@Yoshivert99 I tried SNES9x and ZSNES, and both show a blank screen. I'm not sure why, because I opened up the ROM in Lunar Magic to see if it was corrupted, and it was fine. I tried patching the IPS file a couple times, all with a clean ROM. I really don't know what to do.
From one designer to another, I'll play this and give my comments here.
(From one francophone designer to another, I'll be playing the french version, as I'm operating under the assumption french is your favored language.)
-I think you should consider giving the hack a name beyond just, basically, "my hack". It could help give a little more personality, and not make it just "I made this thing."
-Interesting choice starting off with a haunted ship. Not something I would personally do (I feel like a spooky level like that should be built up to a little), but that's personal taste. I'm not a big fan of the cut-off stairs you have in a few places, though.
-I recommend playing with palettes a little to distinguish yourself from the base game a little more, visually.
-You've put a lot of work in modifying the level, and it shows, but the base structure, at least at the start of the ship, shows from the original game. I think you should redo that room a little more.
-This level, I think, goes on a little too long. There's not much challenge to the last part, you can just swim over the ship. Also, the music cuts off after the ship. That's something to look into.
-The series of one-wide block jumps in the yellow switch level feels a bit unfair and excessive, by the game's standards. SMW's physics make it pretty awkward to pull off those jumps, making that part very frustrating.
-I recommend deleting everything in a level before you start building yours on it. There are moments where it's blatantly obvious what levels you're editing, which takes away from the experience.
-I recommend learning how to use map events. It's a bit odd being able to freely move ahead on the map.
-You tend to use every element accessible in the sprite/object palette in every level. That makes the level feel a bit disjointed and 'thrown together'. I think you should try to restrict yourself to a few, to make your levels feel more cohesive. Take a look at the base game, you'll notice they rarely use more than three or four enemy types in the same level.
-Be careful about putting too many sprites too close to one another. Some places, especially in "Lac Cheep Cheep", have pretty bad slow down issues.
-"Lac Cheep Cheep"'s time limit seems a little on the short side. Also, the last part with all the torpedos is a bit over the top, I think.
-The part with On/Off blocks in 'Pont Tronconne' feels like a really cheap trick. You have no way to know that the first block will put you to the wrong path until it's already too late. That's really not fun for the player.
-'Pont Tronconne' feels looooooooooooooong. Maybe shorten it some.
-I like your haunted house, especially that little clock assembly at the start.
-The section near the end of 'Ascention Nuageuse' with the falling koopas feels like it's all up to luck. Again, that's not very fun.
-'Aqueduct Épineux' starts with a jump from very high where you don't see the ground below. The first time, I jumped right into a pit. You shouldn't force the player to jump down to stuff they can't see, or if you do, the landing should be safe.
-I like the final level, I don't think I'Ve seen line guides used like that before. Very creative.
-You should avoid reusing the base game bosses as-is. Most people who play hacks have fought them so much it's become a chore. Look into using some custom bosses, or avoid using bosses entirely, I recommend.
All in all, I feel like there's a lot of room for improvement, but that you've got a solid head for design on your shoulders. I suggest playing some hacks with good ratings on here and getting a feel for what works and what doesn't.