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LadiesMan217's SMAS+W with SMM2 Music & Super Mario World: 30th Anniversary Edition (My First Ever Hacks!)
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2021 - LadiesMan217's SMAS+W with SMM2 Music & Super Mario World: 30th Anniversary Edition (My First Ever Hacks!)
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Fanatical like a Demon
Originally posted by Mariotag1
Huh, so, the secret exits are all different?

Not all, some definitely tho.

Originally posted by Mariotag1
I'm definitely gonna have to play this! Just waiting for a relatively bug free version...

Lemme know how it's been so far!

Originally posted by Mariotag1
Also, I see Rem-mania has claimed another victim.

Since 2017 when I first saw Re:Zero lol. Always has been!

Originally posted by Moltz
Also just got to a Reznor fight and man do I want whatever sorcery you did to make the bridge crumble without having Mode 7 turned on.

I'll see about releasing some of the asm in this game (after it becomes "perfect" bug wise).

Originally posted by ECS.98
This looks super neat!
I gotta say when i started reading this thread i was like Eh, just another "Vanilla SMW but with extra patches"... but the more i kept reading, the more interesting it became, to the point i'm now thinking This is definitely a hack i'll have to try out later!

I haven't really gotten to play anything from this C3 yet, but i just wanted to come here to say how cool this looks, and how it seems you've put a ton of effort into improving the vanilla game to what can be seen as a Definite Edition. Some of the changes you've made to it definitely seem massive (like the palette changes and the hard mode!), and i look forward to see how this can make the SMW we know and love be a fresh experience once again!

I'll be back here after i give it a try ;)

Let me know! I'd love to hear! It makes me happy knowing my hard work is worth your time ☺️

Seems momentum is starting to slow down. I guess most bugs have been solved? How 's it been so far? Tell me all your experiences! No really, do please tell! I wanna read everyone who's played so far's opinions and what they think. The game's not set in stone and is open to changes and I'm willing to hear any opinion and criticism out! I guess one last thing I'd like to mention is I saw the stream archive and was a little sad hard mode was played. That's where the real differences are easily seen from the get go but it's exciting to know about a possible devoted streamer for smwc and playing this hack! If that becomes a reality, I definitely need to make this as bug free as possible 😖!
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
I'm currently about to start World 7 on Snes9x and so far the game hasn't crashed, which is pretty cool since it has let me see most of the neat additions like the Hard mode only(?) enemies and the Mario Maker songs taking over the OST in the lategame.

As far criticism and very minor (and I mean minor) nitpicks go:

* Having both Lakitu and the Blue bird on the overworld not only makes the infamous cloud garbage from the title screen briefly appear, but also makes their shadow act weird for some reason (apparently there can't be 2 shadows at the same time so the game constantly switches the place of it between both sprites).

* Lemmy and Wendy's battles being mostly unchanged in hard mode is kind of a letdown, in particular given how the former is sandwiched between fire-breathing Morton and the "nightmarish" hard mode Ludwig.

* The placement of the first Hammer Bros. from Chocolate Island 5 is kinda odd. They seem to spawn stuck on the brown blocks where the spinies normally (unless it's meant to be that way?).

* Lastly, the hack would love to have a counter which indicated which levels have had their yoshi coins collected, given how it teases a reward of sorts for doing so.

Other than that, I'm having a ton of fun!

About the SMAS+SMW hack, given how SMW doesn't seem to work well on it right now, how feasible would be (theorically speaking) to add the new songs on the original SMAS?
Fanatical like a Demon
Originally posted by Moltz
* Having both Lakitu and the Blue bird on the overworld not only makes the infamous cloud garbage from the title screen briefly appear, but also makes their shadow act weird for some reason (apparently there can't be 2 shadows at the same time so the game constantly switches the place of it between both sprites).

There's a patch to fix infamous cloud garbage, I may add it in (ofc this introduces possible bugs bc ya know how smw is).

Originally posted by Moltz
* Lemmy and Wendy's battles being mostly unchanged in hard mode is kind of a letdown, in particular given how the former is sandwiched between fire-breathing Morton and the "nightmarish" hard mode Ludwig.

I don't know if you were able notice but every time you jump on puppet, it increments the amount of hits you need to land on them. Maybe I could add Muchers? It does suck how easy they are compared to the their surrounding bosses but coincidently it matches the flow of the levels. It just doesn't increment in difficulty but rather it has ups and downs. One level may be easy follows by a hard one then it goes back to easy etc.

Originally posted by Moltz
* The placement of the first Hammer Bros. from Chocolate Island 5 is kinda odd. They seem to spawn stuck on the brown blocks where the spinies normally (unless it's meant to be that way?).

