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5. Changelog
TheLX5 edited this page May 3, 2021
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- Updated GPS "defines" file to be compatible with the latest version.
- Fixes glitched item grpahics
- Cat suit no longer freezes in place if the player slides down a wall and presses left or right
- Tail spinning pose is no longer shown while climbing, crouching, riding yoshi or while the player isn't under control
- Extra tile is no longer shown after losing a powerup nor during powerdown animations
- The player no longer shows a glitched frame upon collecting a powerup item while shooting a projectile
- Fixed a graphical bug with Yoshi and Podoboos related to the DMA channel remapping feature
- The powerup spawner is now able to generate static powerup items and electric flowers.
- Fixed some issues with powerups graphics not being loaded on level init.
- Rocket Boots now scroll up the screen when using them.
- The cloud platform from Cloud Flower no longer spawns smoke sprites while being offscreen.
- Bouncing off enemies as Mini Mario now locks the camera on Mario until touching the floor again.
- Jumping off a springboard as Mini Mario no longer uses the default gravity.
- Fixed a rare case of RAM corruption when Mario's boomerangs hit a non carryable sprite.
- Made Mario's boomerangs reset the carried sprite's Y speed when Mario takes the boomerang.
- Changed how Mario grabs Ice Blocks from above, he now grabs it if the player presses X/Y instead of holding either of these buttons.
- Iceballs no longer spawn smoke effects when they're outside of the screen.
- Cat Suit wall climbing ability reworked to be similar to SMM2.
- Poison Mushroom blocks no longer crashes the game.
- Implemented DMA channel remapping.
- Fixed random/stiff controls when flying with a winged Yoshi.
- Added LMPuny's Electric Flower
- Added Custom Powerup Sprite Config tool
- Reformatted _props files to be easily edited by the new tool.
- Added SubconsciousEye's graphical adjustments.
- Added more options to interact with sprites for the shell suit.
- Fixed powerup spawner being able to spawn undesired sprites.
- Powerup spawner now listens to !starting_slot.
- Added MarioFanGamer's modifications for the Rocket Boots, which fixes some wonkiness regarding stomping enemies.
- Fixed a SA-1 only glitch where player in the OW border glitching when switching maps via red tiles.
- Fixed Hammer, Boomerang and Penguin suits not having the correct P-Balloon image.
- Fixed Propeller suit not reseting a couple of statuses upon performing certain actions.
- Made possible for the Propeller suit to spin again after latching on a vine or climbing net.
- Fixed original blocks activated by sprites not initializing powerup graphics.
- Fixed goal tape generating blank or glitched items instead of powerup items.
- Fixed raccoon tail interaction having weird hitboxes.
- Fixed an issue with P-Balloon and Poison Mushroom if !starting_slot wasn't 0.
- Fixed ice blocks killing the player after collecting a goal question sphere.
- Ice blocks now stay in mid air for some frames if the sprite was frozen while it was in the air.
- Ice blocks will only break after falling a certain number of frames.
- Some changes were made to Ice blocks' life span, it no longer breaks while being kicked and it lasts 50% longer if it's on Mario's hands
- Ice block now shakes for some frames before falling into the ground if they were created in the air
- Ice blocks won't stutter if the players kick the blocks and manages to ride them
- Fixed some issues with the 32x32 ice blocks detecting wrong sides with its solid routine
- Fixed a priority issue with the ice block when turning around while carrying it
- Made possible for frog and penguin suits to ride Yoshi
- Fixed a visual glitch with the penguin suit when shooting iceballs while spinjumping
- Shell suit is now able to get consecutive points from killing enemies
- Made impossible for powerups to be processed infinitely when falling from the item box.
- Stopped main DMA hijack reinserting its RTS every time the main patch was reinserted.
- Fixed some assembly errors when !dynamic_items was disabled.
- Added missing pointers to better_powerdown.asm
- Increased compatibility with patches that require to run code during NMI.
- Fixed issue regarding Tanooki Mario dying while being in statue form.
- Fixed AllMap16 file.
- Added a Poisonous Mushroom.
