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Details for Super Mario Aways - Redrawn
Super Mario World Hacks - Super Mario Aways - Redrawn
File Name: Super Mario Aways - Redrawn
Added:
Version History: View
Authors: Mr. MS
Demo: Yes
Featured: No
Length: 8 exit(s)
Difficulty: Normal
Description: "Yeah Yeah, the princess was kidnapped again...But what are you waiting for? Go rescue Her!"
Updates: - More 3 levels
- Custom music
- More ExGFX
- Fixed some typo errors like:"Go rescue SHE!"
- Fixed some perspective errors.
Tags: exgfx, music, old, traditional
Rating: 2.5 (Votes: 2)
Download: Download - 307.90 KiB
1,021 downloads
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Liam Plays
Nice hack! Has a Super Mario 3. Feel! You can checkout my play trough here: https://youtu.be/NW_fhx4czDI
Posted by: Liam Plays -
thomasbr108
Aways or always?
Posted by: thomasbr108 -
MrDeePay
I could've swore that I accepted this a couple of weeks ago...

In any case, I accepted this hack though there are a number of issues in it. Thankfully, none of these are a kiss of death to warrant a rejection, but still thinks you should look into during a future update.


Mario still jumps around during the intro. To fix this, add this to a patch and apply it to your ROM.

Code
org $009C82	; Disables title screen movement.  Title screen will not loop.
db $EA,$A9,$00



Tile priority.


Minor: Note the Galoomba graphics. From level to level, this isn't really an issue, but one level uses two different set of graphics for what is supposed to be the same enemy, then you might wanna stick with one set of graphics.


Powerup block is up too high, and it's a Flower with only one open space for room.


Trivially Minor: Midway Entrance is too to the right since this is the end of the screen, so the camera "snaps" back into position when Mario gets closer to the door.


Trivially Minor: It's "I'm"


Glitched explosion graphics.


SMW overworld music plays when Mouser is defeated.


Raft ride is pretty drawn out and boring, so you may wanna spice it up some.


React immediately on (sub)level entry or die. A general rule of thumb is to give the player about 3-4 seconds before they need to do any action. This can be lowered in some situations, such as a boss encounter that the player is informed of ahead of time by tell-all hints.


Extend the ground here.


Side bounce block shows a glitched graphic. This should fix it if you apply this to an ASM file and patch it.
Code
org $028789	; ($028752): A subroutine for spawning bounce sprites from blocks. 
db $04		; It continues into the routine at $02887D.



Trivally Minor:
Use a CFG Editor to change the Bob-omb's palette when it's in a bubble to match when it's on the ground.
(no screen) Patch this to your ROM for Chargin'Chuck's Arm so it doesn't look out of place (and so it can be edited via Tweaker or whatever equivilent is the standard nowadays.
Code
org $02CAFA	; Allows Chuck's arm to be edited through Tweaker.
db $40,$00

org $02CB2E	; Also allows Chuck's arm to be edited through Tweaker.
db $08




(Note the Springboard) Bad Sprite Memory


Cutoff, blah blah, rejected etc overused jokes blah blah blah. Just move this structure one tile to the side (or close that gap by one tile).
Posted by: MrDeePay -
Mr. MS
@zacmario i'm planning to send a hack better than this, in this version of this hack, i just fixed some perspective errors, and typos.
Posted by: Mr. MS -
zacmario
Sweet more 3 levels!
Posted by: zacmario -

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