The hammer bros is a very buggy sprite in terms of its interactions with objects when it jumps. Honestly wish for a sprite with better control on its interaction. Willing to use a fix someone can make. In case anyone's wondering I'm using Sonikku's Hammer Bro sprite (which uses a custom extended hammer sprite that hates wigglers).

Originally posted by Moltz
* Lastly, the hack would love to have a counter which indicated which levels have had their yoshi coins collected, given how it teases a reward of sorts for doing so.

Oh yeah, SMA2 has a thing to show when the coins have all been collected. Thanks for reminding me! I swear we had that in the uberasm section...

Originally posted by Moltz
Other than that, I'm having a ton of fun!

Glad you're enjoying it! I wonder how many of you guys here have kids. Ya should let em play and tell me how they go about it! I'm actually excited to have my lil' cousin play this myself!

Originally posted by Moltz
About the SMAS+SMW hack, given how SMW doesn't seem to work well on it right now, how feasible would be (theorically speaking) to add the new songs on the original SMAS?

Obviously it's not impossible if you know enough asm but I don't. I'm using Yoshifanatic's SMAS+W AMK to be able to do this and as of now, it only supports SMAS+W and not SMAS :T. Until he is able to make it flexible enough to work on multiple version of SMAS and SMAS+W it can't be done (easily).
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Originally posted by LadiesMan217
I don't know if you were able notice but every time you jump on puppet, it increments the amount of hits you need to land on them. Maybe I could add Muchers? It does suck how easy they are compared to the their surrounding bosses but coincidently it matches the flow of the levels. It just doesn't increment in difficulty but rather it has ups and downs. One level may be easy follows by a hard one then it goes back to easy etc.


Good point! (Also I did my best to avoid the decoys so I never noticed Lemmy/Wendy recovering HP was a thing).

Originally posted by LadiesMan217
Glad you're enjoying it! I wonder how many of you guys here have kids. Ya should let em play and tell me how they go about it! I'm actually excited to have my lil' cousin play this myself!


It's been quite fun, and I imagine they'll have fun as well.

Since the thread seems to be losing momentum, I might as well report the last bugs I've seen (all of them purely cosmetic, thankfully):

* When going into a pipe in the second room of the Sunken Ghost Ship, you can sometimes briefly see the lower half of a Rocky Wrench uses the message box graphics.

* Way Cool has a ? block with some flying wings in it, which is kinda pointless given the leven doesn't let you bring yoshi.

* The bonus & goal room of Mondo have garbage graphics (maybe the GFX slots got mixed up at one point?).

* The gray yoshi looks blue in the overworld.
Please help, when you applied the patch from the SMW hack and opened it, I only see the black screen. Which ROM am I supposed to patch? Or if not, could you pass me the already patched ROM?

By the way, the SMAS hack sounds pretty beautiful!
Fanatical like a Demon
Originally posted by Moltz
* When going into a pipe in the second room of the Sunken Ghost Ship, you can sometimes briefly see the lower half of a Rocky Wrench uses the message box graphics.

Ugh, I'll see what I can do.

Originally posted by Moltz
* Way Cool has a ? block with some flying wings in it, which is kinda pointless given the leven doesn't let you bring yoshi.

It should? If you had a color Yoshi it won't, only Green Yoshi is allowed in there until all 96 exits are found.

Originally posted by Moltz
* The bonus & goal room of Mondo have garbage graphics (maybe the GFX slots got mixed up at one point?).

Can someone else help back this up bc I didn't get this last I checked?

Originally posted by Moltz
* The gray yoshi looks blue in the overworld.

Unfortunately:

Code
!8_map_pal        = $0000    ; Yoshi overworld palette settings.
!9_map_pal        = $0200    ; 
!A_map_pal        = $0000    ; Determines which color to use when displaying the OW Yoshi sprite for each Yoshi palette. By default:
!B_map_pal        = $0200    ; 
!C_map_pal        = $0400    ;  $0000 = Yellow
!D_map_pal        = $0600    ;  $0200 = Blue
!E_map_pal        = $0200    ;  $0400 = Red
!F_map_pal        = $0200    ;  $0600 = Green
                ; 
                ; Other values will cause graphical anomalies.


I'm glad you're having fun!

Originally posted by IgnaSunner
Please help, when you applied the patch from the SMW hack and opened it, I only see the black screen. Which ROM am I supposed to patch? Or if not, could you pass me the already patched ROM?

I don't have much I can help with this as problems can either range from small oversights to not getting the correct rom to patch to (should be US and headered). Float should be taking you step by step on how to patch the rom. Is this your first time trying to patch a hack? What exactly did you do step by step?

Originally posted by IgnaSunner
By the way, the SMAS hack sounds pretty beautiful!

Thanks! Enjoy the levels, they feel brand new again!
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Originally posted by LadiesMan217

It should? If you had a color Yoshi it won't, only Green Yoshi is allowed in there until all 96 exits are found.