- Added an enhanced Item Roulette sprite.
- Added a powerup item spawner/generator.
- Added Object Powerup Blocks.
- Added enhanced versions of some vanilla blocks that can be activated via projectiles.
- Added several blocks that only have code to interact with projectiles.
- Updated question mark blocks to MarioFanGamer's Question Mark Blocks v1.3.0.
- Added proper descriptions to several resources (blocks & sprites).
- Discarded CFG files, JSON files are now being used for sprites.
- Made P-Balloon a dynamic item.
- Fixed Dynamic Items showing the wrong tile if placed near of a Level, Midway or Secondary Entrances.
- Fixed Mario having a chance to display a garbage tile when collecting a new powerup.
- Fixed Item Box displaying a wrong image upon collecting a new powerup.
- Fixed all projectiles having the same 7th bit behavior as the boomerang.
- Updated GPS' defines.asm to use the latest version.
- Implemented small changes to the DMA engine to allow other patches to put code nearby.
- Cat suit scratch attack now interacts with blocks like if it were a cape (activates MarioCape offset).
- Propeller Suit flight timer now resets whenever Mario jumps off an enemy and adquires points from it.
- Rocket Boots flight timer now resets whenever Mario jumps off an enemy and adquires points from it.
- Modified the smoke trail that the Rocket Boots leave when flying with them.
- Mini Mario can now stomp enemies while riding Yoshi.
- Adjusted Ice Block's in-air time.
- Fixed big Ice Blocks having weird interactions with ceilings.
- Fixed Bubble Mario's bubble not showing a visual indicator when the bubble pops.
- Fixed a bug where boomerangs would have a weird flying pattern when returning to the player.
- Added back the Retrieve Items feature of the Boomerang projectile.
- Added DEBUG flag. It enables certain features for testing the powerups.
- Luigi Palettes are now included.
- Fixed a major issue where miscelaneous sprites were running on SNES side on SA-1 ROMs.
- Fixed some issues with Penguin Suit's belly ride poses.
- Fixed Propeller Suit's 5th tile displacement when running on walls.
- Fixed GPS list not including a regular question block (cat suit).
- Fixed Extra Tile and Item Box item not being reloaded when changing playes in 2p mode.
- Fixed Ice Blocks falling inmediately if they were generated in mid air and bigger Ice Blocks drowning instead of rising up in water.
- Fixed Mario tile disappearing on fade in/out.
- Fixed SolidSprite not setting $8A to 0 if Mario wasn't touching the sprite.
- Fixed falling items from the Item Box giving points indefinitely.
- Fixed Bubbles popping with some sprites.
- Reverted the previous flight gameplay for Tanooki/Raccoon.
- Optimized MarioExGFX ASM hack, some stuff wasn't needed. This also fixes some oddities in 2p mode with rotating platforms.
- Added a few more pointers used to add compatibility with other resources.
- Disabled GFX compression hacks. SA-1 doesn't seem to get an update anytime soon.
- Implemented Better Powerdown ASM hacks.
- Reworked the GFX insertion part of the patch. It's now a standalone patch that you can reapply whenever you want.
- Implemented GFX compression. Disabled by default until SA-1 Pack gets a better NMI handler.
- Fixed Dynamic Items getting overwritten randomly.
- Fixed Dynamic Items not uploading their graphics appropriately if there were 2 requests simultaneously.
- Fixed Ice Blocks physics and other issues related to them.
- Fixed several issues related to player's poses.
- Fixed several sprites dying to projectiles.
- Fixed projectiles when they detect two or more sprites in the same frame.
- Fixed Cat Mario behaving quite weirdly when ducking on solid sprites.
- Fixed Cat Mario's scratch attack not giving points on SA-1.
- Fixed flower items to have more consistency, give points and play SFXs.
- Expanded the default number of powerup slots to 0x17.
- Moved the default Ice block sprite number to $0F.
- Moved some macros in powerup.asm to powerup_defs.asm
- Removed GIEPY support.
- Added Lunar Magic 3.00 compatibility.
