Also, what I meant with the SMB3 Sliding Kill SFX patch was that I wanted sliding kills to make the "kick" sound, when the base All-Stars games already do that (Your patch makes it so the "stomp" sound is used instead, as in the NES version.).
Oh, whoops! I'll take that out or disable or something. I suppose there's maybe 1 out of 10000+ people who want the classic sound.
Stratoform, I was wrong about the SMB3 Muncher Block fix patch - it makes power-up-holding Note and Wood Blocks completely inert once their contents are emptied (Note Blocks in general are also inert), and pink Note Blocks disappear.
Thanks for informing me! I likely can add a monster id check for Muncher and handle it that way.
I'll get on these later.
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Demo patches are updated. I will be adding basic + preferable modes. So specialty (classic slide kill sfx, re-entry levels) will not be included. You will have to byo for these, but I will later try creating an "alex o." build script to customize the game your way.
Muncher one was interesting. Because it's officially a "block", it normally reacts like one (note, star, coin, shiny, vine, multi-coin, flower, 1-up, p-block). So I had to locate the id and turn it off via asm.
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Tweaking SMB3 Luigi physics. Makes more floaty at peak of jump, more similar to LL hover times. Height is slightly higher to come close to 153 LL pixels.
Not in temp yet.
Mario jumps about same in both SMB3 and LL.