I don't think you'd have to restart. As long as you still have a .srm/save file up to that point, you should be fine. You just have to replace the old ROM with the fixed version and load the game from the title screen.
Aside from a couple of small details, I haven't found any issues with the level. Besides Mario's palette, the only necessary modification is a change of the background for the two cave sublevels (they still use the original SMW Cave BG). Either way, besides that, the level is good to go!
Having a little problem with my layout.
I'm trying to add an x-repeating image at the bottom of the layout, that goes in front of the background. The image appears, and the repeat is working, but it seems to have incorrect margins. I want the image to touch the edges of the layout, and have the background's margins, instead of the text box margins it seems to have now.
The Pro controller kinda seems like a Classic controller and a GCN controller mixed together, but it's still got a nice design. Seems like it's got a nice grip as well.
Besides the Wii U, I'm also looking forward to Pikmin 3 (been waiting quite awhile for this one!), a new Super Smash Bros, a release date/more info on Animal Crossing 3DS, and (hopefully) some info on Dawnguard (Skyrim's first expansion).
Meanwhile, they should play this during the conference.
Haven't played the demo yet, but the screenshots look great! I really like your creative use of vanilla graphics, especially the usage of the cloud/star background tiles as trees, and even the fire flower as a decorative object. The palettes look great as well, especially the "pastel" feel of the palette in 2-2. I can't wait to see even more of this!
Lunar Magic's restore system asked me to point it to a Clean ROM (it's set to make a restore point every 500 saves), but I want to re-point it to a copy of a Clean ROM I put in the same directory. I have Lunar Magic and the clean ROM on a Flash Drive, so being removable media might affect it. Is there a way to point Lunar Magic to a new clean ROM in a different location if you've already done it once?
Today I noticed that my Flash Drive wouldn't light up-activate when it was plugged into one of the two front USB ports on my computer. So, I unplugged it and replugged it in. It activated...after about a 10-second delay. I also noticed that if it was moved (wiggled a tiny bit/tilted), that it would eject and reconnect it's self (probably has something to do with it's contacts; I did this to see if the position of the connecters was the problem). Once activated, the flash drive worked just fine, but once it's unplugged from the port/while it's being ejected, Windows will play the "device ejected" sound multiple times. The port next to it never had this problem after some testing, and I noticed that the problem port didn't hold the drive as tightly as the one next to it (probably because I use this one more often). I tested the ports with my Logitech gamepad and neither port had this problem.
As a note, I usually have to wiggle the flash drive a little bit while pulling it out in order to eject it. Would this damage it or the port? USB ports really seem to like to hang onto flash drives.
Basically, my flash drive suddenly has delayed activation when plugged into this port and Windows things I'm ejecting multiple things (judging by the sounds) whenever I eject the flash drive from this drive. Is my problem with the flash drive or the USB port? I just don't want to end up breaking either one from repeated use (Even though this computer is only 3 months old).
Putting NSMB2 or Luigi's Mansion 2 on an SD card shouldn't be too hard, but I'll stick with buying them from the store anyway.
Other than that, I'm glad we got some more news on the next Super Smash Bros. Don't know what to say about teaming up with Namco Bandai, but I'm sure it will turn out great. Though, what I really wanted to see was a release date for the next Animal Crossing, or at least some more news.
Is there a routine I can add to the SMB Blooper sprite (the one that comes with SpriteTool) that will make it interact with objects while it is moving? Unchecking "Don't interact with objects" in the CFG editor has no effect on the sprite's behavior.
Pretty much finished up the oasis level (aside from competing sprite/enemy placement, which is why some screens have few or no enemies; I've been working on the next stage) and I've got some screens ready! Added a bit more decoration to the foreground for a bit of extra foliage. Raisin Ruins 2 from Kirby's Return to Dreamland was my source of inspiration for this level!
Cheep Cheep > Blipper
Sidestepper > Kany . Pitchin' Charlies (Chucks) return in this level as more frequent obstacles. Also, the area frequently transitions between the grass-covered foliage areas and the sandy, more beach/desert-like areas. Though, both still have plenty of water!
SMB Blooper > Squishy. Trying to get these to interact with objects xD. In the next screen, we have a little maze-like area with two ways to progress! The top will be the trickier one.
A small gimmick after the midpoint, those cactus enemies (graphical replacements for piranha plants) will frequently pop out of those small patches of longer grass! A message box will warn the player of this.
In the second screen, another small two-path area, this time being a choice of above or under the water! The bottom path is the more difficult one this time around, but it has a small bonus room as well!
Finally, a preview of the next stage! What's a Moai statue doing in a cave? o.o (if you know enough about enemies in the Kirby games, you'll probably be able to guess :P)