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Super Mario World: 30th Anniversary Edition™ (6-23-24)

Standard

Originally posted by Francium
This is the specification found in vanilla level 104 (Yoshi's house).

that's one fact that goes through people without much notice since it appears only once (twice if you count the credits cutscene i guess?)
and it's true, looks pretty weird in every level #smw{^_^;}
Fanatical like a Demon
Originally posted by Professor Parabeetle
1.) Fix the corners of the tile set in Vanilla Dome 2 so they do not look clear but rather in the water. Every remake of the game has this and it bugs me a bit too much

Sorry to say I may not change it as I have other ideas taking up my time than fixing little details smwc seems to hate like "cutoff". Personally its never bugged me and even smas smb3/sma4 has cutoff like this. We'll see though.

Originally posted by Professor Parabeetle
2.) (Maybe?) add a tiny bit more to Bowser's Boss Battle. The one currently is great as it is but it doesn't feel too different.

Yeah, I already made this change for a future update. Can't wait to see people's reactions to this particular enemy that'll be seen various times haha.

Originally posted by Professor Parabeetle
3.) (I'm not sure if this is in the game or not, but) a feature to switch between the fall theme and spring theme would be nice as it is irreversible in the original.

Problem with this is, the way the current asm is set up, this would disable a lot of things and rewards. Its sort of my fault bc this hack is what started my asm knowledge, and while I do know a tad bit more, I have no feasible way of reorganizing a lot of the game's asm to fix certain issues this would cause.

Originally posted by Professor Parabeetle
Besides that, wonderful hack, and good luck on future improvements!

Thanks! Hope you'll check out said improvements too!

Originally posted by RockyBoppy
Wow! The changes, the Maker 2 OST, the new graphics you made and all, I know you from YT but I was suprised when I discovered you were working on that! So i'll tell you what bugs I encountered and what I propose!

Lol yeah, I was here before I even thought to upload my ports to youtube.

Originally posted by RockyBoppy
Lakitu's shadow on the map glitches especially when he passes on Illusion Forest from outside.

Vanilla bug. Not much I can do.

Originally posted by RockyBoppy
When I got the remaining Yoshi Coins the game made me appear outside of boundaries where an unused island is and it deletes the whole save and saves it as that you're off map with one life and two levels done on Yoshi Island as a savefile and can't do anything else than delete it and start over (very interesting)..

This once happened to me but I was never able to recreate it so I haven't have much opportunity to try fix it. Do you recall steps to make this happen? Can you reproduce it at will?

Originally posted by RockyBoppy
Beside everything is so good man! And I gotta tell you that ya got me very hard with the two first stars especially the one from Vanilla Dome I was like "oh my he's smart as f*ck" took me a while to get it but I did so I could see Fall Mode which is a big wow!

Lol I need to get more creative with the other 3 exits to star road.

Originally posted by RockyBoppy
The lava seem to have problems in Larry's fight and as somebody proposed switching from Spring to Fall should be an option because even if Fall mode is a master-piece we may sometimes want to re-experience the original spring look without needing to start a new file. (:

Exactly what problems happen in Larry's room? As for the fall toggle feel free to read the upper response.

Originally posted by Dark Mario Bros
The hack is really impressive, but there's a little problem with the all yoshi coins cutscene.
Whenever i complete the last level's yoshi coins,
That being castle 7 for me

the cutscene plays normally, but when it finish, I end in the corner of the overworld and if i press select I lose all the progress and stay stuck there

and yes, i'm using the latest version released

also the same happend with the all levels clear cutscene but it worked fine after i reseted the game

This may be much to ask but I'd be greaful as it'd speed progress. Does this only happen if the castle is the last level prior to a cutscene? I ask bc MAYBE of the end castle cutscenes.

Originally posted by Mohamad20ZX
my device is not a PC I can't use bsnes

I really can't promise functionality outside of BSNES/BSNES cores. While SNES9X is a great 2nd choice, I've noticed/heard of a few bugs present that are not in BSNES.

Also yeah, the whiteline on the grass is a beta tileset thing which is also came in gigaleak GFX.

I am currently working on a v3 update which I do hope to release in time for C3. Rather than releasing small bug fixes there and there I want to just wait and release it all in one go. Aside from bug fixes, planned features are: Bonus Levels, Secret Bosses, slight aesthetic changes, and revamping some hard mode levels that were just generator spamming. Luigi's sma2 physics are still planned. As for the co op, I'm not sure it'll happen at this point, I've just been crammed on time and trying to get the bonus levels done for it as well as some gimmicks. Please report any bugs with steps on how to reproduce them and an srm file.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
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.