- Added Penguin Suit.
- Added Cat Suit.
- Fixed a freespace leak when reinserting the patch.
- Fixed a crash related to 1-up mushrooms and star items.
- Fixed Mini Mario's collision issues with solid sprites.
- Mini Mario can now jump while carrying an item and while crouching.
- Fixed Yoshi egg's crashing the game when they try to spawn an item.
- Fixed a graphical glitch when losing the cape powerup.
- Adjusted a bit Frog Mario's underwater idle animation.
- Cloud Mario now is unable to summon clouds underwater.
- Adjusted ice block physics while it's submerged in water.
- Fixed UberASMTool error when trying to insert the included codes.
- Adjusted the recommended tools in the readme.
- Removed the online version of the readme.
- Added GIEPY support. (Experimental)
- Added some missing files.
- Added more information to the readme.
- Removed the big note from readme's main page.
- Reprogrammed Dynamic Items logic, it's now faster.
- Fixed Dynamic Items DMA routine when two tiles needed to upload their graphics in the same frame.
- Added comments to the foreach macros.
- Various poses issues are now fixed.
- Slightly optimized the tilemap code.
- Yoshi and Podoboo now display properly their graphics on SA-1 ROMs.
- Added SFX for the propeller suit.
- Fixed propeller priority issues.
- Water splash position for Mini and Shell Mario is now fixed.
- It's now possible to edit what will happen when you touch an item with this patch.
- SA-1 support. REQUIRES ASAR 1.60 OR NEWER.
- Added Ice Flower.
- Added Cloud Flower.
- Added Bubble Flower.
- Included some UberASM Tool codes.
- Added information about powerups in the readme.
- Fixed Mario going up in the overworld tile.
- Fixed tile reveal animation in the overworld.
- Fixed a graphical error when two or more powerup items were loaded in the same frame.
- Fixed swimming poses not being properly displayed at specific cases, this also fixes several other poses.
- Boomerangs from Boomerang Mario didn't properly stop uploading their GFX if they were catched by Mario.
- Feathers from super koopas now spawn appropriately.
- Mushroom from bubbles now spawns appropriately.
- Goal tape item now spawns appropriately.
- Cape flight is now reset when the player gets another powerup.
- Frog Mario physics are disabled when the player isn't controlling Mario, this fixes some issues with animations.
- Adjusted Frog Mario collision points with layers when he's swimming.
- Adjusted some Frog Mario poses.
- Fixed a rare error related to graphics insertion.
- Fixed a potential crash in SA-1 ROMs regarding poses.
- Propeller suit item seems to behave properly now.
- Optimized a bit extended sprites' sprite detection routine.
- Mushrooms taken when Mario was in his mini form didn't have any effect.
- Fixed a pose when Frog Mario jumped out of the water
- Mini Mario no longer activates the drop item box routine when dying.
- Removed Per Level Sprites support from projectiles. Nobody uses them and their tables used a good amount of free space (8KiB for each projectile).
- Reworked how projectiles killed their DMA routine, it should be working as expected now.
- Included the, unfinished, Penguin Suit powerup. If someone wants to finish it, go ahead.
- ExtendedGetDrawInfoSpecial now clears the DMA bit flag if it detects that the sprite is dead in the current frame, just in case of bad coding practices.
- Adjusted addons' freespace finder to use banks in the 10-3F/90-BF range.
- Fixed a few addresses not using FastROM addressing.
- Fixed crash when hitting a sprite if your powerup status number was over $10
- Fixed powerup_items.palmask not masking out the correct colors.
- image_engine.asm was slightly optimized.
- Implemented a define to force users to read the readme so people actually read it.
- Made possible to edit palettes with LM, instead of building tables you just edit a .mw3 file in powerups_files/powerup_misc_data/palette_files
- Fixed a problem with dynamic powerup tile allocation when a propeller suit was using the second dynamic item tile.
- Dynamic powerup items DMA routine got reprogrammed, it now uploads only the required graphics and it's faster in most cases.
- Fixed a potential SA-1 crash/unintended behavior in the powerup items DMA routine.
