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Same Fall Acceleration Speed 2.2

SMW Patches → Same Fall Acceleration Speed 2.2

Submission Details

Name: Same Fall Acceleration Speed 2.2
Author: HammerBrother
Added:
Version History: View
Tool: Asar
Requires Free Space: Yes
Bug Fix: Yes
Featured: No
Description: This patch removes the "slow gravational acceleration" when holding jump when falling ($7E007B is value #$01~#$7F), simulating closer to a real falling physic.

This version has another patch that also disable slow downwards acceleration permanently if once the player lets go of the jump button while going up until landing back on the ground, note block or any bouncy surfaces (so you can switch to "fast gravational acceleration" while going upwards and it will stay that way until landing).

It will not impact other gravitational acceleration on other things such as slowfall from cape.

All of these fixes "exceeding the terminal velocity" glitch (the game sets the Y speed to #$40, but then gets increased by #$03 or #$06)

Now added sa-1 support.
Tags: gravity lorom needs remoderation physics sa-1 super fx
Comments: 11 (jump to comments)
Download 10.11 KiB | 237 downloads

Comments (11)

HammerBrother Author Link
Note: in SMW, setting the player's Y speed faster than his terminal velocity (through ASM or debugger) would have the value reverted to #$43 or $46 once the SMW gravity code is to be executed on the next game loop. After patching this, it no longer caps your Y speed to #$40, but if your Y speed was previously less than #$40, and was added by gravity acceleration resulting to be above #$40, then it will be capped at #$40 (adding to Y speed is no longer executed). This cap is also disabled if you disable the gravity code via RAM.



This allows blocks that sets the Y speed >#$40 to work properly.
 Hooded Edge Link
Interesting... but it does limit the level design a bit with this mechanic.
lx5 Link
This is a sort of strange update, but the thing that you fixed is just a comment. ASM code is exactly the same, so I'm approving it.
HammerBrother Author From older version: Same fall acceleration speed 2.1 Link
Thanks, and because of how this patch works, you can have a downward boost block without terminal velocity canceling it.
DiscoTheBat From older version: Same fall acceleration speed 2.1 Link
Well, it takes a bit of time to get used to the new 'physics' but they surely look good. Nice work, GHB.
HammerBrother Author From older version: Same fall acceleration speed 2.1 Link
To re enable the higher jump, simply write #$80 to !Freeram_JumpHoldEnable (assuming you're using the gravfall2 patch).
Anas From older version: Same fall acceleration speed 2.1 Link
Thanks man. I'm sorry for what I said in the ASM request thread. I was just curious, that's all.

Will this break with anything? Hope not. And you should fix your sprite jump speed patch or whatever it does to resist high speeds of sprites. It makes Mario's max jumping height shorter
HammerBrother Author From older version: Same fall acceleration speed Link
Oh, I forgot to add "+!Base2" after $1407. Sorry!
Akaginite From older version: Same fall acceleration speed Link
TerminalVelocity.asm had sa-1 memory remap issue, so I was fixed it and approved update.
HammerBrother Author From older version: Same fall acceleration speed Link
Now included a 3rd patch (read the readme before using!!) that if you don't want smw to have maximum Y speed being added by #$06 or #$03, you can make it use the exact maximum Y speeds.
HammerBrother Author From older version: Fall acceleration fix Link
Somewhat unnoticeable, but can make landing on a lower platform across the bottomless pit (that a non-holding jump can't make it) possible without jumping, by walking off the higher platform and hold the jump button while in midair.