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The Great Patch Purge of 2018/2019

File Name: SMB2 Hi-Jump
Added:
Authors: Noobish Noobsicle
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: After ducking for a customizable number of frames, Mario will shoot up into the air at a customizable Y-speed!

NOTE: Due to the limitations of SMW, you have to hold the jump button after you release the down button to actually jump high.
Screenshots:
Removed because there's an update already hosted in the site.
File Name: Add "decrease coin" flag.
Added:
Authors: Iceguy
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will insert a "decrease coin flag" kinda like the opposite of $13CC. You can use it in your shop blocks to slowly drain coins instead of them subtracting coins at once. By default, the RAM address used is $0E85. It's not defined as free RAM inside the demo block, so take caution if editing it.
Screenshots:
Obsoleted by this.
File Name: Bigger Coin Counter
Added:
Authors: Iceguy
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will allow you to have a coin counter up to 200, not 100 like the SMW counter. It doesn't use any extra RAM as well, so all blocks/sprites that use $0DBF will still work with this patch.
Screenshots:
Obsoleted by this.
File Name: No forward momentum v1.0
Added:
Authors: DPBOX
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch changes the game's physics. It makes Mario stop on a dime when you release left or right on the D-Pad on the ground, in the air, underwater, everywhere.
Screenshots:
This patch hacks the controller polling routine, which runs under NMI, to do a trivial change such as this. I converted to UberASM - and fixed slopes as well -, find it here.
File Name: Three-Digit Coin Counter
Added:
Authors: Nimono
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: Changes the original coin counter into a 3-digit one that counts up to 999 and stops without giving 1-ups. Comes with 3 test blocks for you to play with and use as bases for your own blocks to utilize this patch! Patch with Xkas.
Screenshots:
See this.
File Name: Time Up! Safety
Added:
Authors: Maxx
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: With this patch applied, when the time reaches 0, Mario will simply exit the level, not die.
Screenshots:
Moved to the Hex Edit Repository.
File Name: Improved Flutter Jump
Added:
Authors: NovaSquirrel
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: I tweaked the flutter jump already in the patches section a bit to be more like the one in A_Yoshi's hack... I needed the flutter jump for my own hack, so I might as well release it so that I might help others with the same problem.
Screenshots:
Uses LR Hook. An UberASM version can be found here.
File Name: Flutter Jump V1
Added:
Authors: scepile3
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: I fixed some glitches and added another version that can flutter jump multiple times. :) I can't think of any other ways to make this closer to the YI one.
Screenshots:
Also uses LR Hook. Use the version available in the uberASM section instead.
File Name: Yoshi Flutter Jump
Added:
Authors: Mr.X
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Original code by scepile3 I just modified it so mario will flutter jump while on Yoshi
like in Yoshis Island.

Note: It works, but it doesn't flutter like YI. The effect is more like a double jump.
Screenshots:
Another patch that uses LR Hook. The UberASM Flutter Jump can be customized to work with only Yoshi, effectively recreating the effects of this patch.
File Name: Turning SFX patch 1.0
Added:
Authors: Koyuki
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will add a sound effect when Mario is turning around.

Note to the user: Adjust the sound effect to generate yourself. (LDA #$xx STA $1DFC.)
Screenshots:
Obsoletted by Meirdent's version.

Backup.
File Name: Pause Flag
Added:
Authors: DiscoTheBat
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch sets an flag that you can determine if that level can or can't pause. Could be handy for cutscene levels, or other instances where you're not supposed to get in pause modus.

Requires usage of one free RAM address.
Screenshots:
backup

The effect can be easily replicated via uberASM in various ways - one being setting $13D3 to non-zero every frame to prevent the pause status from being changed. Example:

Code
init:
main:
LDA #$02
STA $13D3|!addr
RTL
File Name: Nintendo Presents Logo HDMA v1.2
Added:
Authors: Level ASMer
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will add HDMA gradient the Nintendo Presents Logo.
And fixed ASM code. Sorry :(

Credit to Ersanio for the original idea, even though I didn't copy his code.
Screenshots:
backup

Can also be easily achieved with uberASM. Just make your regular HDMA code run in game mode 01 (init).
File Name: Allow direct page register usage
Added:
Authors: Ersanio
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch will let you allow to modify the direct page register to your needs, without messing up the IRQ and NMI.

Read the readme for more info.

