Originally posted by ScrydanReally interesting finds here! Gotta love some good ol' fashion Mario trivia as well.
This thread is wonderful!

Originally posted by Final TheoryDude your ASM and coding knowledge and abilities are amazing!!!
I'm glad to hear that! ^_^
Originally posted by NewPointlessWow cool! I would love to design levels for All-Stars!
While that may be hard due to the lack of an editor, you could potentially improvise with an editor for the NES versions. I know someone who is making a SMAS SMB3 hack where they use SMB3 Workshop to make the levels using NES SMB3, export them, then import them into SMAS.
Originally posted by lordkronos100What Strange Thinks i Have Seen There i Dont Have understand it Fully yet But is This an Actually Bug with The Big Block

Yes, the giant ? block bug is a thing. You have to touch the right side of the block while you're holding right, which means you need to build momentum and attempt to turn around in midair as you touch the block.
Originally posted by MarioFanGamerI find it really impressive how you managed to make AMK work with SMAS. Too bad there hasn't been anyone to modify AMK's source code, though.
Yeah, I wish I could have edited the tool itself, but getting these programs to compile always turns into an ordeal for me. XD If I could, then editing the tool to work directly on SMAS+W likely wouldn't be too hard though, since the main reason it doesn't work is because it expects patch.asm to be inserted at $0E8000, a location I can't use in SMAS+W. Although, even if that were corrected, asar's freespace finder would be problematic, since there is no way to tell asar that bank 50 is the start of the expanded area in SMAS+W without using RATS tags (this is why RATSMask.asm is needed, in fact. It sets up the SMW ROM to effectively trick asar into thinking most of the space between bank 10 and 4E is being used).
Originally posted by MarioFanGamerA classic issue why you can't straight up port games.
Yep. It's also a case for how a tiny change can have unintended side effects.
Originally posted by MarioFanGamerI don't know, it's aesthetics.
Yeah, but you'd think they would have simply removed these clouds from the level data if they didn't want them anymore. The fact that they left them there and just hardcoded them not to spawn is just another example of how wasteful Nintendo was with ROM space in this game. It's so bad, I theorize one could cut 1/5 of SMAS+W's total size if one were to clean up all the wasted space, compress most of the graphics, and re-code certain things to be more efficient.
Originally posted by MarioFanGamerA classic issue on what mistakes you can do when you port games (similar thing happended with SMB1's brick blocks where you basically phase through them instead of falling down like in the NES version).
Yep. I'm surprised there aren't more issues like this, as far as I'm aware.
Originally posted by MarioFanGamerI had a feeling that SMAS reuses SMW's sound engine and, ignoring the songs, only adds two new samples (a trumpet and timpani) and sound effects.
No. LadiesMan217 and KungFuFurby pretty much explained it.
Originally posted by MarioFanGamerThat's why I'm wondering how Super Metroid handles the status bar as it almost never fades the complete screen to black. It could be HDMA, though.
If I had to guess, Super Metroid handles its status bar similar to SMW. Ie. With an IRQ, and it's fade code doesn't touch the status bar palettes. In fact, I checked, and it does use an IRQ. The game also still renders layer 1 and 2 behind it (although the tilemap updating isn't handled as well as it is with SMW with the LM VRAM patch, as there are scrolling artifacts at the top of the screen and cutoff in areas you were never meant to see):
Originally posted by MarioFanGamerReminds me of Revival block which suffers from this issue. There also is the fact that SMB2 and 3 allow you to carry stars and activated p-switches between levels.
The problem with that block is that there is nothing telling AMK that the death music should prevent sample uploads. The problems I was having were because the star/P-switch songs were preventing sample uploads in situations where they shouldn't.
Originally posted by kamekku14YOSHIFANATIC, YOU'RE AN ABSOLUTE MADMAN!!! I wonder if could use this version of AMK for my hack...
Keep it up, dude! And LadiesMan217!!
Indeed I am. XD
Also, if you're making a hack using the SMAS+W USA version of SMAS, then yes, you can use it.
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 /
V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (2/10/2023 Build)
Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.