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Super Mario World Central Production 2 - First Official Release!

Really exciting this is in a state to be released! I had my eye on this for a very long time, and while it's too bad it doesn't quite have everything (which at this point, probably isn't going to happen) it's impressive everything that got done and will maybe be done in the future. I'd definitely say that all the work that has gone into this shows. Great work, everyone!
>Mark danced crazy!
Backloggery MyAnimeList
Originally posted by Skewer
All in all, the release is a good thing, but it feels like a zombie release (which I remember somebody saying wasn't going to happen) and honesty given everything that is still missing and planned; it would be best to add in the changes that can be done, forego whatever is planned to be added (like the dreamer boss that has held this thing back for 11 years) and let the project rest, and with SA-1 being a stretch for this hack, it's pretty highly unlikely you'll be able to squeeze anything else into the rom without having to start from a fresh, vanilla rom anytime you want to make any little change to code or something. I know how tedious the whole process is so I can imagine working with this project is less than pleasant with the space issues.


There are still ways to squeeze some space out there (such as using the first 512 KB or removing duplicate data). I'm rather wary of converting to SA-1, however if we go through it, a new tool would probably need to be written (that automatically converts defines too, tells when to invoke SNES, etc.), which would benefit everybody.

As of starting from a fresh vanilla rom, we used Lunar Helper, which automates all of that (you could use some scripts as well) and it also "revealed" some more freespace because fragmentation was gone.
This is actually really cool! Glad to see the site themselves are
making cool stuff like this.
Originally posted by M A R I O
And your flaming has gotten on the last nerve of people.

Good day.


Wise words from a... Creepy, but wise man.


weeee!;D
There are some tricks that can be used to squeeze out whatever little space you can; most of the space taken up is from level data in my experience.

Deleting unseen parts of the backgrounds can free up a good bank's worth of data if you go through every level and do this, likewise deleting the bottom five rows. In levels where it's possible to change the BG over to a Layer2 level can save space as well. Changing over commonly used ExAnimations in levels to global can help as Exanimations take up quite a good bit of data too. Delete any unused objects, optimize map16 space and finally... removing unnecessary Map16 tiles in levels.

If the hack still uses Romi's SpriteTool over PIXI; then Imamelia's shared subroutines can really lower sprite space. Remove any sampled music tracks that are not in use and unifying sample selection in the music; likewise remove any tracks that are only used once or twice. (Though removal is always a hard thing to do because boy aren't we all fond of music... but still.)

With this and a few other tricks, port over to a new rom with the Scratch Rom patch; maybe ask Imamelia how to remove the vanilla boss data (koopa kids, reznor, bowser, etc) that aren't in use in the game and you stand to gain around 0x5000-0x16000 bytes of data to use... which isn't a lot, but better than before.
Yeah, I was just about to ask whether or not you'd used any of the space in the first 0x10 banks. There's quite a lot of stuff that can be overwritten, including all the original level data, backgrounds, and bosses. Custom objects could make some levels smaller as well.

Anyway, good luck on completing the planned features. It's pretty cool that it finally got an official release.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
*speechless*

My jaw just dropped higher than usual that SMWCP2 just got released, and now I finally got the chance to play it! Can't wait to see how it goes!

Great job, guys!!! I love you!!!
The Hacking of PuyoPuyo. Come join the fun, friends. 『いけいけ団長、頑張れ頑張れ団長!』
Help us raise funds for the Armed Forces of Ukraine. #ДопомагаємоРазом / #HelpTogether
“Even if you personally are so dissatisfied with life that you want the world to end, surely the cruel reality is that it will continue on, unchanging. All the better for someone perfectly content, like me.”
Aya Shameimaru, Touhou Suzunaan ~ Forbidden Scrollery
"A delayed game is eventually good, but a rushed game is forever bad."

-Reggie Fils-Aimé

Crazy to finally see this out though. 11 years ago I was 11. This hack has been worked on for half of my life.. #smw{:|}

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Hi I'm just chiming in to make a few comments.

