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BS SUPER MARIO WORLD
Forum Index - SMW Hacking - Works in Progress - BS SUPER MARIO WORLD
Pages: « 1 2 3 4 »
Originally posted by Koop the Koopa
How did you insert msu-1 pcm files to your rom btw?


This hack uses a custom special MSU-related patch that works with SA-1 and allows for FMV comparability as well. It will not be released.

However, Medic has his own patch, and a tutorial and host for it is located in the tutorial section. However, do note that it does not work with SA-1 and bugs with Lunar Magic 3.0. As a result, I do not recommend using it quite yet.
Let it be known that I actually went ahead and downloaded RetroArch just so I could play this hack with Run Ahead enabled (it seems like the hack is unplayable in BSNES for me - it barely ran at 50 FPS even on my monster machine with Run Ahead disabled, a problem I've never had with any hacks so far. Wonder what makes BSNES struggle so much with it). Here are my impressions completing the demo.

I went into the game expecting an okay hack with some really nice music, and overall, I'd say that's what I got. The music was definitely the highlight for me. All of the music turned out nicely and was very pleasent to listen to, while also suiting the mood quite well. The gameplay and level design, for the most part, were okay. Not bad in any way, just nothing special. Pretty much just very average Mario levels. Also a bit rough around the edges here and there, I feel like. For example, the upside-down Buzzy Bettles felt like you had to get way too close to them before the fell. I don't remember it being like that in SMB3. It also seems like you couldn't kill the sun with a Koopa shell, which is something you could do in SMB3.

The demo's final boss in particular felt kinda unfinished. The movement of the projectiles felt a bit too instantaneous, making it difficult to predict their movement and dodge them. I think they would benefit greatly from using a little bit of momentum and not moving into the player's direction immediately. I also feel like the hack's overall difficulty got quite intense for a game that doesn't feature saving. It never got me quite into danger (at least after I successfully configured the Run Ahead and was able to decently play the hack), but I would have felt a lot more comfortable having save points every couple of levels, even though I understand it would clash with the hack's main gimmick.

One thing in the hack I didn't like at all was the hammer suit. The hammer suit in SMB3 felt great because it had a cool costume and because it could kill pretty much everything. Even enemies that were otherwise unkillable, like Boos or Thwomps. The hammer suit in this hack only gets a palette swap, and on top of that, it seems like it can't kill anything the fire flower can't kill. Since it's much, much easier to aim with the fire flower, this effectively makes the hammer suit a useless power-up, as it's just a worse version of the fire flower.

If there's one thing this hack got quite right, it's the authenticity. While the hack wasn't outstanding in the gameplay department, it absolutely did feel like playing a Satellaview game from an alternate universe. The music in particular captured that feeling very well. I feel like even the instrumentation was specifically chosen to resemble the music of that era.

Overally, I'd say very worth a play, and I'm looking forward to future releases and improvements.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
Let it be known that I actually went ahead and downloaded RetroArch just so I could play this hack with Run Ahead enabled (it seems like the hack is unplayable in BSNES for me - it barely ran at 50 FPS even on my monster machine with Run Ahead disabled, a problem I've never had with any hacks so far. Wonder what makes BSNES struggle so much with it). Here are my impressions completing the demo.

I went into the game expecting an okay hack with some really nice music, and overall, I'd say that's what I got. The music was definitely the highlight for me. All of the music turned out nicely and was very pleasent to listen to, while also suiting the mood quite well. The gameplay and level design, for the most part, were okay. Not bad in any way, just nothing special. Pretty much just very average Mario levels. Also a bit rough around the edges here and there, I feel like. For example, the upside-down Buzzy Bettles felt like you had to get way too close to them before the fell. I don't remember it being like that in SMB3. It also seems like you couldn't kill the sun with a Koopa shell, which is something you could do in SMB3.

The demo's final boss in particular felt kinda unfinished. The movement of the projectiles felt a bit too instantaneous, making it difficult to predict their movement and dodge them. I think they would benefit greatly from using a little bit of momentum and not moving into the player's direction immediately. I also feel like the hack's overall difficulty got quite intense for a game that doesn't feature saving. It never got me quite into danger (at least after I successfully configured the Run Ahead and was able to decently play the hack), but I would have felt a lot more comfortable having save points every couple of levels, even though I understand it would clash with the hack's main gimmick.

One thing in the hack I didn't like at all was the hammer suit. The hammer suit in SMB3 felt great because it had a cool costume and because it could kill pretty much everything. Even enemies that were otherwise unkillable, like Boos or Thwomps. The hammer suit in this hack only gets a palette swap, and on top of that, it seems like it can't kill anything the fire flower can't kill. Since it's much, much easier to aim with the fire flower, this effectively makes the hammer suit a useless power-up, as it's just a worse version of the fire flower.