Oh yeah, I completely forgot the game can block only specific yoshi variations for some level. I take what I said then.

I also have an unexpected update about those 2 levels looking glitchy: It seems they only look bad prior to the special world change, as I just got there again to nab a screenshot and the places look fine now...
I've been playing through SMB3 with the music patch on my Switch, it's a simple change but surprisingly refreshing!

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

You can see progress on my projects/art on my Twitter!
Originally posted by IgnaSunner
Or if not, could you pass me the already patched ROM?


The sharing of commercial roms is not allowed on this site, even ones already prepatched.
Originally posted by LadiesMan217
I don't have much I can help with this as problems can either range from small oversights to not getting the correct rom to patch to (should be US and headered). Float should be taking you step by step on how to patch the rom. Is this your first time trying to patch a hack? What exactly did you do step by step?

First, I chose the ROM called Super Mario World (USA).sfc and applied the patch called Super Mario World 30 patch.ips with an Android application called Unipatcher. I applied it without ignoring checksums, and then ignoring checksums. I also did the same procedure in the online ROM patcher and I have also tried using another different rom called Super Mario World (U) [!].smc

I don't know if using Lunar IPS or floating IPS will solve it, but I haven't tried it yet. And I don't think the problem is the emulator I use, which is Snes 9x EX +, as it has perfect compatibility. Anyway, if you can help me here I will be attentive to anything
Fanatical like a Demon
Update #3

Fixed wiggler segment spasms. Fixed berry firepower softlock, fixed $9D bug (Yoshi can still eat the roulette sprite, if it crashes I swear ima lose my shit). Could've added more bugfix patches but didn't want to risk accidentally introducing new bugs.

Originally posted by Moltz
I also have an unexpected update about those 2 levels looking glitchy: It seems they only look bad prior to the special world change, as I just got there again to nab a screenshot and the places look fine now...

Do you have an srm saved before activating the autumn palettes so I can check it out much faster?

Originally posted by HelloSammu
I've been playing through SMB3 with the music patch on my Switch, it's a simple change but surprisingly refreshing!

That's great to hear! I'm assuming no bugs so far yet right?

Originally posted by IgnaSunner
First, I chose the ROM called Super Mario World (USA).sfc and applied the patch called Super Mario World 30 patch.ips with an Android application called Unipatcher. I applied it without ignoring checksums, and then ignoring checksums. I also did the same procedure in the online ROM patcher and I have also tried using another different rom called Super Mario World (U) [!].smc

I don't know if using Lunar IPS or floating IPS will solve it, but I haven't tried it yet. And I don't think the problem is the emulator I use, which is Snes 9x EX +, as it has perfect compatibility. Anyway, if you can help me here I will be attentive to anything

This may partly be my fault bc I chose an IPS patch instead for ease of use directly from LM and bc every time I made a BPS patch it seemed to have bugs I never encountered and then the IPS didn't. With IPS patches the rom needs to be headered and I believe it must be SMC not SFC? Regardless I made a BPS patch this time and hope it works out.
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
i been playing through the game got all 96 exits i try typed code in unlock hard mode somehow it not working i went inside yoshi house type code in it not working.

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





I tried played on SNES9x and nothing happened
Fanatical like a Demon
Originally posted by NintendoMarioBros4
i been playing through the game got all 96 exits i try typed code in unlock hard mode somehow it not working i went inside yoshi house type code in it not working.

I just tested it both pre and post special colors and it works fine. Are you pausing the the level first and then inputting the code? After you do that, unpausing should make a message pop up saying you activated hard mode.

Originally posted by Henry James Segura
I tried played on SNES9x and nothing happened

I just tested it on snes9x v1.6 and it works just fine. Are you using that version? Try BSNES?

Also I thought I'd share some funny trivia.







All these were by yoshifanatic. The last 2 gifs were funny. That last one is Gold Yoshi just being so damn OP originally ("if it exists, it dies"). In case you're wondering, all the garbled GFX was me trying to get the GFX and palettes to works once the autumn colors got activated. It was hard trying to figure out why it wasn't working and had to ask yoshifantic for debugging it. It originally went from screwing exanimation to destroying layer 2, then warping the overworld into a new dimension. It's crazy thinking about how we got to this point. Imagine playing the game and experiencing all of these lol. If there's any particular picture that catches your attention that you'd like more context on, ask away and I can treat ya to a hopefully fun lil' story!
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Originally posted by LadiesMan217
Originally posted by NintendoMarioBros4
i been playing through the game got all 96 exits i try typed code in unlock hard mode somehow it not working i went inside yoshi house type code in it not working.

I just tested it both pre and post special colors and it works fine. Are you pausing the the level first and then inputting the code? After you do that, unpausing should make a message pop up saying you activated hard mode.


yeah i pausing the game put the code in right and i unpausing the game and nothing pop up at all message box not showing up it telling me it activated.

