This patch allows custom sprites to overwrite the value in X without getting any problems.
Tester's note: Interesting how you're encouraging novice spriters to mess up the X index now.
Author's note: It's better than getting crashes and disappearing sprites for no reason. ...I think.
This patch is of no use to non-coders and advanced coders, and encourages bad coding practices in novice coders. Properly functional sprites are preferable to broken sprites held up by a "safety net" of sorts.
This patch removes the overworld, so beating a level makes you go directly to the next level instead of visiting the OW in between (001->win->002). Screen exits are allowed and does not edit this counter; 002->025->win leads to 003. Beating 024 leads to 101; beating 13B gives unpredictable results.
Saving is automatically done after each level. Switch palaces will work as well, though this patch makes large forks a bit tricky, so they may not be very useful.
You will, obviously, also start in a level (001, to be specific). All stuff dependent on level number, including the castle destruction sequences and switch palaces, will still work.
However, the player switching code is removed. Therefore, you should apply "One OR two players only", "Choose Player SMB:TLL Style", or something similar, or the players will just get confused.
You can even get secret exits to work with this patch, but then you need to modify $13BF manually. This will tell the patch to load another level.
This patch took me five days to make due to the extensive testing required and all weird bugs that kept popping up, from the music not restarting after dying to midway points triggering after beating a level. There is a risk I didn't find all bugs.
The title pretty much explains it. Its the knockback patch by Smallhacker, and the SMB 3 Powerdown (Flower to Big Mario, Cape to Big Mario, Big Mario to Small Mario w/ transformation being a puff of smoke) combined into one patch. With a bit of tweaking.
If I ever figure out the animation from the original SMW from Big Mario to Small Mario, I will submit a new version using that animation.
This is basically a newer version of the original ObjecTool (0.3) patch. It allows you to create and insert custom extended objects, and if you use Lunar Magic 1.80 or higher, it will also enable you to use object 2D to create custom normal objects.
Credit to 1024, also known as 0x400, for the original idea, even though I didn't copy his code.
Minor update to SA-1 compatibility with the GetItemMemoryBit subroutine.
Completely removes speed oscillation (http://tasvideos.org/GameResources/SNES/SuperMarioWorld.html#ExplanationOfOscillatingSpeeds) from the game. When sped up, instead of oscillating around the maximum speed, you will go exactly the maximum speed. This will make jump heights completely consistent, and allow for completely consistent slope speed sections.
Note: because the default title screen demo goes dpad neutral in the air, it will desync with this patch and kill Mario. You will need to use a custom title screen demo to prevent the title screen from softlocking you.
It even removes the speed oscillation in mashing B to slow down with cape, which may make backwards fly harder.
Other than that, it should feel indistinguishable from normal, on average giving you a roughly 0.6% higher speed (+0.2 subpixels/frame) than usual.