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Super Mario World: 30th Anniversary Edition™ (Just a status update)

Fanatical like a Demon


Super Mario World: 30th Anniversary Edition™ (Not available until final release)

Super Mario World: 30th Anniversary Edition™ is a hack that aims to celebrate SMW's 30th year by making (arguably) the most definitive version of the game we all know and fell in love with. It takes aspects from various versions of the game like using Super Mario Advance 2's cutscenes, game goals (dragon coins), the status screen, new music from Super Mario Maker 2, a hard mode difficulty for veterans that'd like a challenge to a familiar yet different game, Yoshis having new gimmicks and being able to take them in castles and boss rooms, the list goes on! For a more full list of changes:

Changes:
-Uses sa1
-Luigi and Peach have different graphics.
-Lives, powerups, Yoshi color, dragon coins, coins, etc are all saved now (similar to sma2).
-You can save at any time now on the map by pressing select to enter the Status Screen and exiting it (upon beating the game you can also use it to teleport to different areas on the map).
-Various levels have cosmetic changes to match their placement on the map (including beta bg's).
-Various enemies have cosmetic changes to them.
-Some changes have been made to enemies in the credits.
-There are now 5 special colored Yoshis outside the normal Green Yoshi and each have a special gimmick/power but they can't be used outside their levels until all 96 exits have been found. Trying to use them in any level beforehand will prompt the No Yoshi sign entrance (every level has a unique one and the Yoshi color on the sign changes based on the one you have). Some levels won't allow Yoshi at all regardless simply bc the level is impossible to pass while keeping the Yoshi. In hard mode (more info further down) it's a bit different, all levels (including Switch Palace levels) must be beaten at least once in hard mode to use Special Yoshis outside their levels. This means even if you found all 96 exits, you'll only be able to use Yoshis outside their levels in normal mode but not in hard mode. If you happen to to beat a Switch Palace level in normal mode, this will mean even beating all levels in hard mode will result in not being able to use Special Yoshis in hard mode or unlock a certain secret.
-All level songs now have Yoshi bongos with some exceptions (like bosses).
-Yoshi can enter most castles now (and boss rooms).
-Yoshi can now eat much more enemies, can you find out which?
-Some level layouts have changed to introduce new "unused" areas or match their sma2 counterpart.
-All levels, except switch palaces, now contain Dragon Coins. Collect 5 or more in each level will change them into Peach coins like sma2.
-Beating special world no longer triggers the fall palette, instead you must now find all 96 exits. This will not only change the map palette and the 1st page enemies like in the vanilla smw, but also every level will now have a new palette and even more enemies will have different appearances (as well as make you be able to take Special Yoshis in most levels). These changes also affect the credits.
-A "hard mode" exists which can be activated by going to either Yoshi's House or the Top Secret Area, pausing the game, inputting the Konami code, and then unpausing the game. If done right, a message prompt will appear.
-Hard mode changes the behavior of various enemies (and bosses) as well as adding new ones not previously seen throughout certain levels. Normally the losing powerup system now functions like SMA2 (you first turn into Big Mario and then if you get hit again the box item will drop), in hard mode you automatically turn small like in vanilla smw but the item box is disabled. Midway points also won't give you a powerup.


Various bug fixes and changes have been made since not only the initial release of v1, but also v2 (which revampled hard mode). If you are interested, here are the history of version notes:



Here are some videos showcasing the hack.







Major thanks:
-Imamelia for sticking through this entire hack since its inception, helping me learn the asm tat was necessary to pull this off as well as doing what I couldn't do, debugging, and much more.
-Yoshifanatic for big patches such as the SMA2 cutscenes, Yoshi on boss tilting platform fix, his smw disassembly which helped a ton with the credits hacks, debugging, and much more.
-KevinM's SMM2 Red Yoshi uberasm patch which was the base code for all colored Yoshi abilities (the dude took my dms for the longest time when the red Yoshi patch was still in waiting and needed specific things for my hack).
-TheMario60 for going above and beyond on the credits. What started out as a simple, hey I need help and here's my progress, ended up turning into something above and beyond that i couldn't fathom in my wildest dreams for the credits (which also paved new ideas for other things).
Lui for sharing asm resources for his Super Mario Advance 2 hack.