- Reworked the logic behind the dynamic item tile allocation, this fixes a issue where new powerup items would overwrite old items graphics if the latest item that you got was the newest one.
- Reworked the logic behind Projectile DMA, now it uploads the necessary graphics when it's actually required.
- Cape/Extra tile DMA routine doesn't get executed if there's no tile set for the current powerup state.
- GFX and Extra Tile indexes are now stored to RAM (Read only).
- Adjusted Shell Mario's speed when the player is inside of the shell so it doesn't break have some clipping issues.
- Added a few defines in Shell powerup defines file.
- Fixed Shell suit's question mark block.
- Boomerangs didn't stop uploading their graphics if they were catched by Mario
- Fixed some alignments with Boomerang Mario graphics.
- Added missing frames for Boomerang Mario.
- Fixed some misalignments of the Raccoon tail
- Extra tile now disappears if Mario was instantly killed
- Reseted some statuses for Frog Mario
- Made possible for Frog Mario to carry sprites.
- Added a define to decide if Frog Mario is able to ride Yoshi.
- Reseted some statuses for Mini Mario
- Raccoon tail now attacks both back and front when doing a spin attack.
- Fixed YXPPCCT properties for the tanooki suit and super leaf powerup items when they are in the item box.
- Fixed some issues when trying to insert with an older asar the propeller mushroom powerup. You should be using the latest asar version anyway.
- Fixed some X speeds for the iceball projectile. Not that the powerup is actually usable though...
- Added Question Mark blocks that spawns powerups
- Added a folder with some defines that you need, this was added in case someone have different folders for GPS and PIXI
- Added the missing stuff for PIXI
- Added a missing global palette file.
- Implemented a Install Byte, this fixed the problem for autocleaning stuff that you shouldn't.
- !power_ram is now initialized when getting a powerup.
- Fixed the mushroom graphics for the bubble sprite and fishin' lakitu.
- Implemented !slide_flag and !ducking_flag.
- Extra tile is now properly displayed in the overworld.
- Made dynamic the 1-up mushroom spawned by 1-up checkpoints.
- Frog Mario now slides automatically on slopes if the player isn't pressing Left or Right.
- Frog Mario no longer ducks. Quack.
- Frog Mario now has a better behavior on slopes
- Frog Mario can't hold items underwater anymore.
- Fixed a potential SA-1 crash or unintended behavior related to Frog Mario losing Yoshi.
- Removed "C3 Beta" from the print statement
- Added several powerups
- !ride_yoshi_flag wasn't working properly
- 5th tile now properly hides when its told to disappear with $78 and the settings
- Fixed item box graphics not reloading when loading a sublevel
- Fixed a garbage item appearing instead of a mushroom when triggering an invisible mushroom
- Commented out the code regarding cover up tiles
- Added !power_ram, basically a small block of reserved RAM for usage with powerups
- Fixed item box items spawning in the same coordinates as the sprite that hurt Mario
- Added !insta_kill_flag.
- Expanded default powerup states to $12
- Fixed some items breaking the item box graphics
- Made several RAMs clear every frame
- Included some addresses at $028008 for easier reading.
- 32x32 patch integration
- Removed Mario's 8x8 tiles DMAer patch
- Included a proper readme
- Dynamic powerup items are now available
- Made possible to use a 5th tile
- Cape tile is now isolated from GFX32
- Annoying sound effect when using !disable_spin_jump is gone
- Removed other_patches directory.
- Added a bonus room fix if using Dynamic Items.
- Cape shenaningans are fixed
- Introduced !ride_yoshi_flag, so you can disable riding Yoshi without very specific stuff
- Made some optimizations to some files.
- Got rid of some bad formatting in most of the asm files
- Added a little patch that disables riding yoshi if !flags isn't zero.
- Fixed a bug with Raccoon-like powerups making the wrong SFX.
- Fixed a bug with Raccoon-like and Cape powerups not being able to kill enemies with cape/tail.
- Made !wait_timer usable again.
