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Tip: Create a fair "difficulty curve" - that is, start off easy and then get gradually more difficult as the hack progresses.Not logged in.
JUMP½
Forum Index - SMW Hacking - Full Hack Releases - JUMP½
Pages: « 1 2 3 »
Has anyone tested this in Canoe? I'm curious if this will run on a snes classic with the stock emulator.
I want to hank everyone for this hack it is pretty freakin rediculous. good job.
JUMP½ version 1.01

See changelog for what's been updated (although a few minor changes were not documented). Most bugs that have been reported are patched, but one thing we weren't able to do is pinpoint the cause of the crashes that some players have experienced when playing on an Analogue Super NT. If you use this system to play hacks, JUMP½ should be beatable, but be cautious and save frequently, as you may encounter crashes. If you play on an ordinary SNES console or SNES classic, you should be fine.

JUMP½ resource pack

Contains all the music, blocks, sprites, graphics, and ASM used in JUMP½. For sprites and UberASM code, you may encounter tool incompatibilities, as this hack uses Sprite Tool and UberASM patch. This means if you want to use a sprite or some UberASM code from this pack and you are using PIXI or UberASM tool, it will need to be converted. Additionally, it may take some ASM knowledge to isolate a specific piece of UberASM code that you want to use. None of these resources are SA-1 compatible.

Also warning: Do not open JUMP½ in Lunar Magic version 3.0 or later; the hack may break. If you must open the ROM in LM, open it in version 2.53, as that is the version the hack was made in.
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Forum Index - SMW Hacking - Full Hack Releases - JUMP½

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