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How to make spin jump very high?

I can see only one addressfor mario's spin jump height. Please, help!
I'm not exactly sure what you are asking for, but if you want to change spin jump height, perhaps change these two addresses:
Quote
054BE $00:D2BE 1 byte Mario physics Spin Jump height when not moving.

Quote
0AC38 $01:AA38 1 byte Sprite physics How high Mario bounces when he jumps on an enemy (normal jump & spin jump)
I tried the first one but it makes mario jump high only when not moving.
That's probably because you only changed the first adress.
I want to make only spin jump is very high!
Originally posted by all.log
DATA_00D2BD:
db $B0,$B6,$AE,$B4,$AB,$B2,$A9,$B0
db $A6,$AE,$A4,$AB,$A1,$A9,$9F,$A6

Only change the values that are in bold.
How to usse it?
header
lorom
org $00D2BD
db $B0,$B6,$AE,$B4,$AB,$B2,$A9,$B0
db $A6,$AE,$A4,$AB,$A1,$A9,$9F,$A6

Change the values in bold, and then apply that code as an xkas patch to your ROM.
Also i know this question is off of this thread, but your patch uses spinjumps height. Can you disable it fully, and enables only when mario got a cape?
Ok, I finished it, here's the code:

Code
;========================================================================
;Higher Spin-Jump, Spin-Jumping only while Caped Patch - Teo17
;========================================================================

Header				;ROM has a Header...
LoROM				;...and is a LoROM.

;========================================================================
;Things you have to modify.
;========================================================================

	!FreeSpace = $1C8000	;Change it to some FreeSpace!
	!Height = !VeryHigh		;Change the "!Spin" to "!Spin", "!Normal", "!High", or "!VeryHigh".

;========================================================================
;Main Code. Don't Modify!
;========================================================================

	!Six = !Height		;\
	!Seven = !Height-1	;|
	!Eight = !Height-2	;|
	!Spin = $B6		;|Don't Change These!
	!Normal = $B0		;|
	!High = $AA		;|
	!VeryHigh = $A4		;/

	ORG $D645		;Hijack $00D645
	JSL Code		;Jump to Our Code.

	ORG $D2BE
	db !Six,$AE,!Six-2,$AB
	db !Seven-4,$A9,!Seven-6,$A6
	db !Eight-8,$A4,!Seven-11,$A1
	db !Eight-13,$9F,!Seven-16

	ORG !FreeSpace
	db "STAR"
	dw End-Start-$01
	dw End-Start-$01^$FFFF

Start:
Code:
	LDA $19
	CMP #$02
	BNE Return
	LDA #$01
	STA $140D
	RTL
Return:
	STZ $140D
	PLA
	PLA
	PLA
	JML.l $D65E
End:


And, I must say one thing. It WORKS! :D WooHoo! :D Finally my first routine patch which did work! I finally understand them. :) In code, you should modify only 2 lines:

!FreeSpace = $1C8000 ;Change it to some FreeSpace!
!Height = !Spin ;Change the "!Spin" to "!Spin", "!Normal", "!High", or "!VeryHigh".

In "!FreeSpace = $1C8000", change the number to FreeSpace. Next, in "!Height = !Spin", you can change the spin to:

- "!Spin"
- "!Normal"
- "!High"
- "!VeryHigh"

If you leave the "!Height = !Spin" as it is, the spin jump height will be like in original SMW. If you change the "!Spin" into "!Normal" so it looks like "!Height = !Normal", the spin jump will have height like the normal jump. If you change the "!Spin" into "!High" so it looks like "!Height = !High", the spin-jump will be high, definitely higher than normal jump. If you change the "!Spin" into "!VeryHigh" so the code looks like "!Height = !VeryHigh", the spin jump will be very high, and much higher than a normal jump. Of course, spin-jumping will only work if Mario is caped. If Mario is small, big, or fire; spin-jumping will work like normal jump - not lower, not higher, just a normal jump. I hope it helped. :) Wow, first routine patch and it got so complicated. Heh, if you want spin jump even higher than "!VeryHigh", tell me and I will add option "!JumpToMars". :P A quick question, should I submit it to the patches section?
...Huh?
Works amazingly nice, but i need that spin jump is more higher than !Very High.
Okay. :P

Code
Header				;ROM has a Header...
LoROM				;...and is a LoROM.

