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Super Mario World: 30th Anniversary Edition™
Forum Index - SMW Hacking - Full Hack Releases - Super Mario World: 30th Anniversary Edition™
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Fanatical like a Demon
This is a romhack I made to celebrate SMW's 30th anniversary. I premiered it last C3 and I got tons of feedback and I can't thank you guys enough! I still have updates that I make to it and bugfixes there and there so i thought to make this thread to keep you guys posted. Here's a tldr of notes in for those you don't want to check the C3 thread:

Originally posted by LadiesMan217
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.
-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.
-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).
-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 konomi 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.

and here's a current log of updates:

1-9-21
-Fixed p-ballon being a white square.
-Fixed Yoshi eating roulette item crash.
-Fixed certain rooms crashing (caused by custom Swooper Ceiling fix and extended nmstl patch conflict).
-Added Lakitu and Blue Jay sprites to overworld.

1-10-21
-Removed nmstl patch to fix Swooper Ceiling conflicts.
-Added SFX to switching item block.

1-13-21
-Fixed berry firepower softlock.

1-14-21
-Fixed graphical issues in sub rooms of Mondo.

1-16-21
-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
-Added a Yoshi Coins checker on the overworld so you know which levels have 5 or more Yoshi Coins collected

1-17-21
-Fixed a small oversight in Yoshi Coin checker.

Now to get to the current version. This update features some changes to the sfx priority system (courtesy of KungFuFurby). While it's a little janky, the jump sfx now has priority over most sfx (remember the snake block?). If the majority don't like these changes just lemme know and I can revert it back but I'm curious to see you guy's thoughts. I fixed a small bug regarding Ludwig's fireballs not having any x-speed in normal mode. I did some changes to some enemy behaviors too regarding hard mode (mostly the chuck enemies such as running speed, pitch speed, etc). Last but not least, the bug with Yoshi not being able to stand on the tilting boss platform is now fixed. If you guys have any ideas as to what else to change in hard mode let me know! As always let me know any bugs I may have overlooked and thank you for a warm welcome to my very first romhack ever that c3! I hope to continue this romhack with you guys and happy Mar10 day!

Update #6
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.
Pages: « 1 » Link
Forum Index - SMW Hacking - Full Hack Releases - Super Mario World: 30th Anniversary Edition™

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