug fix! Note 2: It is compatible with AMK now! Also, allows you to have a different bank rather than fixed at $00.
This patch is incompatible with both UberASM in patch or tool form. For the tool's case fixing it would require modifying the ASM within the tool, which I'm not sure if Vitor plans to do himself, but either way, if you want to add it yourself for your hack:
0. SA-1 users don't apply; it's already integrated.
1. In your UberASMTool folder, go to asm/base and open global.asm
2. Search for this part:
This patch allows you to insert custom blocks manually, with no need of any tools except Lunar Magic and Asar. Useful if you can't or don't want to use BTSD.
This patch doesn't support custom wall running offsets or pages 40+, and besides, its only niche over BTSD/GPS was when both of those tools didn't have SA-1 support and there was a SA-1 compatible version of this patch floating around. Thus, it's obsolete and has no advantages over the tool method.
This patch makes the routine at $0085FD not trip breakpoints at $0000 through $0FFF in the snes9x 1.43 debugger. Please note that this patch is totally useless for everyone except ASMers. No freespace nor credit needed.
Honestly, geiger's SNES debugger has been replaced by either bsnes-plus or the NO$SNES debugger (there's also Mesen-S which is in development), neither of which trigger on these values. Still, backing up should anyone desire to use this.
The next part of my little project to allow the creation of all different kinds of sprites. This one is smoke images. Slightly more useful than minor extended sprites, but still not much. Either way, this can be used to insert custom smoke images into your ROM, you just spawn them like you would any other smoke image. Coding them is another story, basically you just have to follow examples of premade ones and the one I included with the patch. That's all really, do what you want with this, there is no copyright.
It was brought to my attention that I forgot to add in a RAT tag. This has one now.
This is included in here, which is a more versatile patch overall.
Turn mario normal fireball into Yoshi fireball (like the one submitted by matrik), except that here you can shoot up to 8 fireballs not only one, and the patch is directly applicable without inserting all GFX.bin to your ROM.
This fixes virtually all problems with vertical level background scrolling. Use this, and slow vertical BG scrolling, and you will (almost) never have garbage in your BG again. Doesn't fix all garbage (screen 1B), but most. Not needed with the latest LM (it expands the BG), but kept in case someone is using an older version.
Not needed with the latest LM (it expands the BG),
whatever the newest LM was back in 2009 (1.70?) we don't keep patches for ancient LM versions.
-------------------- I'm sure I'll find it
Maarfy Administrator and SMW ASM Manager
Last seen: 16 hours, 34 minutes and 21 seconds ago
What this does: This allows you to change what the powerups in SMW do when you touch them. For example, if you want the star sprite to give you 5 Yoshi coins, you can do that here.
Read the ASM file for instructions!
Rejecting for lack of utility.
This patch hijacks the start of each "powerup collected" routine, and... That's about it. There are some small, unfocused example codes sprinkled in, but these are nearly devoid of general use. Furthermore, this patch bypasses all of each powerup's code, meaning one cannot simply add code to an otherwise complete collectable. All in all this patch is too basic for coders to bother with, and too advanced (and bare) for non-coders to use productively.