If there's one thing this hack got quite right, it's the authenticity. While the hack wasn't outstanding in the gameplay department, it absolutely did feel like playing a Satellaview game from an alternate universe. The music in particular captured that feeling very well. I feel like even the instrumentation was specifically chosen to resemble the music of that era.

Overally, I'd say very worth a play, and I'm looking forward to future releases and improvements.



Thank you for your feedback. I haven't seen any other people have an issue with BSNES, so I am unsure what the issue was there.

A lot of what you mentioned is currently being looked at too, so worry not. For the final project, both the Hammer Suit and Boss will be far more polished :)
Sounds cool! #smw{:TUP:}

As for BSNES, no idea, either. My PC is quite a beast and normally doesn't have a problem with anything. I also doubt it's a problem of processing power, because switching from 0 to 2 run-ahead frames only makes the game drop from 50 to 45 FPS for me, indicating that the 50 FPS bottleneck is not caused by just too little processing power, but by something else. Even tried different versions of BSNES. I'm sure it's not an issue with the hack itself, though, because I just tried different hacks in BSNES - ones that I could previously play just fine - and they all seem to be capped at 50 FPS now. Something must have changed about my system that severly confuses BSNES, and I have no idea what it could be. It made me try out RetroArch, though, and I have to say, RetroArch + the Snes9x core + two run-ahead frames is a pretty nice experience for playing hacks. #tb{:j}
Might even be my new preferred way of playing.

EDIT: Seems I've solved the mystery. My PC speakers actually died yesterday, so I was forced to temporarily switch to my USB headset. I don't quite understand what BSNES does with audio, but something makes it behave very weirdly. I assume it tries to sync to the audio output or something like that. If I use WASAPI together with my USB headset, it caps the framerate at 50 FPS. If I try different audio APIs, I get different bottlenecks. If I disable sound entirely or switch the audio output back to my broken speakers, I actually get the full 60 FPS. So yeah, definitely not an issue with the hack, but an issue with BSNES itself.

EDIT: Disabling "Synchronize" option in the audio settings also seems to remove the framerate cap, even using the headset.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Whoa! I don't know why but I also plan to make some SMW hacks only in MSU-1 but only after my actual hacks non-MSU-1. I would like name one "Super Mario CD" anything like that.

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Currently working on The Mario's Greatest Adventure. My next projects will be The Mario & Stitch vs. Devil Ztar Trilogy (MSU-1 only with some SPC), The Mario's Greatest Adventure CD (MSU-1 only), Super Mario Land 4: Wario's Return, Super Mario Land CD (MSU-1 only), Super Mario Star Ocean (SM64 hack) and Super Mario 64+ (SM64 hack). My list of music request is in my bio. List Graphics
Can you make a SECOND download link on...
GitHub?
EDIT: Don't, It works now
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Ah by the way. There's not only BS Super Mario World in MSU-1 because Super Mario World: Return to Dinosaur Land can also be playable in MSU-1 #ab{;)}

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Currently working on The Mario's Greatest Adventure. My next projects will be The Mario & Stitch vs. Devil Ztar Trilogy (MSU-1 only with some SPC), The Mario's Greatest Adventure CD (MSU-1 only), Super Mario Land 4: Wario's Return, Super Mario Land CD (MSU-1 only), Super Mario Star Ocean (SM64 hack) and Super Mario 64+ (SM64 hack). My list of music request is in my bio. List Graphics
I used MEGA.nz Downloader and works.
The music is silent. I have the p- Oh wait, Fixed it.

Nice ROM btw! I love to see the full version.
I hope there are more rom hacks that have the msu-1 chip! #smw{:TUP:}
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Originally posted by Brutapode89
Ah by the way. There's not only BS Super Mario World in MSU-1 because Super Mario World: Return to Dinosaur Land can also be playable in MSU-1 #ab{;)}


That is true, there have been prior hacks that utlize MSU-1. However, the difference here is that our version of MSU-1 allows for not only SA-1 interrogation but full support for videos, much like FMV support on the Sega CD (though quality lacks depending on the video size and format). While there are other SMW hacks that use MSU-1, there will never be a MSU-1 hack like this again, haha.
Until someone makes a public version, anyways.


Originally posted by Koop the Koopa
I used MEGA.nz Downloader and works.
The music is silent. I have the p- Oh wait, Fixed it.

Nice ROM btw! I love to see the full version.
I hope there are more rom hacks that have the msu-1 chip! #smw{:TUP:}


I'm glad you fixed it.