Honorary Mentions:
-Alcaro
-Masterlink
-musicalman
-p4plus2
-Skewer
-Von Fahrenheit

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.
very nice.

Quote
-Lives, powerups, Yoshi color, dragon coins, coins, etc are all saved now (similar to sma2).


the only game info that is not saved to any save slot is the player's current score. almost everything you mentioned is saved except for game score (I'm pretty sure the SMA2 game for GBA also saves player's current score as well)

after saving a game and resuming it from the title screen and playing a level, the score is reset back to 0.
Fanatical like a Demon
Originally posted by erpster2
very nice.

Thanks!

Originally posted by erpster2
Score related talk

iirc sma2 doesn't but even then it feel redundant to save a score indefinitely as it really doesn't do anything gameplay wise (what are scores even for in the Mario games outside their arcade ports lol). There was an idea given to me about having scores saved to their levels and I thought it'd be a neat gimmick to give incentive to players to either compete in 2 players or try outdo themselves thus giving more replay value. If the patch gets made I'll definitely want to implement this.

I want to add to anyone else reading, hard mode is getting heavily revamped. Most (if not all?) enemies are going to behave differently now. Examples are, faster x/y speeds, staying on ledges, faster stun times, faster throwing, invincibility to some enemies, and on a few cases new behaviors similar to how the bosses were revamped in the initial release! If you have any ideas, pitch in in case I overlook something! Smaller things being changed is the sfx priority. It bugged me a lot how somethings were ordered so I made some changes and did some mixing adjustments to the smm2 music.
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 also noticed this, and while it annoys me, I understand why. The level Tubular doesn't allow you to bring in any Yoshi at all. I always use Yoshi to go through the level at a much easier pace. Faster pace at that. But I understand why you can't bring Yoshi in, because he makes the level too easy.
Fanatical like a Demon
Originally posted by ExxorD
I also noticed this, and while it annoys me, I understand why. The level Tubular doesn't allow you to bring in any Yoshi at all. I always use Yoshi to go through the level at a much easier pace. Faster pace at that. But I understand why you can't bring Yoshi in, because he makes the level too easy.

The reason is actually not bc of this but rather the same as Vanilla Dome 2 in which you can't beat the level with all Yoshis (in this version, the colored Yoshis can't eat enemies and Green Yoshi would have to be ditched, only the Blue Yoshi would make it out of this level).
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 ExxorD
I also noticed this, and while it annoys me, I understand why. The level Tubular doesn't allow you to bring in any Yoshi at all. I always use Yoshi to go through the level at a much easier pace. Faster pace at that. But I understand why you can't bring Yoshi in, because he makes the level too easy.

The reason is actually not bc of this but rather the same as Vanilla Dome 2 in which you can't beat the level with all Yoshis (in this version, the colored Yoshis can't eat enemies and Green Yoshi would have to be ditched, only the Blue Yoshi would make it out of this level).


Ah, I see. Though in my personal case, I already unlocked Blue Yoshi by the time I arrived at this level. So would it be possible to allow just Blue Yoshi through to this level if you have him? I've beaten it without any Yoshi at all already, but its a nightmare to get through. I've nearly had a dozen attempts to this one level alone.
Commenting here.
Hard mode sounds interesting. I'll have to try stuff out.
I never learned the Konami code tbh.
Please pardon the eye.
Fanatical like a Demon
v2 Update 3
-Fixed not being able to press X/Y while silver pow was active.
-Changed location of dragon coin in Donut Plains 4 to make one of its submaps worth going into (has changes in hard mode).
-Changed message box messages in Yoshi's Island 1 and 2.
-Fixed sprite respawner from scaring Yoshi.
-Redid Yoshi abilities.
Yellow Yoshi's stomp now affects every sprite on the ground, pressing X/Y will cause the cape ground pound affect. Red Yoshi now has a unique fire ground pound. Riding Blue Yoshi will disable falling off screen deaths and return the player to the overworld but not pass the level. Gold Yoshi now has 2 abilities: turn all enemies on screen into coins or into puffs of smoke (rng) while giving the player star power on any level but castles only turn every enemy on screen into coins and no star powerup.

