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.
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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.
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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.
-------------------- Baby please, would you end your night with me?
This patch makes the routine at $0085FD not trip breakpoints at $0000 through $0FFF in the snes9x 1.43 debugger. Please note that this patch is totally useless for everyone except ASMers. No freespace nor credit needed.
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Backup
Honestly, geiger's SNES debugger has been replaced by either bsnes-plus or the NO$SNES debugger (there's also Mesen-S which is in development), neither of which trigger on these values.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.
-------------------- Baby please, would you end your night with me?
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.
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This is included in here, which is a more versatile patch overall.
-------------------- Baby please, would you end your night with me?
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.
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Quote
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.
-------------------- Baby please, would you end your night with me?
Maarfy Administrator and SMW ASM Manager
Posts: 180/231
Since:
This patch fixes the bug where the forest treetops bug up if placed at improper Y positions. Note that they're still buggy in Lunar Magic. No freespace nor credit needed.
This patch previously lacked SA-1 support. The original version is backed up here.
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Integrated into Lunar Magic since version 3.02. If you for some reason use an older version, here's the backup.
Major Flare SMW ASM Moderator, Tools Moderator, and SM64 Manager Dry Bones
This patch makes the overworld use levels 0-5F instead of 0-24 and 101-13B. (They will still be listed as 101-13B in the overworld editor, of course.) No freespace required.
This patch changes many different properties related to SMW's original boss battles, including palettes, sprites thrown, hits needed to win, etc. No freespace required.
Tester's note: A patch which can be particularly handy in terms of organisation (in favour of a hex editor) if you want to alter all boss battles.
This patch revamps your level animations from scratch.
Basically you can now hack Lunar Magic's Animation flags easily with this patch, without constantly getting tired of pushing the COIN button every single level!
This is compatible with Lunar Magic v2.31
Thanks for FuSoYa for the ROM hack provided within Lunar Magic.
This patch, unlike other patches that was submitted, directly modifies it to have custom effects when pressing select, rather than dropping sprites from the top-center of the screen.
This is also useful for a substitute for instant item box: such as HP patches that modifies the power up system so that mario does not grow into cape mario.
By default, it does the same as the instant item box. Simply edit that code to increase the HP value instead of giving mario a powerup animation if you are using it.
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Basically it's the same as Instant Item Box v1.4 (having the same function and hijacks), but with that patch being more optimized and stable, this one becomes unnecessary.
Maarfy Administrator and SMW ASM Manager
Posts: 198/231
Since:
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!
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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.
This fixes all vertical scrolling that can appear in your hack if you set the initial FG position to something that is even slightly imperfect, so you can let Mario start anywhere you want without caring about this. If Layer 2 vertical scrolling is set to Constant, this patch will reposition L2 too. Note that it only has any effect if the vertical scroll setting is set to Vertical scroll at will.
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Obsolete with LM3.00+, which positions the camera accordingly at any vertical position.
Maarfy Administrator and SMW ASM Manager
Posts: 223/231
Since:
This patch changes the path used by the creating/eating block sprite (sprite B1, used in Roy's Castle and Larry's Castle in the original game) for both the main overworld and all submaps as well as some extra data related to the sprite. No freespace or credit needed.
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Patch is a fairly simple collection of hex edits (with some crucial usage information omitted). Tidied up a bit and moved to the Hex Edit Repository.
Major Flare SMW ASM Moderator, Tools Moderator, and SM64 Manager Dry Bones
This patch makes the player act like Yoshi from YI. It includes all of his abilities such as eating, making and throwing eggs, flutter jumping, and ground pounding. In the folder I've also included some GFX, blocks, and sprites that can be used with this patch.
Tester's note: Very nice patch right there. What's nice especially is the completeness of it. Usage of this patch means you cannot use certain items such as fire flowers though, but that should not be a reason not to give this patch a special status!
It is already inside imamelia's Shared Subroutines Patch. TODO: convert this to a GPS/PIXI routine (I suspect it already exists in the aforementioned formats).
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