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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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With Chocolate Island 2 did you ever toy with turning off the weird special exit gimmick? Combined with the tougher enemies in Hard Mode it's pretty much sadism. I know that gimmick was core to the vanilla game of course so it's probably not very tempting of an idea.

But WOOF

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I made a standalone game once, look for Seabug Stampede on Google Play.
Fanatical like a Demon
Originally posted by Caracc
With Chocolate Island 2 did you ever toy with turning off the weird special exit gimmick? Combined with the tougher enemies in Hard Mode it's pretty much sadism. I know that gimmick was core to the vanilla game of course so it's probably not very tempting of an idea.

But WOOF

Never did toy with the idea of turning it off, bc hard mode XD. Outrageous is the extreme definition of sadism. Anyways, the more streamers I see giving input as well as input here, the more I'll be tempted to make changes should that be the general opinion on a certain topic. I already took away the kaizo bullet bills at the end of the last Special World level for example.
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%
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From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Ahh. I should focus on getting older versions as well then.
Experience the game in both prior and present glory.

--------------------
Please pardon the eye.
Fanatical like a Demon
Originally posted by Mariotag1
Ahh. I should focus on getting older versions as well then.
Experience the game in both prior and present glory.

There are no older versions. Every update overwrites the last one. There’s no point in archiving older versions that have more bugs in them. The initial C3 was more of a beta and I’m making fixes along the way people find. This current version is the most stable with only 2 bugs (vanilla bugs).
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.
Ah. Alright.
Fair.

--------------------
Please pardon the eye.
Fanatical like a Demon
Friendly reminder to re-activate hard mode everytime you update.

v2 Update 7
-Fixed Yellow Yoshi stomp not having correct smoke position and sprite interaction on interactive layer 2 (example, Valley of Bowser 2). Thank you so much imamelia for said fix!
-Like above, also fixed Red Yoshi's fire stomp by editing said code.
-Edited one of chocolate island 2's submaps to prevent a sprite from falling off a cliff.
-Removed a Yoshi coin checker on a star road tile in the overworld.

Todo (bugfix wise): Find a fix for carried items behaving weirdly when bringing them into a room with a cluster sprite (vanilla bug).
Todo (additional add-ons): SMA2 Status Screen, Credit sprite additions, SMA2 Luigi physics.

Important
Can any of you guys let me know if the All Dragon Coins and All Exits cutscenes trigger when the prerequisites are met? I saw a long playthrough but not 100% and neither activated. I'm not sure if they did get all dragon coins and exits (I don't really have the time to wtach a 3+ hour vid all the way through). If they don't trigger, can you please send an srm file with 95 exits and 1 level left to collect all dragon coins? I'd appreciate it a lot!
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

There are no older versions. Every update overwrites the last one. There’s no point in archiving older versions that have more bugs in them. The initial C3 was more of a beta and I’m making fixes along the way people find. This current version is the most stable with only 2 bugs (vanilla bugs).


though I still have an older "v1" version of the bps file that I got in early 2021 (I saved it onto one of my usb flash drives) :)

so far I have not encountered any problems with the recent v2 update (thus those yoshi island 1 dragon coin problems ExxorD & I encountered in older v2 versions have been fully fixed) but I'm still far from getting all dragon coins and exits since I have only completed the first 2 worlds and the star world levels.

maybe by this Friday 7/23 I should be able to complete the whole game
Originally posted by LadiesMan217


Important
Can any of you guys let me know if the All Dragon Coins and All Exits cutscenes trigger when the prerequisites are met? I saw a long playthrough but not 100% and neither activated. I'm not sure if they did get all dragon coins and exits (I don't really have the time to wtach a 3+ hour vid all the way through). If they don't trigger, can you please send an srm file with 95 exits and 1 level left to collect all dragon coins? I'd appreciate it a lot!


Well I can tell you that the all exits cut scene triggers without issue.

--------------------
I made a standalone game once, look for Seabug Stampede on Google Play.
same here. I'm happy to report that the all dragon coins & all exits cut scenes work as expected with no problems (at least with the first game save slot).

that's just doing it with only with the 1st game save slot (aka. Mario A). need to do this two more times with the 2nd and 3rd game save slots to be sure they also work on those as well
I just tried the newest version and I can't get to the secret exit in Donut Secret House. the door to the boss room stopped appearing again...
Huh. The version I played earlier, the boss was missing. Idk if intentional after seeing this though.

--------------------
Please pardon the eye.
Originally posted by LunarmanFM
I just tried the newest version and I can't get to the secret exit in Donut Secret House. the door to the boss room stopped appearing again...


I can tell you that if it's the same as a few versions ago, it's actually hidden in a very non-obvious way. Super vague hint in spoiler below:

Think about how the regular Donut Ghost house hides it's normal exit.