Tag (div) was not closed.
Tag (div) was not closed.

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





Originally posted by LadiesMan217
Do you have an srm saved before activating the autumn palettes so I can check it out much faster?


Nope, but I did quickly speedrun my way to that place in a new save file. Here's the .srm if you wanna check it for yourself. (I think? I tried the hack with many emulators so I hope that's the correct one).

Anyways, I checked those rooms again but in normal mode now, and I discovered that while they look fine at first, the graphics for the sprites (at least SP1-2) seem to have been loaded erroneously.

And yeah, I can't even fanthom to imagine how many tries it took to make the new "special world now changes a ton more things" feature work. From a technical standpoint, every new addition the hack has is quite impressive.
Fanatical like a Demon
Update #4

Fixed the bug in the sub rooms of Mondo (and possibly other rooms I may not have been aware of). The cause I think was this version of sa1 not liking the Boss bass sprite. If I started the level on the screen where the exit pipe was and Boss bass hadn't spawn in, the next room would have correct GFX, but if I started off normally and Boss Bass was there and I made it to that pipe, then the rooms would have garbled GFX. I have no idea how to fix this "the right way" and will probably need to pester Vitor to help debug to see whether this is what I think it is or just something else. I made a manual fix for the meantime in which basically I took the patch which activates the special GFX for the 96 exits passed and made a compare that if the 96 exit flag isn't yet activated, rather than simply branching to return, I copied the code but replaced it with the default GFX so it essentially reloads the GFX again after LM loads in the GFX. Another bug I wanted to fix is the title screen overwoorld sprite garbage but the patch crashes the rom so it's not gonna be added until I can find out why it's not working. Please let me know as always if you find more bugs!

Originally posted by NintendoMarioBros4
yeah i pausing the game put the code in right and i unpausing the game and nothing pop up at all message box not showing up it telling me it activated.

Not sure how much I can help. I can't reproduce this at all. Tested SNES9X and BSNES, both being the latest versions. I just tried it yet again. What's your input for the code?

Originally posted by Moltz
Nope, but I did quickly speedrun my way to that place in a new save file. Here's the .srm if you wanna check it for yourself. (I think? I tried the hack with many emulators so I hope that's the correct one).

Anyways, I checked those rooms again but in normal mode now, and I discovered that while they look fine at first, the graphics for the sprites (at least SP1-2) seem to have been loaded erroneously.

Should be fixed now hopefully.

Originally posted by Moltz
And yeah, I can't even fanthom to imagine how many tries it took to make the new "special world now changes a ton more things" feature work. From a technical standpoint, every new addition the hack has is quite impressive.

I'm glad!!! What are your thoughts on the Special Colors and GFX?
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Update #5

Swear we're calling this something like v1.04... Anyways bug fixes:
-Fixed the correct GFX not appearing prior to the autumn colors flag.
-Fixed another Yoshi eating roulette item crash.
-Fixed some odd patching problem of the bps in which it'd screw up the intro level.
-Corrected the Donut Plains Ghost House Secret Exit door (thanks for the reminder Moltz)
-Added January 17th, fixed a small oversight in Yoshi Coin checker (again, thank you Moltz).

Addons:
-Added a Yoshi Coins checker on the overworld so you know which levels have 5 or more Yoshi Coins collected (thanks Moltz for the idea and the patch being used is this one).

Notes:
It looks like the wiggler segment glitch still persists but I've noticed it only happens if Yoshi is active in the level. Forest of Illusion 1 particularly suffers from this starting screen 0D on onward. The levels seems to play just fine without Yoshi though. By the way, everytime you update you may need to re-activate hard mode as conditional direct map16 tiles may not show up.
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Wow, you do some great work. Your attention to detail is amazing!
Oh man I was just gonna report on the enemy graphics no longer were changing after the special world change and how much I was gonna miss the climbing masked mario koopas.

The previous glitch with the garbage graphics was fixed as well.

Originally posted by LadiesMan217
I'm glad!!! What are your thoughts on the Special Colors and GFX?


It's really cool! The amount of changes is far bigger compared to what SMA2 did, and seeing some beta graphics being restored for some stuff (+ even new stuff like the climbing mask koopas) is a pretty neat touch. The new color palettes for the levels are also sweet, in particular the underwater ones as red-greenish palettes aren't that common.

EDIT: I found a small oversight with the Yoshi Coin counter, as it says Yoshi's House has YI coins to collect while Yoshi's Island 1 doesn't. Other than that, I was pleasantly surprised to find the counter already recognizes the levels in which I already collected the coins.

Pages: « 1 2 3 4 » Link
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2021 - LadiesMan217's SMAS+W with SMM2 Music & Super Mario World: 30th Anniversary Edition (My First Ever Hacks!)

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