-Moved bongo channel in Opening (Alternative) so sfx wouldn't be cutting off the Yoshi bongos in the alternate intro.


Much thanks to ECS.98 for pointing some of these issues out as well as noting some things like the message boxes which opted change.
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.
Nice!
Good to see this being refined!
Please pardon the eye.
Fanatical like a Demon
Originally posted by Mariotag1
Nice!
Good to see this being refined!

There's always such small things that are overlooked (bc SMW is a perfectly coded game and I have the perfect testers dming me bugs they find as well as I NEVER overlook anything). Hope you're enjoying the hack lol.

v2 Update 4
-Refined Yoshi abilities even further to notify player when abilities are ready to use.
-Edited Donut Plains 4 so Venus Fire Trap won't harm you when cannon blasting out of the 2nd submap if holding B.
-Fixed a glitch where smiling coins weren't displaying correctly bc I accidentally messed up the stack due to hijacking Wiggler's flower properties.
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.
Wanted to let you know, if anyone else is also seeing it, but the 4th and 5th dragon coins in Yoshi's Island 1 are missing.
Originally posted by ExxorD
Wanted to let you know, if anyone else is also seeing it, but the 4th and 5th dragon coins in Yoshi's Island 1 are missing.

Are you playing the latest version (i.e. the post directly above yours)? I just tried it to test for myself, and I didn't have this problem at all; all five dragon coins were definitely in place.
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Originally posted by K.T.B.
Originally posted by ExxorD
Wanted to let you know, if anyone else is also seeing it, but the 4th and 5th dragon coins in Yoshi's Island 1 are missing.

Are you playing the latest version (i.e. the post directly above yours)? I just tried it to test for myself, and I didn't have this problem at all; all five dragon coins were definitely in place.


I did, yes. The latest version of the game, and the two dragon coins aren't present. I'm not sure if its because I patched the rom without its header or not. But I'm gonna try to see if its because it was missing a header.
Originally posted by ExxorD
Originally posted by K.T.B.
Originally posted by ExxorD
Wanted to let you know, if anyone else is also seeing it, but the 4th and 5th dragon coins in Yoshi's Island 1 are missing.

Are you playing the latest version (i.e. the post directly above yours)? I just tried it to test for myself, and I didn't have this problem at all; all five dragon coins were definitely in place.


I did, yes. The latest version of the game, and the two dragon coins aren't present. I'm not sure if its because I patched the rom without its header or not. But I'm gonna try to see if its because it was missing a header.


I'm not experiencing the problem you're having, ExxorD (and so I'm agreeing with K.T.B. on this one)
all 5 dragon coins are there in yoshi island 1 level - and I patched the latest BPS file onto a clean headered SMW ROM file and played it in a recent snes9x version on my Win10 PC. I'll play it again thru bsnes/higan when I get a chance.

edit: also patched the BPS file but this time to a clean SMW ROM without a header and all 5 dragon coins show up in Yoshi Island 1 while playing it in snes9x.

what snes emulator are you using, ExxorD?
Speaking of bugs: For some reason, I start with the autumn colours in levels. This happens on BSNES v115 and SNES9x v1.60. I can't confirm ExxorD's bug, though.
Fanatical like a Demon
Originally posted by ExxorD
Wanted to let you know, if anyone else is also seeing it, but the 4th and 5th dragon coins in Yoshi's Island 1 are missing.

As many have stated, I as well can't reproduce this, they all spawn for me as well (including 3 streams I've seen).

Originally posted by MarioFanGamer
Speaking of bugs: For some reason, I start with the autumn colours in levels. This happens on BSNES v115 and SNES9x v1.60. I can't confirm ExxorD's bug, though.

Fixed.

