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Posts by erpster2

erpster2's Profile → Posts

Originally posted by raluca805
Originally posted by Roy
Looking at one of SMB3 SMAS's old RAM maps, I found an address.
This is a PAR code:

7E0553FF

Yes, you should fill them in like normal.




Thank you very much ,that worked great.Where can i find a cheat that does the same thing, i mean Mario always has a star on him, but for SMB 2? Thanks alot.


Though with the SMB3 inv code 7E0553FF you will have to turn it off in order to enter upside down pipes if you are Super Mario/Luigi.

For SMB2 in SMAS use code 7E04E1FF for star invincibility.
WARNING: You MUST disable this code to enter certain doors (like the first door you see in world 6-1); otherwise with this code on if you enter a door, you may get stuck. After passing through certain doors, you can re-enable the code.
CAVEAT: This code MUST also be turned off when fighting the HawkMouth boss in world 7-2. The star invincibility will instantly kill the HawkMouth boss rather than him opening his mouth, preventing you from reaching Wart the final boss.

Another cool code for SMB2 in SMAS is the multijump code 7E009900. Works for all characters, even while you're falling down. Just keep pressing the jump button to jump in mid-air.

alternate inv. code for SMB3 in SMAS > 7E055208
Note: You can walk through enemies with this code on and walk on top of munchers and spikes.
WARNING: Turn this code off to collect the magic wand after defeating one of the koopa kids in the airship. Otherwise with the code on, you will not be able to touch the magic wand.
CAVEAT: Use this code ONLY in the SMB3 game; turn this code off when playing SMB1, SMBLL or SMB2; otherwise it may screw up these games

alternate inv. code for SMW > 7E1497FF
Note: You can walk through enemies with this code on and walk on top of munchers and spikes.
WARNING: Code does NOT work when riding on Yoshi

Now I just need someone to look for a "walk through walls" code in SMB3 for SMAS.
Tried Snes9x 1.52 on my XP machine. still has some sound issues with it. only some of the sound problems have been fixed.

I'm sticking to using latest SNES9X-RR emu. snes9x-rr has resolved all my sound problems that I had with normal snes9x 1.51 emulator and has some good recording features. I'll steer clear of Snes9x 1.52 and wait for another new release.
Originally posted by pkhaxor
when i start Avi recording, i get a message saying it failed. also with snes9x the sound quality is awful in super mario all stars.


you should use snes9x-rr instead of normal snes9x, pkhaxor. the sound quality in snes9x-rr is far better than in the normal snes9x emus that I've tested.
Originally posted by mariofanbusterfourty
SNES9x crashes.

ZSNES crashes on me. These are my computer specs:

Manufacturer: Hewlett-Packrd
Model: HP Pavilion dv6700 Notebook PC
Processor: Intel (R) Core(TM)2 Duo CPU T7250 @2.00GHz
Memory (RAM): 2.00 GB
System Type: 32-bit Operating System
Operating System: Vista Home Premium

How does this work?
How does it occur?


no wonder, mariofanbusterfourty. you're using Vista. ZSNES sometimes has trouble running properly under Windows Vista/Windows 7 and crashes.

Read this ZSNES forum topic:
http://board.zsnes.com/phpBB2/viewtopic.php?t=13285
apparently, someone there made a "patch" for Zsnes 1.51 to work under Vista/Win7.

normal ZSNES v1.51 is not yet fully compatible with Vista/Win7
Originally posted by erpster2
I'll steer clear of Snes9x 1.52 and wait for another new release.


whups, spoke way too soon about new SNES9X v1.52.

I gave it another chance after clearing out a bunch of DirectX files on my WinXP SP3 computer, downloaded and installed the Feb. 2010 DirectX Redist. pack, carefully adjusted the sound settings in Snes9x 1.52 (and checked if I had the latest sound card drivers for the Crystal WDM Audio system) and the sound quality is barely as good as Snes9x-rr 1.51 v6.

