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Details for No Overworld 1.2 (Uberasm)
UberASM Repository - No Overworld 1.2 (Uberasm) Show random
File Name: No Overworld 1.2 (Uberasm)
Added:
Authors: Brolencho
Type: Game Mode, Global
Includes GFX: No
Includes Hijack: Yes
Featured: Yes
Description: Disables overworld. Original idea by Alcaro, but code is new.

You can use global_code or use gamemode 0C, 10 and 14.

This uberasm version should be compatible with:

- retry system
- sram plus
- addmusik
- SA-1

If you find any issues let me know in the comment session.
Tags: lorom, map, metroidvania, overworld, sa-1
Rating: 5.0 (Votes: 3)
Download: Download - 7.70 KiB
206 downloads
Screenshots
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Major Flare
Update: Added screenshots.
Posted by:  Major Flare - | Link
MarioFanGamer
Moderated with:
  • BSNES v115
  • Lunar Magic v3.11
  • SA-1 Pack v1.32
  • UberASM v1.4
  • GPS v1.4.1
  • AddmusicK v1.06
  • SRAM and BW-RAM Plus v1.3
  • Retry System v2.06a
  • Exit Block (no OW events)
Removed no map and no overworld from the tags, added sa-1 tag, removed Alcaro from the authors (you mentioned it in the description that the code is 100% original), submitted a fix which doesn't drop you off zo the title screen in case of game over in two player mode with shared inventory and replaced a BRA with JMP in case you have !more_levels_after_credits and !advanced_mode enabled.

Let's be honest: I have moderated this for a week (yeah, started the moderation a bit late due to CLDC) due to its customisation and this has to be one of the best UberASM codes in the history! Due to quirks with how SMW handles the overworld (because of the intro), the only "patch" which is required is a small bugfix as a hex edit which is part of the UberASM file (not very happy about it because of potential dangers but still). A side effect of that is the increased compatibilitiy with resources as the No Overworld patch tends to avoid writing to freespace (most notable SRAM Plus as the patch also implements its own SRAM system).
It's also very customisable (much more than the patch) because you can set up when it saves (not just after levels but also at midway points and level transitions), shared player inventory and with advanced mode set the path yourself (yes, you can use it to create loops, branches and the like).
As such, the ASM team went to feature it.

The only issue is a missing feature from the patch where secret exits bring you to the next level + 1 which means switch palaces and the like are harder to set up. Sure, advanced mode somewhat mitigates that but it's rather hard to set up and a simpler option for secret exits would have been nice. Speaking of advanced mode: You also have to set the levels manually even though it would have been better if at least the normal exits for each level bring you to the next level in the table.
Posted by:  MarioFanGamer - | Link
Dominicentek
can it just overwrite the patch version?
Posted by: Dominicentek - | Link
dogemaster
Finally! A non rom broking no OW patch
Posted by: dogemaster - | Link
zacmario
I used the original patch for several hacks, I felt limited because it didn't support sa-1 and I was never able to convert it properly. So nonetheless, I super excited to see and use this.
Posted by: zacmario - | Link
Fermín Acosta Jr.
It should be accepted. It looks cool 10/10.
Posted by: Fermín Acosta Jr. - | Link
Brolencho
v1.2

- Fixed crash with retry patch
- Fixed graphic issue when using "VWF intro 1.22"
- Fixed Player 2 compatiblity with "Exit Block (no OW events)" and "Door exit"
- More info for coders.txt

Thanks to Darolac for pointing some of these issues and testing.
Posted by: Brolencho - | Link
Brolencho
Made the last updates
v1.1
- Supports two players
- Supports Secret exits(advanced mode)
- various fixes
- clean.asm is now integrated in NoOverworld.asm
- global code, so it's easier to insert.

Not adding more features from now on, just fixing bugs and stuff. Don't wanna make it more complex. lol

Edit: doesn't seem to allow me to update the file. Might have to resubmit
Edit 2: ok i managed to upload it. :)
Posted by: Brolencho - | Link
Fermín Acosta Jr.
Originally posted by bandicoot
Is it compatible with YI level names patch?
I know the idea would be to have no overworld but it would be great if we could at least show the level name before playing it!