Hey, I love this hack, I’m playing through it now, and my biggest question is if it would be possible to
add more power-ups
,
the Raccoon Suit is the main one and potentially the Tanooki Suit, Frog Suit, Hammer Suit, and possibly the boomerang suit since the tail was in the beta and advance 4 added the Cape from SMW to SMB3, along with the blue boomerang, which acted similar to the boomerang suit. I can totally see this not being the best decision to throw in LX5 powerups randomly though, so it’s okay if not.

Every dream is but another reality, never forget…

My In-Progress Hack

Fanatical like a Demon
Version 3 Update 1
Includes roughly 2/3rd of the E-Reader levels, working triangle blocks that behave like sma4's, Har Mode now has levels redone via conditional map16 so layouts/design of some levels are now different, and since the initial release of C3 I've fixed plenty of oversights (not necessarily bugs, just things I forgot to edit). As of right now, there's only one bug that I'm aware of and that's due to the status screen patch. Basically, the more times you exit it, the more the sa1 stack fills up until it overflows and it'll eventually softlock you. You can tell when this will happen bc playing a level will make tiles not update (collecting coins will still leave coin tiles, hitting blocks won't generate use blocks, etc). In addition to this, interacting with coin or bounce block sprites will increment $1558 in sprites which will cause.... funny affects. Here's a gif to show an example.



Awaiting a fix from Ladida or Vitor. Also in case anyone is interested, a vtuber by the name of LzySusan will be streaming the hack at 1 pm EST.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
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
Version 3 Update 2
-Fixed sma2 status screen bug with sa1 stack ovverflow (by extension this fixes the odd level bugs in the gif and potentially fixes the odd warps from cutscenes taking you outside of the map but further testing on this will happen).
-Fixed warp sprite which would always take you to its destination if touching it thus breaking e-reader levels.
-Deleted generators in levels that weren't needed.
-Deleted a sprite respawner in YI3 (which caused cheep cheps to spawn in air)
-Corrected a message box in Valley of Bowser 3.
-Fixed layer 3 bg in Valley of Bowser 2.

Tomorrow I'm going to try come up with a solution for the banzai bill generator in hard mode and that may be it in terms of bug/annoyance fixing unless someone finds another bug I'm not aware of.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
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.
your hack crash when using old srm file#smw{T_T}
Fanatical like a Demon
Originally posted by Mohamad20ZX
your hack crash when using old srm file#smw{T_T}

Yeah the srm only transfers well if its between version close to each other but they're drastically apart, ESPECIALLY after the sma2 status screen patch... Yeah... The one I have is the same one I've had since v1 but I've just kept backing it up and replacing after every small update continuously. I'd never recommend someone to use the same srm if you haven't played the hack in a while but its also possible you could backup your srm, and if it crashes or restarts your game, quit it, replace it and that should be fine.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
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.
so I start from the beginning
Love the 30th Anniversary hack, but what is with the blue flying bird & Lukitu in the overworld?
Fanatical like a Demon
Originally posted by Trisma
Love the 30th Anniversary hack, but what is with the blue flying bird & Lukitu in the overworld?

Beta sprites just for cosmetic change (though the blue jay does appear in 3 levels and originally was supposed to appear inside cave levels in hard mode but that idea was scrapped bc the coder hasn't had time to make it).

News:
As of right now SMW 30 has had virtually every bug fixed, like... EVERY bug that I caught in my full play through as well as what was shared here and in DMs and what was caught in some streams I saw. My plans left are the finish the last batch of e reader levels and add the tanooki leaf and hopefully kuribo's shoe. I may post the bug free soon without these last add on features for the sake of finally have a bug free version out so keep a watch out for that on here.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
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 Mohamad20ZX
so I start from the beginning


I think that is best with any of the recent v3 releases.

I don't use any old srm save file from either v1 or v2 as I'm ok with starting fresh with a new save file
Originally posted by LunarmanFM
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...


unfortunately this minor problem of the invisible door of the secret exit not showing up (or not "spawning") sometimes after hitting the p-switch from a distance in the Donut Secret House level is still occurring, even in the latest v3.x versions as I have confirmed this problem myself.
Fanatical like a Demon
Originally posted by erpster2
unfortunately this minor problem of the invisible door of the secret exit not showing up (or not "spawning") sometimes after hitting the p-switch from a distance in the Donut Secret House level is still occurring, even in the latest v3.x versions as I have confirmed this problem myself.

Could you verify this happens in BSNES? If so, could you send an srm file.

Originally posted by LadiesMan217
News:
As of right now SMW 30 has had virtually every bug fixed, like... EVERY bug that I caught in my full play through as well as what was shared here and in DMs and what was caught in some streams I saw. My plans left are the finish the last batch of e reader levels and add the tanooki leaf and hopefully kuribo's shoe. I may post the bug free soon without these last add on features for the sake of finally have a bug free version out so keep a watch out for that on here.