Additionally, we are making a lot of progress on World 4. We also have started to finalize art asset for World 5 as well. With that out of the way, all of the hack up to World 8 is now Art and Music complete, meaning merely level design and minor ASM remains.
Heraga. Tell me. As I tested BS Super Mario World without PCM and there's not music to force players to use only PCM, how can you disable original musics of Super Mario World if I want do the same thing by making other Super Mario World hacks only in MSU-1?

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Currently working on The Mario's Greatest Adventure. My next projects will be The Mario & Stitch vs. Devil Ztar Trilogy (MSU-1 only with some SPC), The Mario's Greatest Adventure CD (MSU-1 only), Super Mario Land 4: Wario's Return, Super Mario Land CD (MSU-1 only), Super Mario Star Ocean (SM64 hack) and Super Mario 64+ (SM64 hack). My list of music request is in my bio. List Graphics
I got three things:

1. When you recommended me to not use MSU-1, I did it anyway and no harm.

2. What does BS Stand for?

3. I love the part where the timer is a countdown. If it goes to 0,
End of demo!
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Originally posted by Brutapode89
Heraga. Tell me. As I tested BS Super Mario World without PCM and there's not music to force players to use only PCM, how can you disable original musics of Super Mario World if I want do the same thing by making other Super Mario World hacks only in MSU-1?


The MSU-1 we are using is custom. One of the things it does is kill SPC audio complete, both music and sfx. This both opens up room for larger music samples that can be enabled on a case by case basis, alongside more room for thing such as the aforementioned FMV player. However, as this MSU-1 is not being released, you will be unable to utilize this for your own hacks. My apologies.

Originally posted by RPG Hacker
Sounds cool! #smw{:TUP:}

As for BSNES, no idea, either. My PC is quite a beast and normally doesn't have a problem with anything. I also doubt it's a problem of processing power, because switching from 0 to 2 run-ahead frames only makes the game drop from 50 to 45 FPS for me, indicating that the 50 FPS bottleneck is not caused by just too little processing power, but by something else. Even tried different versions of BSNES. I'm sure it's not an issue with the hack itself, though, because I just tried different hacks in BSNES - ones that I could previously play just fine - and they all seem to be capped at 50 FPS now. Something must have changed about my system that severly confuses BSNES, and I have no idea what it could be. It made me try out RetroArch, though, and I have to say, RetroArch + the Snes9x core + two run-ahead frames is a pretty nice experience for playing hacks. #tb{:j}
Might even be my new preferred way of playing.

EDIT: Seems I've solved the mystery. My PC speakers actually died yesterday, so I was forced to temporarily switch to my USB headset. I don't quite understand what BSNES does with audio, but something makes it behave very weirdly. I assume it tries to sync to the audio output or something like that. If I use WASAPI together with my USB headset, it caps the framerate at 50 FPS. If I try different audio APIs, I get different bottlenecks. If I disable sound entirely or switch the audio output back to my broken speakers, I actually get the full 60 FPS. So yeah, definitely not an issue with the hack, but an issue with BSNES itself.

EDIT: Disabling "Synchronize" option in the audio settings also seems to remove the framerate cap, even using the headset.


That's interesting. I've never seen that bug before. It's entirely possible it's specific to BSNES rather than normal SNES. I can try looking into it, but so long as you were able to find a way to play it fine, it's no big deal.
Originally posted by DPBOX
Wait, what? It's possible for a hack to use both MSU-1 and SA-1? I thought that was impossible.

Jikkyou Oshaberi Parodius was the first SA-1 + MSU1 hack from August of 2018.

https://www.zeldix.net/t1774-jikkyou-oshaberi-parodius

Gradius III soon after that when Vitor Vilela released his SA-1 patch, and now Mega Man X is also available.

Originally posted by Heraga
That is true, there have been prior hacks that utlize MSU-1. However, the difference here is that our version of MSU-1 allows for not only SA-1 interrogation but full support for videos, much like FMV support on the Sega CD (though quality lacks depending on the video size and format).

You can insert FMV in to any MSU1 game, and quite a few MSU1 hacks have used FMV and its streaming capability. Road Avenger, Chrono Trigger, Star Fox, Out of This World/Another World, Zelda, Killer Instinct.

Good luck with the hack! Seems like it's shaping up nicely.
Originally posted by Relikk

Jikkyou Oshaberi Parodius was the first SA-1 + MSU1 hack from August of 2018.

https://www.zeldix.net/t1774-jikkyou-oshaberi-parodius

Gradius III soon after that when Vitor Vilela released his SA-1 patch, and now Mega Man X is also available.