- Fixed the inclusion of other_patches/custom_interaction.asm
- Removed unnecesary lines on powerups_files/palette_engine.asm
- Added Raccoon-like powerups compatibility.
- Added two extra RAMs: !cape_settings & !flight_timer.
- Fixed the bug when the player has Star power and it only flashes between normal palette and fire palette of player 1.
- Added a table that will let you to decide which palettes to show when using a Star.
- Added a file that let's you to have custom interaction codes with sprites.
- Added compatibility with Sonikku's Custom Default Interaction patch.
- Fixed a issue with some defines in extended_sprites.asm. Thanks to Rykon-V73 for reporting this.
- Every file has been moved.
- It's now easier to update (at least for me).
- Powerups have been removed from this patch, you must download them separately.
- Included a quick guide fow newbie users.
- Separated the advanced stuff in powerups_manual.txt
- Probably a lot of stuff was changed, kek.
- Tiny Mushroom powerup from NSMBWii is now available.
- Cloud flower powerup from SMG series is now available. Huge thanks to Lui37.
- The patch is now fully SA-1 compatible, just insert it as you would do normally and the patch will handle everything like every new patch on SMWC.
- Hammer and Boomerangs now interact with layer 1 objects.
- Boomerang can retrieve some sprites when fired, this makes the Boomerang to not be just a Hammer clone.
- Custom interaction fields with sprites is now possible.
- Custom interaction dots/points with layer 1/2 (maybe 3?) is now possible.
- Remapping some smoke particles is now optional too. A define is included in powerup_defs.asm to decide if insert the hex edits or not.
- Added a define to control which extended sprite number will Mario shoot while having powerup that shoots projectiles.
- Added a define to change where the Projectile DMA graphics will be loaded to.
- Made some (small) name changes to some files in powerup_files folder.
- Changed the custom sprite settings table in sprites_props.asm to use bits instead of hex values.
- Minor Extender patch is now completely optional, you still require to patch the file though, specially if you want those Z tiles fixed.
- Patch size increased a bit.
- Migrated from Item Box Special 1.1 to 1.3.
- Added several custom blocks.
- THE Z TILE OF THE RIP VAN FISH IS NOW FIXED.
- Mode 7 Game Over patch detection. Clearing $7E2000 area made this patch to display an invisible Mario, this is now fixed.
- Fixed a HUGE mistake on IceBlock.asm. Changed a $1622,x to $1686,x.
- Iceball image is now properly aligned while using the projectile DMA feature.
- Riding Yoshi instantly bug is now gone.
- Projectile DMA feature now works correctly in title screen. Thanks to KDee for reporting this.
- Mario's 8x8 tiles weren't showing correctly on title screen, it's fixed now.
- Fixed several misplaced things.
- Bubble projectile is now available.
- Mario ExGFX integrated in the patch.
- Added a feature that uploads dynamically the projectiles GFX to the VRAM and it can be disabled if the user wants.
- Optimized most of the graphic files for the powerup tilemaps, now they are 12kB instead of 24kB.
- The new insert size of the patch is 87472 bytes instead of 178909 bytes.
- There are a bunch of defines in powerup_defs.asm that let you to remap some GFX00 and GFX01 stuff.
- DKC Status bar compatibility.
- !shell_immunity now has a purpose. Thanks to Lui37.
- Included some defines to set the tile/YXPPCCCT properties of the projectiles in powerup_defs.asm
- Added some settings for Mario Statue in sprite_props.asm.
- Tanooki suit was using the wrong combination of buttons to trigger the statue.
- Mario statue was able to climb in nets.
- Mario statue was using spin jump instead of a custom routine to detect sprites and kill them or be invincible to them.
- Fixed a bug in question block that doesn't do anything in vertical levels.
- Ice blocks weren't detecting ceilings correctly.
- Iceballs now really listen to the sprite_props.asm settings.
- Iceballs doesn't display a fireball when are about to disappear in a puff of smoke.
- And probably a lot more. I don't remember what I fixed (forgot to create a list... >.>).
- Lot of stuff is lost, you can download older versions if you are curious about how this patch evolved.