I want to add that I do plan to release said fixes but I don't want to keep making an update everytime I happen to find a bug so I've been thoroughly testing the game for things I might have missed so in case anyone is new to seeing this thread or is still keeping up, here's the current fixes this new update will have (aka bugs present in current version):

-Fixed incorrect ExGFX used for Rope Valley.
-Fixed an odd bug in which finding all exits wouldn't trigger the cutscene once the ow loaded unless a star road or pipe was used (or quitting a level with pause, select).
-Added small fix to status screen patch (was storing garbage to $2225/$318F and was unsure how bad it was to leave it).
-Fixed issue where Luigi had Mario's GFX in Yoshi's House and by extension the bonus levels.
-Edited Vanilla Dome 3 to make wall running easier against Venus Fire Trap near midway point in hard mode.
-Edited Valley of Bowser 4 (you could get stuck before the key bc player can't jump high enough without jumping off Yoshi).
-Added Big Bertha to Forest of Illusion 2 (and by extension edited tilemap conditions for Big Bertha). Changed the secret exit back to normal in said level as well as fixed some tiles not being conditional map16.
-Fixed lotus cluster sprite to despawn when course is cleared and fixed glitch where if Yoshi was hit with them he'd run FAST.
-Added yellow ! block back to Donut Pains 2 sublevel and moved message box.
-Changed global to check switch palace levels before checking other conditions to activate hard mode level pass flags (this ensures hard mode levels passed check is accurate).
-Fixed 96 exits cutscene to happen after overworld loads and shouldn't spawn you offscreen when it's over.
-Fixed some conditional map16 tiles, made conditional map16 flag run globally every frame (you won't need to re-activate hard mode now everytime you update).
-Fixed extra ball n chain sprites still appearing in normal mode in Ludwig's castle.
-Banzai Bills in Valley of Bowser 1 and 2 now have normal interaction instead of hard mode interaction and palette is reverted to 9 as well (I bet a lot of ya'll that know this level are happy about this).
-You can now find all 96 exits and Dragon Coins at the same time and both cutscenes will play back to back AND the level passed event will still trigger (also fixed a bug in which the 96 exit cutscene wouldn't allow you to move on the last event unlocked).
-Fixed oversight where if a powerup was coming out of a block and Yoshi ate it fast enough, it'd still have the sprite block mask attached.
-Fixed Yoshi bongos not muting in certain Bonus Levels where Yoshi doesn't get taken.
-Fixed oversight on veggies having priority over pipes when carrying through said pipes.
-Corrected bwram addresses responsible for checking all dragon coins collected flags for each game slot and corrected the amount of levels passed to reward player in hard mode. Said fixes should now allow the alternative intro cutscene when 100% passing a game slot.
-Fixed Chill Cavern which had a Yoshi Coin unreachable thus making it unpassable in hard mode.
-Restored old boo code for normal mode.
-Fixed graphical oversight in inner maze.
-Made Bowser's fireballs not spin jumpable in hard mode.
-Changed palette of chuck's rock and Big Steelie to red in hard mode to let player know they can't be spin jumped on.
-Fixed a veggie so you don't spin while caped/tanooki when picking it up.


As of right now, tanooki leaf has been successfully patched and working. I'm trying to add helmet Mario/Luigi right now and that's where certain bugs are being worked on to try and fix. If anyone interested hasn't yet, I ask you please put a watch on this thread to receive notifications everytime there's an update or news. Thanks for all the support so far on this hack!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
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 LunarmanFM
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...


here's the pic of the "problem" LunarmanFM was talking about



I brought the p-switch near where the invisible blue door was supposed to appear but that door did not show up after hitting the p-switch.


===

ah never mind LadiesMan217 & LunarmanFM. I figured out the solution to consistently make the invisible blue door "spawn" with the p-switch in the donut secret house level.

major spoiler alert below:


first enter thru THIS door:



then enter thru this door:



then grab the nearby p-switch and BOOM! blue door for the secret exit appears - tested this in latest snes9x & bsnes dev builds :)



only when passing through these doors in this specific order, the p-switch will activate that invisible door. truly clever huh.
Vanilla Dome 1 level in the V3 version has a message block that shows nothing



add a message or remove the message block entirely from this level
Fanatical like a Demon
Originally posted by erpster2
Vanilla Dome 1 level in the V3 version has a message block that shows nothing



add a message or remove the message block entirely from this level

That’s already fixed in the current version along with another message box missing a message in Valley of Bowser 3. Also if you happen to see message boxes that say Bonus Level XX but with no code, that means I haven’t finished that bonus level yet.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
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
A long awaited update that fixes various bugs has arrived! This update also includes Tanooki Mario/Kitsune Luigi and Helmet Mario/Luigi. One is a new powerup and the other is just a cosmetic change. I'll leave a gif and list of bug fixes/changes (this is just for show and tell purposes, there's no powerup block or pipe in Yoshi's house and if there is well then fuck). As always, let me know if you find any more issues!