- The game should save whenever you're on the overworld, or at least move to a level tile.

- Your starting lives change based on your progress of exits found and total SMW Coins. Disk Poppy coded it up, but I don't offhand remember the exact value. They can answer that one if they're reading this.

- Levels can still be prone to getting some touchups and improvements.
I, specifically, am eyeing a few that I'll continue to poke at.

- You should be able to exit out of any level by using the usual method (Start + Select) as long as you are standing still. If you have beaten a level already, standing still should not be required. We'll see about having a message in-game that outright states this. Of course, if you encounter any soft-locks that keep Mario constantly moving (Playtesting found an instance in Fantastic Elastic and you can brute force one in Blazing Brush), or any severe bugs for that issue, feel free to report them.

- Speaking of soft-locks, there is an issue with the World 3 boss, Youkou, that can prevent her from being beating (specifically: her statue attack). I'll or someone else can see about having a workaround that "crudely fixes" the problem without actually fixing it. (extend the level by one screen and add a goal roulette).

Q: "Can this run on actual hardware?"
A: I personally don't know. You're welcome to try it out yourself, though.

Nice to see that this hack got a proper official release.
Userbar made by Green Jerry




Congrats on getting this "done"! (Am being serious. Big congrats.)
The only thing keeping me from clicking that download link is the thought I would have to get this twice. About how long should those fixes take? They look like a big deal.
Please pardon the eye.
Now that SMWCP2 is done, shall we start working on SMWCP3? :^)

I'm looking forward to play it and listen the ost. I remember it had some good musics (actually I only remember Electrospire).
Originally posted by MrDeePay

- Your starting lives change based on your progress of exits found and total SMW Coins. Disk Poppy coded it up, but I don't offhand remember the exact value. They can answer that one if they're reading this.


It's 1 live per 8 SMWC coins.

Originally posted by MrDeePay

- Speaking of soft-locks, there is an issue with the World 3 boss, Youkou, that can prevent her from being beating (specifically: her statue attack). I'll or someone else can see about having a workaround that "crudely fixes" the problem without actually fixing it. (extend the level by one screen and add a goal roulette).


I thought the World 3 boss softlock is because players didn't know what to do - you have to spinjump on the statue.
i can remember waaaaaaaaay back early on when i was offered what is now WYE's treetop tussle or something's level slot. i did some work on it then dropped out because cba and i was a child and snn told me off for wasting people's time #tb{DX<}#smrpg{sad} sorry \:(

but huge congratulations on finishing this. i will try and find the time to play this from start to finish.
Wasn't expecting to see this today!
Hard to believe I've been here nearly 13 years and thinking this wouldn't be out!
Not sure how on board I am with the idea of planned future changes and this just being a "first" release, but I'm glad this project is finally a step further towards closure. #tb{:)} It's really been eons since 2011.


 
This is like SMWC's own Metroid Dread. It's not very often I just decide on a whim to download and play hacks (or even be excited about upcoming hacks) but this was an exception. Feels like the gaming equivalent of a page turner. The auto-saving alone already makes me like this better than SMWCP1.

One time during the 2nd level I let the Lakitu chase me to a part with some Koopas and there was a little slow down and then it crashed but other than that no issues so far, and on the bright side that's how I learned that it auto-saves after clearing a level (like I was kinda hoping anyway since a lot of other hacks I've played only offer a save prompt after castles or ghost houses like the original game and seems to be a feature of modern games). Otherwise I wonder if I would have been afraid to close out of the game when I'm done just in case any progress would be lost.
Legacy custom music
A site with a non-useless dislike button
SMW hacking channel

Wow, 11 years is a significant amount of development time. Congrats on the release, and congrats to all of the community members who helped make this project's completion possible!
What is a Lunar Magic, and can I eat it?
I haven't posted much in my time here, but this is too cool to not say anything!

11 years sure is a heck of a long time.

Congrats on the release! :D