Causes glitches on the right side of the last scanline of the statusbar in accurate S-PPU emulation.
Screenshots:
As mentioned in its comments, this patch preserves the direct page in a better way than the one I'm removing.
File Name: Separate Overworld Luigi Graphics
Added:
Authors: Erik
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: tl;dr: This patch allows you to have separate graphics for Luigi in the overworld. Check the readme for more info.
---
This patch rewrites the entirety of the code that handles the drawing of the player's/Yoshi's sprite in the overworld, making them dynamic sprites. It also adds the functionality of adding separate graphics for Luigi. Requires freespace, though it also frees more than 1000 bytes in bank 4 for whatever you want.
This patch is an overhaul of the C3 version, which was really buggy. Now Yoshi has proper priority depending on whether he's on land on water, and tile priority is assigned with active->inactive instead of Mario->Luigi, which fixes a lot of oddities.
Doesn't include graphics for player 2, the bin is just the default Mario. Sorry about that!

Now SA-1 compatible.
Screenshots:
backup

Tested with Asar v1.71, SNES9x v1.58, higan v093, in both normal and SA-1 ROMs.

Some things demand revision:

> Setting !EnableYoshi to 0 gives an error in Asar and so the patch ends up not being inserted.
> Asar v1.71 also complains about a print syntax, refusing to insert the patch:
Code
print "| Free space in bank 4: ", dec(0x048D74-EndPatch), " bytes.                 |"


It's easily fixable though - just change 'dec(0x048D74-EndPatch)' to 'dec($048D74-EndPatch)'.
> Lastly, this is an emulator/SA-1 specific issue (happened only on SNES9x v1.58), but whenever the lives exchanger is prompted, this happens:


By the way, I'll also link the most recent removal. It contains another issue that causes flickering on screen whenever one of the two players has a Yoshi, which didn't happen in this version. Worth mentioning for reference anyways.
File Name: No Small Mario Duck
Added:
Authors: DiscoTheBat
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This patch is rather simple, if Mario is small, he can't duck.

Made by request.
Screenshots:
Obsoleted by its recently updated counterpart.
File Name: Framal Controller
Added:
Authors: wiiqwertyuiop
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This will add another controller address, in which you can choose when it's cleared, kinda like $16, only you can choose how many frames to wait until its cleared. I think I fixed everything now.
Screenshots:
Apparently we had the updated version and the old version, and I only axed one. Rejected for the same lack of purpose as cited the first time.
File Name: Disable crouching
Added:
Authors: Iceguy
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Disables crouching if you're NOT small Mario.
Screenshots:
An updated version exists in the form of the Disable Ducking patch.
File Name: MARIO/LUIGI START! Editor
Added:
Authors: Luigi-San
Tool: xkas or Asar
Requires Free Space: No
Bug Fix: No
Featured: No
Description: This patch edits the MARIO/LUIGI START! tilemap data, good if your hack's main character is someone else. Read the enclosed documents for more information on how to edit them.

Tester's note: Particularly handy in terms of organisation.
Screenshots:
Obsoleted by this tool.
File Name: Spaceship Gimmick
Submitted: by Meirdent
Obsoletes: Spaceship Gimmick V2
Authors: wiiqwertyuiop
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: This one will allow you to move in all directions, and you will die if you touch the ground or a wall. Give Credit!

4-23-2019: Updated for Asar, and SA-1 compatibility.
Screenshots:
Tested with:
-Lunar Magic 3.03
-SNES9X 1.59.2
-SA-1 1.31
-Asar 1.71

Cape spin cancels spaceship effect:



Also I noticed Mario on OW border also takes spaceship inputs into account, pressing right or left makes him move as normal, pressing up will make him always look up. And combined makes for glitchy animation. You probably want to check for gamemode value.

Lastly, touching sides of solid sprites don't actually kill mario, unlike normal wall tiles.

Also, not necessary, but I have a suggestion for proper diagonal movement, pressing both Up and Right for example'll make mario move Up-right instead of ether up or right depending on which check is first.
File Name: Floor Generator
Added:
Authors: Ramp202
Tool: xkas
Requires Free Space: Yes
Bug Fix: No
Featured: No
Description: Basically like the sprite version but in patch version. What it does is if mario is at the bottom of the screen, it'll make his X Speed be 00 and either hurt or kill him. Since i don't like wasting like 20 bytes of freespace for such a small patch, i decided to use a Empty part of the rom for this patch so it does not require freespace whatsoever.

Requested by Jacob
Screenshots:
backup

Tested with Asar v1.71, SNES9x v1.58, in a normal ROM.

Deprecated by this uberASM code. By the way, the patch also had an issue related to going offscreen from above which led to weird behavior, preventing the player to move horizontally like if they were below the screen. This was because the patch only considered the low byte of the player's Y-pos within the screen. High byte was completely ignored.