List of bug fixes/changes:
-Fixed incorrect ExGFX used for Rope Valley.
-Fixed an odd bug in which finding all exits wouldn't trigger the cutscene once the ow loaded unless a star road or pipe was used (or quitting a level with pause, select).
-Added small fix to status screen patch (was storing garbage to $2225/$318F and was unsure how bad it was to leave it).
-Fixed issue where Luigi had Mario's GFX in Yoshi's House and by extension the bonus levels.
-Edited Vanilla Dome 3 to make wall running easier against Venus Fire Trap near midway point in hard mode.
-Edited Valley of Bowser 4 (you could get stuck before the key bc player can't jump high enough without jumping off Yoshi).
-Added Big Bertha to Forest of Illusion 2 (and by extension edited tilemap conditions for Big Bertha). Changed the secret exit back to normal in said level as well as fixed some tiles not being conditional map16.
-Fixed lotus cluster sprite to despawn when course is cleared and fixed glitch where if Yoshi was hit with them he'd run FAST.
-Added yellow ! block back to Donut Pains 2 sublevel and moved message box.
-Changed global to check switch palace levels before checking other conditions to activate hard mode level pass flags (this ensures hard mode levels passed check is accurate).
-Fixed 96 exits cutscene to happen after overworld loads and shouldn't spawn you offscreen when it's over.
-Fixed some conditional map16 tiles, made conditional map16 flag run globally every frame (you won't need to re-activate hard mode now everytime you update).
-Fixed extra ball n chain sprites still appearing in normal mode in Ludwig's castle.
-Banzai Bills in Valley of Bowser 1 and 2 now have normal interaction instead of hard mode interaction and palette is reverted to 9 as well (I bet a lot of ya'll that know this level are happy about this).
-You can now find all 96 exits and Dragon Coins at the same time and both cutscenes will play back to back AND the level passed event will still trigger (also fixed a bug in which the 96 exit cutscene wouldn't allow you to move on the last event unlocked).
-Fixed oversight where if a powerup was coming out of a block and Yoshi ate it fast enough, it'd still have the sprite block mask attached.
-Fixed Yoshi bongos not muting in certain Bonus Levels where Yoshi doesn't get taken.
-Fixed oversight on veggies having priority over pipes when carrying through said pipes.
-Corrected bwram addresses responsible for checking all dragon coins collected flags for each game slot and corrected the amount of levels passed to reward player in hard mode. Said fixes should now allow the alternative intro cutscene when 100% passing a game slot.
-Fixed Chill Cavern which had a Yoshi Coin unreachable thus making it unpassable in hard mode.
-Restored old boo code for normal mode.
-Fixed graphical oversight in inner maze.
-Made Bowser's fireballs not spin jumpable in hard mode.
-Changed palette of chuck's rock and Big Steelie to red in hard mode to let player know they can't be spin jumped on.
-Fixed a veggie so you don't spin while caped/tanooki when picking it up.
-Fixed graphical oversight with helmet powerup and deleted a hammer bro from chocolate island 4.
-Changed the word tube to pipe in Sunken Ghost Ship message box.
-Finished Aqua Bars of Doom.
-Edited Classic World 2-2.
-Edited extra Yoshi checks for Bonus levels.


Version 3 Update 3
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
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.
fantastic i love beta games you are the best ladiesman217 😀👍
This is the first time I'm playing it completely. It's definitively cool to see how your edit expands SMW, though some of the expansions are rather weird (e.g. that there are two sublevels instead of one sometimes).

It also is cool to see how every level has got Dragon Coins. Forest of Illusion 1 in particular has got rather a tricky dragon coins.

That being said, I want to file in two bug reports:
  • Boss doors can't be entered from the centre, implying that you used normal doors and I hate it when that happens.
  • The layer 3 smash will always shift to the left when hit from below. This happens with any state, with and without Yoshi.
Emulators used: BSNES v115
I'm really impressed with LadiesMan's work, but I have some feedback.

1) The status screen uses SMA2 colors, they made sense given the lack of the GBA's backlight, but I think they don't look good on SNES, on the right is my tweaked color palette mockup, which shows what it should look like. Kinda interesting that the background color is the same as the overworld map.


2) The stray pixel is still intact, even though, it was erased in the GBA version.


3) Not sure if it was a limitation, but the hot air balloon in the intro has no animation, unlike SMA2.

Standard