I do apologize for these constant "small" updates. Like I said in my C3 post, I worked on this day and night almost without sleep for the last 6 months and even then couldn't get it completely finished in time for C3. I'd ask for those interested to leave this thread on your notifications for this reason alone. I still can't thank you guys enough for checking the hack out. Please let me know if you find any more bugs I overlook and I'll do my best to fix them ASAP. In terms of what's left that I want for this hack is 3 more patches: SMA2 Status Screen (in the works), an edited credits scene featuring Luigi and the Silver and Gold Yoshi, and SMA2 Luigi physics (which I already have courtesy of Lui but I need to make sure there's no bugs on it so I'll do that last).

v2 Update 5
-Fixed certain overworld event tiles not using the correct palettes.
-Fixed Bowser statue fireballs not behaving correctly in normal mode.
-Fixed Yellow Yoshi's ability to not kill powerups sprites.
-Edited the last Special World level to not end in a Kaizo trap on hard mode (gomen faro)
-Edited green berries to add 10 seconds in hard mode.
-Fixed wall fuzzies glitched graphics.
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 did, however, encounter another bug with Yoshi Island 1 level.
after collecting all 5 dragon coins and beating Yoshi Island 1, there should be a little yellow coin icon appearing on the top right hand corner of the OW map, indicating that all 5 dragon coins were collected.

It does not do that as if all the dragon coins were not collected in that level when in fact all 5 dragon coins were collected (as if that status wasn't saved or can't be retained). this does not occur with all other levels
Originally posted by erpster2
I did, however, encounter another bug with Yoshi Island 1 level.
after collecting all 5 dragon coins and beating Yoshi Island 1, there should be a little yellow coin icon appearing on the top right hand corner of the OW map, indicating that all 5 dragon coins were collected.

It does not do that as if all the dragon coins were not collected in that level when in fact all 5 dragon coins were collected (as if that status wasn't saved).



I also came across this very same issue. And to help clarify, the final two dragon coins in Yoshi Island 1 disappear upon entering the bonus area if you hadn't collected them before entering it. And I've come across another very serious issue. Upon patching the base rom with the patch, it now fails to run on snes9x. It loads and the checksum is okay, but it remains on a black screen. Again for clarification, it is version 1.60 x64. However, it strangely runs perfectly fine on the Windows version of ZSNES, version 1.50.
Fanatical like a Demon
Originally posted by erpster2
I did, however, encounter another bug with Yoshi Island 1 level.
after collecting all 5 dragon coins and beating Yoshi Island 1, there should be a little yellow coin icon appearing on the top right hand corner of the OW map, indicating that all 5 dragon coins were collected.

It does not do that as if all the dragon coins were not collected in that level when in fact all 5 dragon coins were collected (as if that status wasn't saved or can't be retained). this does not occur with all other levels


Originally posted by ExxorD
I also came across this very same issue. And to help clarify, the final two dragon coins in Yoshi Island 1 disappear upon entering the bonus area if you hadn't collected them before entering it. And I've come across another very serious issue. Upon patching the base rom with the patch, it now fails to run on snes9x. It loads and the checksum is okay, but it remains on a black screen. Again for clarification, it is version 1.60 x64. However, it strangely runs perfectly fine on the Windows version of ZSNES, version 1.50.

I'll look into it tomorrow (I say tomorrow but its 2 am right now lol). I started a new game and noticed this as well. As for the black screen bug i haven't tested this on any other emulator beside BSNES so I can't promise any kind of compatibility as BSNES was what this was tested on. I took the link down bc if it is what I think it is, it could screw up the Dragon Coin collection code (reminder to always back up your rom and srm file before updating).
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
v2 Update 6
-Fixed the issues regarding Yoshi's Island one. The problem was me using $13BF in the submap to allow a 3rd message on the message box which screwed up the dragon coin collection flags. This not only affects 105 not showing the collection being complete, but would screw up how the code works to trigger the All Dragon Coins cutscene as well as the "reward" afterwards. This does not affect anyone who had already had the 5 collected, it only affects those who hadn't and did or affects a new game.
-In response above fix, I shifted some messages of the info boxes around. The most prevalent one in my opinion was leaving a message box in Ludwig's castle which tips unaware players on a funny gimmick in his fight which should tip said players off for hard mode Ludwig.
-Added exanimation to delete the item box on Hard Mode.
-Enabled the puffs of smoke that happen when you hop on Yoshi.

If someone can come up with a fix to keep Yoshi's stomp smoke from misaligning its y pos on interactive layer 2 (vanilla bug), I'd appreciate it.
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.