At least I've resolved almost all of the sound problems in Snes9x 1.52.

still, some hacks do NOT work correctly with SNES9X 1.52 like Anikiti's MarioXWorld: Bowser's Strike Back - Annual Update 2010, which I obtained from his web site. Playing the first and second levels of his hack in snes9x 1.52 results in no sound and if you either die in or finish those levels, the game does NOT return to the overworld map screen and freezes. These problems do NOT occur in SNES9x 1.51 and earlier.
Originally posted by Zeldara109


Note 2: The whole overworld is done, except for Thirdspace, which is missing all of its Layer 2 event tiles, and most of its standard Layer 2 tiles as well. The layer 1 paths should be fine, though.


unfortunately, Zeldara109, once I reached ThirdSpace after taking the second exit from the Crashlanded Castle level, I'm stuck in Thirdspace! heck I can't even access or play the first level of the Thirdspace dimension in your hack [tried pressing A, B, X or even Y buttons to actually enter the level - no response from the buttons].

update: never mind - press L and R buttons (at the same time) to access the first level of the ThirdSpace dimension; for those other gamers who played this hack and seem to not find a way to play the 1st level of Thirdspace [only in first arrival into Thirdspace]. after beating the first level, then the normal buttons to access the levels in ThirdSpace will work correctly. almost frustrating to do that when entering certain levels.
Originally posted by Zeldara109

...I'm surprised someone actually went to Thirdspace. (So Crashlanded Castle worked...)


yes it works but to play the Crashlanded Castle level, you have to press L & R buttons at the same time instead of the X, Y, B or A buttons (just like entering a defeated castle).

Quote
I have no idea why that happened. Thirdspace was completely untested. (Does the warp at the end of Thirdspace work normally?)


yes, the "warp" exit at the end of the BrainDamaged Finale level of 3rd Space does work. however, the normal "exit" in the Chaos CompleXX level [after Mario steps on the big "P" switch and falls down at the end of that level] does not make Mario advance to the last level (BrainDamaged Finale), meaning a path from Chaos CompleXX to BrainDamaged Finale is not created after beating the Chaos CompleXX level. Had to use a cheat code in the Chaos CompleXX level (the level ender code) to make the game create a path from Chaos CompleXX to BrainDamaged Finale. you could add the "?" ball [like the one from SMW's Sunken Ghost Chip level] and put it somewhere in the end of the Chaos CompleXX level (like around the part where Mario falls down after touching the big "P" switch).

I found another problem with the TSRPU hack. After taking the secret exit (the keyhole one) in Dragon's Treasure level of World 6, Mario does NOT go to the secret path to the pipe that takes you to the Flying Fish Bridge level in Bowser's Valley (bummer!). So the Flying Fish Bridge level is totally inaccessible no matter what I do because I can't reach it.

can anyone else take the "keyhole" exit in the Dragon's Treasure level and see if Mario can go to the "pipe path" to Flying Fish Bridge level?
Originally posted by Zeldara109

Assuming this was the problem, the portal in Bowser's Palace should be safe to use, as it was set to event 72, and I had not given another level event 73.


yup. the gateway in the Bowser's Palace level works as expected.

Quote

I wonder if I have to make it level 24 (it's level A in TSRPR) for the hard-coded path to work? (It's still event 47 by the way.)

Or maybe TSRPR overwrote that particular hard-coded path... (The one in World 5 (the horizontal path through the center) still works, right?)


from what level? The Flying Fish Bridge level in TSRPU doesn't seem to be reachable from anywhere and Mario can't get to it. In TSRPR, Flying Fish Bridge is reached after taking the special exit from the Nightmare Desert level. In original TSRP1 game, taking the special exit from the Dragon's Treasure level will let you go to Flying Fish Bridge level. So the "hard-coded paths" between TSRP1 and TSRPR to Flying Fish Bridge are totally different.

