File Name: | Invincible Chucks |
Added: | |
Authors: | gameboy |
Tool: | xkas |
Requires Free Space: | No |
Bug Fix: | No |
Featured: | No |
Description: | You can still jump on them, but they are invincible. |
Screenshots: |
The Great Patch Purge of 2018/2019
File Name: | Change Game Over to Epic Fail |
Added: | |
Authors: | lolcats439 |
Tool: | xkas |
Requires Free Space: | No |
Bug Fix: | No |
Featured: | No |
Description: | This patch changes the Game Over screen to says Epic Fail instead. Does not require freespace. |
Screenshots: |
This can be recreated with this tool, barring the GFX (backup found above)
File Name: | EXTREME FastROM v1.1.0 |
Added: | |
Authors: | Ersanio |
Tool: | xkas |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This patch enables the FastROM mode the proper way, dealing with every single long jumps known in SMW. Apply it to a clean ROM. See changelog for the changes. READ THE README FOR IMPORTANT INFORMATION. Note: This patch most-likely won't work on Japanese SMW and definitely not on Super Mario All-Stars + World. Causes graphical glitches on the right side of the last scanline of the statusbar in accurate S-PPU emulation. DO NOT USE IN LM 1.8 AND HIGHER. Those have this patch included already. |
Screenshots: |
Quote
DO NOT USE IN LM 1.8 AND HIGHER. Those have this patch included already.
Originally posted by exit1337
This patch has incompatibilities with disabling the fade-out via hex editor (look in the ROM Map).
Just use LM's FastROM feature.
File Name: | Level + Translevel + Save File&Level Number |
Added: | |
Authors: | Chdata |
Tool: | xkas |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This is the levelnum.ips (by BMF) disassembley, fixed with a RATS along with Imamelia's EOLR patch. This patch stores the level number as you'd see it in LM (16-bit) to $010B/C and stores the translevel number (aka makes a $13BF mirror) to $010D. Lastly, it stores the level number indexed by the current save file to $010F/$0110. Example: Save File One: Level 105: $010F (16-bit) will be #$0105. Whereas in save file two, it will be #$0305. In save file three, it'd be #$0505. Very useful for certain SRAM things where you'd unlock a different thing in every level. Also in save file one, level #$0025 would be #$0025, but in save file two it'd be #$0225, and in three it'd be #$0425. I included the old patches/ips files too, along with the previous version of this patch. Also increases SRAM size to 32kb, but can be changed if needed. |
Screenshots: |
File Name: | Extra Overworld Level RAM |
Added: | |
Authors: | imamelia |
Tool: | xkas |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This patch gives you an "extra overworld level" RAM address, just in case you happen to need it but are already changing $13BF elsewhere (such as with NPCs). You can load the other address, which never changes (or, at least, it shouldn't) instead. |
Screenshots: |
Code
init: LDA $13BF|!addr STA $<free ram> RTL
And besides, can't one simple preserve 13BF in the resource itself?
File Name: | LC_LZ2 Decompression Optimizer (v1.2) |
Added: | |
Authors: | Akaginite, Ersanio, Min, edit1754, smkdan |
Tool: | xkas |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This patch improves the load time of levels by optimizing the routine that decompresses LC_LZ2-compressed ExGFX files. The loading time gets reduced by approximately 1 second. As a bonus, it stores the decompressed size to $8D, which may be useful to some patches that need to know the size of data being decompressed. (namely, genericuploader.asm) Original thread can be found here. NEW in v1.2: - Should have no issues with interrupts (for anyone who wants to call the routine during normal gameplay when an interrupt could occur) Do NOT use with Lunar Magic 1.82 or higher! This patch is intergrated in those versions of Lunar Magic. |
Screenshots: |
Quote
Do NOT use with Lunar Magic 1.82 or higher! This patch is intergrated in those versions of Lunar Magic.
Options->Compression options for this ROM...->LC_LZ2 - Optimized for Speed
File Name: | LR Powerup |
Added: | |
Authors: | Mr.X |
Tool: | xkas |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | L Decreases your powerup and R Increases your powerup. Based off LR Hook. |
Screenshots: |
Additionally this code is so inefficient. Here's some UberASM gamemode code which achieves the same thing:
Code
main: LDA $18 BIT #$20 BNE .decrease AND #$10 BEQ .return INC $19 LDA $19 CMP #$04 BCC .return STZ $19 .return RTL .decrease DEC $19 BPL .return LDA #$03 STA $19 RTL
File Name: | No P-switch Music |
Added: | |
Authors: | lolcats439 |
Tool: | xkas |
Requires Free Space: | No |
Bug Fix: | No |
Featured: | No |
Description: | Keeps playing the level music during a p-switch or directional coins. Doesn't work with AMK. |
Screenshots: |
Quote
Doesn't work with AMK.
Originally posted by Gloomy
For an AMK-compatible method, try this.
File Name: | $0703 Palette uploader |
Added: | |
Authors: | HuFlungDu |
Tool: | xkas |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | Basically, this uploads the RAM at $0703 to CGRAM every frame. The positive upshot of this is that you can use that RAM to update the palette at any point outside a blank, without using DMA (Which a lot of people don't understand). Make sure any time you edit $0703, you also edit $0905, otherwise fadeouts will not work correctly. No credit necessary |
Screenshots: |
Speaking of which, one of them is UberASM (tool); I converted this code and submitted it here.
