I combined the adventure game physics and the platformer game physics. I'll just cut and paste some stuff I said in another post about all of this.
"I have bats in my platformer and I wanted them to fly around in 8 directions but they only flew left and right. It turns out, when they modified the Adventure Game Physics code to work for a simple platformer they completely removed the code that checks for vertical movement. I cut and pasted code from Adventure_Physics and optimized it a bunch so it wouldn't be too big but still do everything that both physics routines do. It is bigger than the original script still.
I've attached that ASM file as well as my condensed Adventure Physics routine if anyone wants to save a little space in their adventure game.
I suggest unzipping the file into whateverYouNamedYourNESMakerFolder\Routines\UserScripts, that way it's close to the scripts NESMaker is already using for physics, or you can move them wherever you like from there.
To use either of these physics scripts you'll need to add a couple variables to whateverYouNamedYourNESMakerFolder\Routines\Variables\ObjectsBytesRam.asm. That script has all the variables that have to do with Objects, including vertical and horizontal speed. You can just cut and paste
Object_t_speed_lo .dsb 1 ;; for KN physics
Object_t_speed_hi .dsb 1 ;; for KN physics
to lines 19 and 20. They are temporary variables my code uses for both vertical and horizontal speed (the t stands for temporary), and the variables for each Object's speed are in lines 15-18.
All you need to do after that is open Projects Settings in NESMaker, Click on the "Script Settings" tab and replace the very top line, Physics, with the file you just unpackd in UserScripts."
With this code, if you want an object to move around like an adventure game, just check the ignore gravity box in the Actions tab in Object Details. I don't know exactly how you'd make one object (especially the player character) move around using both physics, but there's probably a workaround. Hopefully this can help you out a little though.
If I didn't explain that well enough, just ask any questions you have and I'll try to answer.