Quote

By the way, to save you the trouble of pointing it out, the level dot for Lava and Ice (a.k.a. Freezeflame Rock, Valley of Bowser 4) will not appear. I knew this, but could not find a way to fix it. (Lunar Magic even knows that the tile will not appear-- if you set all events to be passed, that one tile will not show up.)


a minor bug. doesn't seem to bother me and other gamers.

Quote

I'll probably release a version with a fixed overworld (including Thirdspace's layer 2) once you're done playing through.


hmm, it took you about 6 days to make TSRPU. can you take about 6 weeks to fix most of the bugs in your hack? this sure is a fun hack.

about that bug I mentioned earlier when I had to press L + R buttons to play Sillyclone Hilly level (the 1st level) in 3rd Space dimension on first arrival after taking the special exit from Crashlanded Castle? I played a new game but this time the X, Y, B or A buttons now work when accessing it on first arrival. seems the bug I encountered does not happen all the time.

it's ironic that the Chaos CompleXX level in TSRPR is a completely new level compared to the "original" Chaos CompleXX level in FPI's Chaos CompleXX hack which did make an appearance in BrainDamaged Finale level in TSRPR.
Originally posted by Zeldara109


Edit:

The tunnel to the Yellow Switch now contains stone blocks that break on contact. They'll be included in the next release.

For now, here's a video.

TSRPU - Yellow Switch (post-v0.21)


awesome! can you also make "breakable" blocks in castle 2 (I think it's Donut Castle)? it would be nice to "hide" the secret exit path in Donut Castle with those breakable blocks.
well it doesn't matter to me what kind of title world 1-2 will have.

speaking of 1-2 of YIKR, there IS a section in that level where you can get "stuck" and you'll have to reset the game and "avoid" getting stuck in that section of level 1-2. it's been documented in this forum page:
http://acmlm.kafuka.org/board/thread.php?id=2689

read one of Surlent's posts there about the problem getting stuck in 1-2 and the picture of the problem area:

Quote

Found a part in 1-2 where you can get stuck, thus requiring a game reset. Usually the platform returns if it isn't too much apart from Yoshi vertically, but somehow it got away and you cannot get out.


perhaps a 1-way passage or "blocker" should be added there so you can escape the trapped section and get back onto those superfast moving platforms.
RedRose64, you can disable the crying sound by entering a cheat code in either Game Genie (GG) or Pro Action Replay (PAR) format. it's the only way I know of doing so.

assuming you're using US English version of YI-
GG > 44A0-672B
PAR > 06C64F22

with either code enabled, you will no longer hear mario crying when yoshi gets hit.
Originally posted by Zeldara109

(Though I do not think these changes are enough to release a new version, yet. And I haven't felt like unreloading levels anytime recently-- maybe it's C3 coming up.)


aww. guess i'll have to wait longer for a new release of TSRPU then.
let us know when you're ready to post up a new version of it.

it's been almost two months now since v0.21 came out.
Originally posted by L4good
the one in the bowser world


L4good, check out this page by Anikiti (guide page is in japanese):
http://f22.aaa.livedoor.jp/~gocha/hack/ladv2/ladv2_guide/exroute02.htm

this applies to both original (japanese) and OSE editions of Luigi's Adventure 3 hack. enter 5th door, then 1st door, then 4th, 2nd and finally the center door to finish the level.

the coins you collect will indicate which door you should enter, so pay close attention to where the coins are placed. I sort of found out about this.
Originally posted by Jacob
Originally posted by Dangus
Originally posted by BBS750
In SMW2+ 3, the button in Items Galore doesn't work. I go up to it, even as small Mario, press up, and it won't work. Is there any way I'm supposed to approach the block?


Do you have enough coins to buy the items? The number of coins you need to buy an item appears above its image.


No, he's talking about a side mission involving the shop, not buying the items themselves.

Are you standing against the rightmost wall when you press up? And did you actually complete the quest by bringing the old Toad the cape feather?