That's interesting. Thank you for the heads up, always been a parodius fan.

Originally posted by Relikk

You can insert FMV in to any MSU1 game, and quite a few MSU1 hacks have used FMV and its streaming capability. Road Avenger, Chrono Trigger, Star Fox, Out of This World/Another World, Zelda, Killer Instinct.

Good luck with the hack! Seems like it's shaping up nicely.


Currently the main SMWC MSU-1 Patch makes it impossible to add FMV support without changing a lot of code around, due to it being over half a decade old, which is why I made my comment. The current public MSU-1 patch for SMW specifically is fairly outdated, and does it's methods differently from the games you mentioned.

Thank you for showing your support however!
Oh Relikk! Welcome to the SMW Central site!
_________________________
After have tested Super Metroid Phazon to verify if it's working in MSU-1. I asked Relikk to make PCM from Metroid Prime Trilogy. Let's thank him!

--------------------
Currently working on The Mario's Greatest Adventure. My next projects will be The Mario & Stitch vs. Devil Ztar Trilogy (MSU-1 only with some SPC), The Mario's Greatest Adventure CD (MSU-1 only), Super Mario Land 4: Wario's Return, Super Mario Land CD (MSU-1 only), Super Mario Star Ocean (SM64 hack) and Super Mario 64+ (SM64 hack). My list of music request is in my bio. List Graphics
I just went played this hack tonight. Here are my thoughts:

The concept is awesome and really novel. The music in particular is incredible!! Recreating tracks from the SMW Jazz album with Soichi Noriki on it (awesome musician btw, check out some of his albums) is such an era-appropriate choice, and so well executed. The underground and castle themes in particular just slap.

I was a little disappointed in the timer mechanic. It's no doubt a wonderful idea to sell the Satallaview broadcast feel, but given that it was far easier to get game overs than to run out of time, it kind of became a bit of a non-element. Perhaps there could be special timed events that trigger to make the timer a bigger deal (e.g. OW enemy encounters, new levels). That would really make it soar!

By the end of world 2, I was finding the difficulty to be a little too much. I got 4 game overs trying to play in total: Once at the world 1 castle, once at the angry sun level, and twice at the world 2 castle. About the angry sun level: it's been a while since I've played SMB3, but the sun seemed to be acting really strangely. His hitbox could kill me while he was underground, and if I moved against the camera while he was swooping, he'd strangely stick to the center of the screen, which was incredibly frustrating to avoid. (It's totally possible that's how it works in SMB3 and I just have a terrible memory...) I think even though the level is already fairly challenging, just fixing those issues would make it far less of a pacebreaker. The castle level just felt way too long without a checkpoint, especially since it's an autoscroller.

I think the difficulty of those two levels wouldn't really even be an issue if getting a game over didn't mean restarting the entire game. In fact, I think it would be more in line with the vision of simulating a broadcast that you would just restart at the beginning of the world, with the timer still running. That way, you may very well run the risk of actually running out of time, and you wouldn't have to spend so much time reworking your progress. Having the timer restart at all kind of breaks the immersion you're going for.

A few other bugs I found:
- I noticed that after I fought them once, even across game overs, the enemies on the map would never respawn.
- It's been a while, but I thought in SMW, when going between sublevels, coins you collected and the blocks you broke persisted. This doesn't seem to be the case in this hack - I noticed in level 1 for example, when going to the underground section and back out, I could go and collect another 1-up by breaking blocks.
- Somehow, at the end of a level, I was able to get the music to stop abruptly prematurely. Not really sure how.

All in all, this hack has a huge amount of potential. Just a few more ideas and a bit of polish would bump this up to one of the best hacks on the site, IMO. Please continue this!!
I saw new powerups!
I REALLY Want to see the full version! :)
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For some reason I couldn't get to World 2 in this hack. It just went to the results screen when I entered the Boss door at the end of the World 1 fortress. It wasn't because of the timer, either.

--------------------
Project: Learning How to Not Suck

Originally posted by Heraga
One of the things it does is kill SPC audio complete

It does not kill spc700 completely, It mutes spc700
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I played through the whole hack and i have to say, i'm genuinely impressed by it. The music especially, that is astounding. The level design seems fairly decent, some of world 2's levels were kinda difficult but still cool nonetheless. One problem i had with this game though is this bug(?) i found where if i got more than 100.000 points and then go through a door or a pipe the bonus game text would appear and then take me to the results screen. I don't know what causes this, but other than that the game is really solid and i can't wait for the other broadcasts.
Pages: « 1 2 3 4 »
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