--------------------
I made a standalone game once, look for Seabug Stampede on Google Play.
Originally posted by Caracc
Originally posted by LunarmanFM
I just tried the newest version and I can't get to the secret exit in Donut Secret House. the door to the boss room stopped appearing again...


I can tell you that if it's the same as a few versions ago, it's actually hidden in a very non-obvious way. Super vague hint in spoiler below:

Think about how the regular Donut Ghost house hides it's normal exit.


Turns out the door just can't spawn offscreen for some reason. meaning I had to bring a cape and fly up to where it's supposed to appear with the P switch before pressing it...
Now I can't get past the sunken ghost ship. When I go down the pipe at the end, I get kicked out of the level and the entrance to the Valley of Bowser doesn't appear...
Fanatical like a Demon
Been meaning to reply to these when I had the next update ready but I'm running into issues so I'll just reply now.

Originally posted by LunarmanFM
I just tried the newest version and I can't get to the secret exit in Donut Secret House. the door to the boss room stopped appearing again...

Not a bug, I moved some secret exits around in the game (particularly ones that lead to star roads).

Originally posted by Mariotag1
Huh. The version I played earlier, the boss was missing. Idk if intentional after seeing this though.

Intentional, in fact, he wasn't even there in v1 of the game.

Originally posted by LunarmanFM
Turns out the door just can't spawn offscreen for some reason. meaning I had to bring a cape and fly up to where it's supposed to appear with the P switch before pressing it...

Not sure what you, it very much can. I just used SMW's way of handling rooms to my advantage to change a lot of stuff. I can assure you, this isn't a bug.

Originally posted by LunarmanFM
Now I can't get past the sunken ghost ship. When I go down the pipe at the end, I get kicked out of the level and the entrance to the Valley of Bowser doesn't appear...

This isn't a bug either. I'm not going to say where the changed exits are, that's why you must explore the game. The way I see it, back then, there wasn't an easy way to get all the answers, you explored. In today's age, the ease of knowledge makes exploration on games boring bc people tend to just give up and ask others than play the game. If you REALLY do want answers though, the discord would be the way to go, not this thread. This is mostly for feedback and or bug notifications.
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.
The spring glitch still occurs in BSNES, with both the Dry Bones in Morton's Castle and the Big Boo in Donut Secret House.

Edit: And the springs in Vanilla Secret 1.

Ahh. Then that secret exit has been changed since the version I was playing.

I forget which version, but I did a minimal exit run through to Bowser's Castle, without actually playing the castle itself, and noticed no changed secret exits. Boss was missing, but that was it.

--------------------
Please pardon the eye.
Fanatical like a Demon
Originally posted by smwln
The spring glitch still occurs in BSNES, with both the Dry Bones in Morton's Castle and the Big Boo in Donut Secret House.

Edit: And the springs in Vanilla Secret 1.


I couldn't recreate tis for the life of me, even Yoshifanatic. I've seena handful of people say this, but no one gives me exact steps to recreate this, not even an srm file or a trace log of some sort for someone to analyze. We can't help out on this issue if we can't recreate it, I think the best thing to do is send an srm (use select on the map to save exactly at the level) or maybe send a trace log from a debugger than Yoshifanatic can read.

Originally posted by Mariotag1
Ahh. Then that secret exit has been changed since the version I was playing.

I forget which version, but I did a minimal exit run through to Bowser's Castle, without actually playing the castle itself, and noticed no changed secret exits. Boss was missing, but that was it.

Unless you were originally playing v1, the initial release of v2 hasn't had any of its secret exits changed except Valley of Bowser 4. Speaking of Bowser's castle, this update will feature a lot of changes to some of the more less different levels in hard mode. Bowser's castle has a lot of changes and I desperately want to release this update but a fatal bug is preventing me from doing so, one that exists in these older versions as well. It's a super rare bug but as rare as it is, a fatal bug is a big no.
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 couldn't recreate tis for the life of me, even Yoshifanatic. I've seena handful of people say this, but no one gives me exact steps to recreate this, not even an srm file or a trace log of some sort for someone to analyze. We can't help out on this issue if we can't recreate it, I think the best thing to do is send an srm (use select on the map to save exactly at the level) or maybe send a trace log from a debugger than Yoshifanatic can read.


I have a video. I didn't include it at first because it was from SNES9X, but the steps to reproduce it are the same as BSNES v115 (the newest version). If this still doesn't help I'll try getting an SRM or trace log.

In the ghost house, only one door would appear for me if I just pressed the switch without moving it first. The sunken ship has a yellow mark, which indicates there being only one exit. The problem is that there is secret exit in a level with a mark that indicates otherwise. That and it wasn't fun trying to figure out where it was.

Also, where's the link to the discord?
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