I found out that the "secret area" there near Luigi in Items Galore works only once you find it and complete it; you won't be able to access that area anymore, so it's a one-time deal.

speaking of SMW2+3, where do you find character card #10? that's the only one I'm missing. all the other character cards in that hack I was able to find but that one.
Originally posted by koippa
As I suspected...
Thank you DrawingYoshi..
I can say for sure that Goomba Playground is one of them..
Chaos CompleXX is probably another,I found two in the teleporter after talking Monty...YouTube user PinkKittyRose found one before talking Monty..
Edit..
Levels with only three Dragon coins:
Goomba Playground and Chaos CompleXX
....................................


@koippa: there are actually 5 dragon coins in Chaos CompleXX level of the TSRP reloaded hack. I found them all. See my Youtube video on how to do this:
http://www.youtube.com/watch?v=YwoXQdDxiPU

but yeah, Goomba Playground level sometimes has 3 dragon coins.

btw Jacob, thanks for tip on getting character card #10. I did play the Chill Cavern level the first time early in the game and did access that "secret area" but there was no character card there. maybe perhaps I did not obtain the Truth Orb at that time.
Originally posted by MarioAwesomeness
Originally posted by S.N.N.
Depends which part you're stuck at. The only issue I had with that level was the colored blocks puzzle, in which case you need to hit red + blue to make purple and unlock the door.

..that's about the only troubling area I can think of in that level, actually.

Oh man, thank you so much! Mario also thanks you, for he couldn't have gotten the shard without your help.


Believe me, MarioAwesomeness & S.N.N, the "Pyramid Panic" level of SMW2+3 frustrated me the most when I first played that level but I figured out the whole solution to beat the level.

SPOILER ALERT! (Highlight text below if you want to read the solution)
--
To enter door with the blue circle on top, hit ONLY the BLUE and RED blocks. (ignore hitting the BLACK and GREEN colored blocks as hitting any one of those will mess you up bigtime)
To enter door with the red circle on top, hit ONLY the RED and YELLOW blocks. (again, don't bother hitting the BLACK and GREEN blocks)
To enter door with the "9" sign on top, hit ONLY the "1", "3" and "5" blocks; [aka. what does 1+3+5 equal to? you math geeks can figure this out. I'm a math geek too]
Following these steps will get you to collecting all 3 pink orbs that will allow you to pass through a gray gate blocking your way to the pipe that leads to the boss.
Originally posted by MarioAwesomeness

Well, thanks for the whole solution, but I did say I got the shard. And it was the last shard I got. And I already beat the game. But still, thanks for the help.


me too. I beat the game AND have collected ALL 15 character cards.
beating the final boss turns out to be "half the battle" won. collecting all the character cards in SMW2+3 is the other half.

hint: beat the game by defeating the final boss, then replay your saved game, go to Lord Boo's Manor and talk to him. you'll get a special gift.
Originally posted by Anlex
Hey guys, I have a big problem going on here. In Brutal Mario (english translation) in the level "Acceptable Cave" when I enter the pipe the screen just goes black, the music keeps playing but nothing else happens. Can anybody help me out here?


I don't have this problem when playing Brutal Mario (English edition) with latest SNES9x re-recording releases, Anlex.

Speaking of Brutal Mario English, how do you get to the "normal" exit in Titanic level? I keep going to the keyhole exit but not the normal one.
Originally posted by alexnobody
Okay. I have ZSNES 1.51. But, the sound doesn't seem to be working, and I can't load save states or save files from the other version. (though, I don't think that's a "problem" per se) I haven't quite reached the Cave yet, but in the meantime, does anyone know how to fix either of those problems?


alexnobody, I suggest you play Brutal Mario English in SNES 9x rerecording version.

almost all of the problems with the english Brutal Mario hack you have experienced in ZSNES do not occur in SNES9X re-recording edition. I've given up using ZSNES since there are no new official updates on that emulator for a few years now.
thanks Yonowaaru. I eventually found out that the Titanic level is a time dependent one. I must have completed the level pretty quickly each time.

bummer, editing my existing posts in the SMWC forum is still not working yet. oh well.