The vwf intro 1.22 is fully compatible, I tested my hack that I was working on, and it works really well.
Posted by: Fermín Acosta Jr. - | Link
bandicoot
Is it compatible with YI level names patch?
I know the idea would be to have no overworld but it would be great if we could at least show the level name before playing it!
Posted by: bandicoot - | Link
Darolac
Nice job Brolencho. The only hijack is that org $04DC64, right? That makes it even more awesome: it should be compatible with almost everything.
Posted by: Darolac - | Link
Brolencho
Sure. Thanks for pointing that out btw, i'm ok with helping out(this patch)

have a good one. :)
Posted by: Brolencho - | Link
Fermín Acosta Jr.
Originally posted by Brolencho
That's ok, I might have to make a better readme, though.

BTW, this will skip overworld.asm from your powerup patch. PM me that file if you see if it's not compatible with powerups.


It’s already compatible with custom powerups. It works really well.
Posted by: Fermín Acosta Jr. - | Link
Brolencho
That's ok, I might have to make a better readme, though.

BTW, this will skip overworld.asm from your powerup patch. PM me that file if you see if it's not compatible with powerups.
Posted by: Brolencho - | Link
Fermín Acosta Jr.
Originally posted by Brolencho
nice, so in load_overworld.asm

place this

Code
JSL NoOverworld_SkipOW

between the sign plus and rtl

so it will be like

Code
+
	JSL NoOverworld_SkipOW
rtl


That will actually skip OW


Thank you Brolencho, it works now #tb{:D}
Posted by: Fermín Acosta Jr. - | Link
Brolencho
nice, so in load_overworld.asm

place this

Code
JSL NoOverworld_SkipOW

between the sign plus and rtl

so it will be like

Code
+
	JSL NoOverworld_SkipOW
rtl


That will actually skip OW
Posted by: Brolencho - | Link
Fermín Acosta Jr.


If I will do that but powerups patch are the ones that came from their new ones.
Posted by: Fermín Acosta Jr. - | Link
Brolencho
sorry, load_overworld.asm.

by the way, what is that powerup patch? i might wanna see if this is compatible with it.
Posted by: Brolencho - | Link
Fermín Acosta Jr.
Overworld.asm is an custom powerups that I used
Posted by: Fermín Acosta Jr. - | Link
Brolencho
erase :

0D GM0C.asm

now show what's in file load_overworld.asm
Posted by: Brolencho - | Link
Fermín Acosta Jr.
Originally posted by Brolencho
show me your list.txt of UberAsm


Look



I inserted success but it takes me on the overworld
Posted by: Fermín Acosta Jr. - | Link
Brolencho
show me your list.txt of UberAsm
Posted by: Brolencho - | Link
Fermín Acosta Jr.
I inserted but it takes me to the Overworld instead of levels.
Posted by: Fermín Acosta Jr. - | Link
Brolencho
try to open NoOverworld.asm and put this at the start:

Code
    !7ED000 = $7ED000		; $7ED000 if LoROM, $40D000 if SA-1 ROM.
    if !sa1
        !7ED000 = $40D000		; $7ED000 if LoROM, $40D000 if SA-1 ROM.
    endif
Posted by: Brolencho - | Link
Fermín Acosta Jr.
It’s still says define ‘7ED000’ wasn’t found.

Edit: I edited to put $ but it takes me on the Overworld instead of levels.
Posted by: Fermín Acosta Jr. - | Link
Brolencho
oops there was a missing define. Just fixed it. Download it again and replace NoOverworld.asm. Thanks for pointing that out, if there's any issue or have any ideas for future versions let me know Fermín, :)
Posted by: Brolencho - | Link
Fermín Acosta Jr.
It says me that define '7ED000' wasn't found. How do I get rid of

Posted by: Fermín Acosta Jr. - | Link
Fermín Acosta Jr.
I think would work for powerups compatible and music that will be useful for my no Overworld hacks.
Posted by: Fermín Acosta Jr. - | Link
lx5
nice!
Posted by: lx5 - | Link

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