File Name: | Level + Translevel Number |
Added: | |
Authors: | Chdata |
Tool: | xkas |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This is the levelnum.ips (by BMF) disassembley, fixed with a RATS along with Imamelia's EOLR patch. This patch stores the level number as you'd see it in LM (16-bit) to $010B/C and stores the translevel number (aka makes a $13BF mirror) to $010D. I included the old patches/ips files too. |
Screenshots: |
File Name: | Counter Break (Power-ups/Yoshi only) |
Added: | |
Authors: | Zeldara109 |
Tool: | xkas |
Requires Free Space: | No |
Bug Fix: | No |
Featured: | No |
Description: | A modified version of Glyph Phoenix's Counter Break patch. Resets your power-up, reserve item, and Yoshi status every time you return to the overworld, but leaves your coin total unaffected. Also rearranged the code into a much easier-to-read format. |
Screenshots: |
Code
load: STZ $19 STZ $13C7 STZ $187A STZ $0DC2 RTL
File Name: | LR Hook |
Added: | |
Authors: | Smallhacker |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | Disables L/R and prepares them to be used for other stuff (Version 1.1) |
Screenshots: |
1) You can disable L/R scrolling as told here.
2) This patch hijacks the status bar code, which means the buttons can't be assigned any purpose if you use other status bars.
3) The main reason. Most of the patches that have used this or forgo the L/R checks are simply rudimentary versions of what is now Gamemode 14 code for UberASM.
File Name: | Custom Score Sprites |
Added: | |
Authors: | imamelia |
Tool: | xkas |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This patch enables you to insert custom score sprites into your ROM (the little icons that appear when you get points, a 1-Up, etc.). There are two different versions of the patch, one of them being more complex but more flexible. |
Screenshots: |
File Name: | Winged Yoshi |
Added: | |
Authors: | Ixtab |
Tool: | xkas |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | Will make it so Yoshi always has wings and can fly without needing a shell. Edit the free space in the file. Includes instructions on how to make it only work on certain levels. Fixed a typo. |
Screenshots: |
Code
main: LDA #$02 STA $141E|!addr STA $1410|!addr RTL
Additionally, this uses the original status bar routine to run every frame, which means it won't even work if you use a custom one.
File Name: | Darkberry |
Added: | |
Authors: | Alcaro |
Tool: | xkas |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This patch will change tiles 0FD through 0FF to berries (same order as 045 through 047), which transforms into whatever tile you want. Requires edit1754's Tile Generation Unrestrictor patch. Mostly superseded by (and likely incompatible with) Edible Blocks, but since this one can leave the dark bush behind, it still has a few uses. |
Screenshots: |
Quote
Mostly superseded by (and likely incompatible with) Edible Blocks, but since this one can leave the dark bush behind, it still has a few uses.
I'm sure the latest Edible Blocks update (which is the one which allows subs) allows you to implement the only niche this patch had over it.
File Name: | Wario Dash v2 |
Added: | |
Authors: | K3fka |
Tool: | xkas |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | An updated version of my Wario Dash patch. This version changes a few things to fix some bugs. You no longer gain star power while dashing, but a sliding effect is simulated. As such, make sure enemies you want to be able to be killed by the dash are able to be killed by sliding (you can use Tweaker or whatever to enable that). |
Screenshots: |
File Name: | LR Cape Spin |
Added: | |
Authors: | EddyCartoon |
Tool: | xkas |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | Allows you to use cape spin by pressing L or R. Based of the LR Hook patch by Smallhacker. Give credit to Klopenator for the cape spin code. |
Screenshots: |
Here's an UberASM code to achieve the same thing:
Code
main: LDA $73 ORA $187A|!addr ORA $140D|!addr ORA $9D ORA $13D4|!addr BNE Return LDA $17 ORA $18 AND #$30 BEQ return CMP #$30 BEQ return LDA #$12 STA $14A6|!addr LDA #$04 STA $1DFC|!addr RTL
File Name: | L/R Restart Level |
Added: | |
Authors: | Iceguy |
Tool: | xkas |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This patch makes pressing either L or R restart the level (to the main entrance). Based on the L/R hook code by Smallhacker. Tester's note: Works, but if Mario is dying, you can cheat your way out of it by pressing L or R to restart. |
Screenshots: |
Code
main: LDA $18 AND #$30 BEQ Return LDX $95 LDA $5B BEQ Setup LDX $97 Setup: LDA $13BF|!addr PHA CMP #$25 BCC + ADC #$DB + STA $19B8|!addr,x PLA CMP #$25 LDA #$01 BCS Finish DEC Finish: ORA #$04 STA $19D8|!addr,x LDA #$06 STA $71 STZ $88 STZ $89 Return: RTL
File Name: | Special OW colors keeper |
Added: | |
Authors: | Ersanio |
Tool: | xkas |
Requires Free Space: | No |
Bug Fix: | No |
Featured: | No |
Description: | This patch removes every single visible trace of the 'special world beaten' effects, except it keeps the overworld colors only. Also normalizes Koopa colors, behaviours (speed), and enemy graphics. |
Screenshots: |