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Also, just a small point: the readme states that "After having more than 9 lives, the counter shows the actual hexadecimal values". This isn't entirely true: instead it just goes through the alphabet, so if you have more than 35 lives (0 to 9 and A to Z) it starts showing random graphics tiles instead. I suppose it's an alternative to the original game's approach of showing some kind of crown graphic next to a number.
One thing I don't really understand is why, if you changed the code to NTSC, you didn't make the game identify itself as NTSC, since you need to specifically tell FCEUX that it's not PAL. I've no idea how other emulators handle this, but I don't know why the game couldn't be modified to be NTSC if that's the intended speed. Not to mention that I don't know why PAL was used as a base in the first place: maybe there are some bugfixes and whatnot that I'm not aware of. Anyway, interesting hack, to say the least.
I'm just going to dump this to you here- out of the bunch it contains a patch that changes the display of lives so that exceeding 9, it will be 10. It will correctly display the number of lives up to 99, in which it will proceed to A0, B0, and so on.
I believe every sprite and enemy has been coded in SMB so that the very last bottom pixels will be stuck on the first pixels of solid BG tiles.