I have a serious problem since I use this:
When Mario dies in Level 2, The game sends me to the next level, in Level 3, if Mario dies again, I go to Level 4, if I finish this level (or I die again), it shows me the credits. What should I do to avoid this ?
Check the NoOverworld.asm File
Did you copy and pasted the code in Global code.asm File?
I have a serious problem since I use this:
When Mario dies in Level 2, The game sends me to the next level, in Level 3, if Mario dies again, I go to Level 4, if I finish this level (or I die again), it shows me the credits. What should I do to avoid this ?
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.
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.
- 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.
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.
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.
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!
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,
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