	!FreeSpace = $1C8000	;Change it to some FreeSpace!
	!Height = !JumpToAnotherGalactic	;You know what to do.

	!Six = !Height		;\
	!Seven = !Height-1	;|
	!Eight = !Height-2	;|
	!Spin = $B6		;|Don't Change These!
	!Normal = $B0		;|
	!High = $AA		;|
	!VeryHigh = $A4		;/
	!JumpToAnotherGalactic = $92

	ORG $D645		;Hijack $00D645
	JSL Code		;Jump to Our Code.

	ORG $D2BE
	db !Six,$AE,!Six-2,$AB
	db !Seven-4,$A9,!Seven-6,$A6
	db !Eight-8,$A4,!Seven-11,$A1
	db !Eight-13,$9F,!Seven-16

	ORG !FreeSpace
	db "STAR"
	dw End-Start-$01
	dw End-Start-$01^$FFFF

Start:
Code:
	LDA $19
	CMP #$02
	BNE Return
	LDA #$01
	STA $140D
	RTL
Return:
	STZ $140D
	PLA
	PLA
	PLA
	JML.l $D65E
End:


Done. I added option "!JumpToAnotherGalactic". :P I hope it's high enough now. :)

EDIT: The previous version made you jump only if you were standing. Current version should be safe. Sorry, you can jump higher. (I could work on jumping higher, but it would need timer count or some different way to keep Mario going up)
...Huh?
Why don't you just ask him to change the value in the define rather than making all these options?
Originally posted by Teo17
!Six = !Height ;\
!Seven = !Height-1 ;|
!Eight = !Height-2 ;|
!Spin = $B6 ;|Don't Change These!
!Normal = $B0 ;|
!High = $AA ;|
!VeryHigh = $A4 ;/
!JumpToAnotherGalactic = $92

I lol'd:D
Also i added a new line:
Code
	!JumpToAnotherOperatingSystem = $72

xD
Thanks for advice. I thought it will be easier to write an option for user's wishes. Here's new code:

Code
Header				;ROM has a Header...
LoROM				;...and is a LoROM.

	!FreeSpace = $1C8000	;Change it to some FreeSpace!
	!Height = $91		;Change to a number between 91-FF. Lower value = Higher jump.

	!Six = !Height		;\
	!Seven = !Height-1	;|Don't Change These!
	!Eight = !Height-2	;/

	ORG $D645		;Hijack $00D645
	JSL Code		;Jump to Our Code.

	ORG $D2BE
	db !Six,$AE,!Six-2,$AB
	db !Seven-4,$A9,!Seven-6,$A6
	db !Eight-8,$A4,!Seven-11,$A1
	db !Eight-13,$9F,!Seven-16

	ORG !FreeSpace
	db "STAR"
	dw End-Start-$01
	dw End-Start-$01^$FFFF

Start:
Code:
	LDA $19
	CMP #$02
	BNE Return
	LDA #$01
	STA $140D
	RTL
Return:
	STZ $140D
	PLA
	PLA
	PLA
	JML.l $D65E
End:


The other defines are needed to keep a rearranged group of spin-jump heights in various situations, e.g. walking, running, staying. (from what I see) Previously I was just giving values that had added or substracted 6, e.g. B6, B0, AA, A4, 9E, 98, 92, ect. To keep the right height, last value uses "Seven" define and substracts 16+1, which is 17, and $91-$17 is $80, so values lower than 91 shouldn't be typed.

EDIT: Yeah, and 72 is wrong, Luigi370.
...Huh?