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

Originally posted by Vinci2000
3) Not sure if it was a limitation, but the hot air balloon in the intro has no animation, unlike SMA2.

I also faced the problem with the hot air balloon, so I contacted Yoshifanatic, the creator of the cutscene patch, and according to him animating them is a difficult thing to do as it consumes a lot of graphics and it's a pain to reproduce.

But I do wonder why he bothered to use the image of the hot air balloon when it was tilted to the right out of the three animated images lol
I'm Japanese, so if I'm not speaking well, sorry!
What happened to the download? Whenever I click on any of the download links, it says on Mega.nz that the user deleted the file. Are there any other ways to download it?

Edit: I stand corrected. as I tried the link again and it actually worked. Whoops!
Fanatical like a Demon
Originally posted by Jonathan Retrogamer
fantastic i love beta games you are the best ladiesman217 😀👍

Thanks!

Originally posted by MarioFanGamer
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

Thanks for the feedback! Fixed both issues. The smasher bug is really funny as to how I fixed it (and all bc of a stupid oversight).

Originally posted by Vinci2000
I'm really impressed with LadiesMan's work, but I have some feedback.

Wow, I can't believe I never noticed the bg was the map's border XD. I made some color changes on the status screen(courtesy of Skewer). I completely forgot the stray pixel this time around, will post fix in a later update.






List of bug fixes/changes:
-Fixed hammer bro interaction with other sprites.
-Changed suboffscreen for platforms.
-Added Luigi to level C5 and automatically fades to the overworld after the music ends.
-SMA2 player Yoshi collision integrated as well as hopping on Yoshi after touching goal tape.
-Integrated sma2 Luigi physics.
-Fixed a bug where bumping into running Yoshi would make him faster.
-Halved Luigi's jump height after hitting a goal tape to prevent him from jumping over Yoshi.
-Venus Fire Traps won't spit fire once Yoshi grabs them with his tongue.
-Corrected 2 missing notes in Here We Go's Yoshi drums channel (found by Francium).
-Added turning around sfx and fixed said code.
-Player and Yoshi can now enter the center of boss doors (AT LONG LAST!).
-Added conditional map16 in Forest Ghost House to make it more fair against the Eerie Generator in hard mode.
-Forgot to add coin solid block in Aqua Bars of Doom.
-Changed colors of status screen to match what could've been the SNES colors.
-Fixed magikoopa's wand tile from wrapping vertically (courtesy of [user=18802)].
-Fixed issue related to Mario not initially marching to Yoshi's House in a new game (Issue was caused through inline layer 3 patch not storing #$8E to $1F19 and in trying to repatch also fixed another bug in which said patch conflicted with the cutscenes patch due to both using $1B88. Initially the patch worked in the current version due to bad execution in nmi that read garbage data that by some miracle never caused side effects but upon repatching was fixed and caused conflict bc of the shared ram address).
-Fixed player's wall running hitbox which fixes issues like wall running a pipe and a venus fire trap still hurting you despite in the pipe (by extension vanilla dome 3 was edited back to normal).


Update 4
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 helped with some of it, such as Yoshi's movement from SMA2 and adding Luigi to level C5 XD
I hope this will become a better hack.
I'm Japanese, so if I'm not speaking well, sorry!
Luigi is referred to him as Mario in the castle destruction cutscene.
Fanatical like a Demon
Originally posted by Vinci2000
Luigi is referred to him as Mario in the castle destruction cutscene.

That’s a limitation. I don’t have a patch or know of one to go around that.
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.
here you go
This looks absolutely incredible!! Extremely well done job to everyone that worked on this hack. This should truly be the definitive way to play SMW on the SNES now, like how Sonic 3 A.I.R. is the definitive way to play Sonic 3 & Knuckles.
Hello. I'm Hatsune Blake. I do mostly SMBX stuff, but I am interested in learning Lunar Magic.
You can find my SMBX account here.
Have a good day!
I played a much earlier version of this and loved it. I caught back up in the thread, and saw the update 4 link, but it goes to a file called ...patch V3, is that correct?
Originally posted by quickdraw86
I played a much earlier version of this and loved it. I caught back up in the thread, and saw the update 4 link, but it goes to a file called ...patch V3, is that correct?


the update 4 link is correct despite the patch V3 name

maybe it would have been easier for some users if the patch was named "V3u4" - just a suggestion for future updates using V3un naming
Fanatical like a Demon
Originally posted by Hatsune Blake
This looks absolutely incredible!! Extremely well done job to everyone that worked on this hack. This should truly be the definitive way to play SMW on the SNES now, like how Sonic 3 A.I.R. is the definitive way to play Sonic 3 & Knuckles.

Thank you! I hope you'll follow the hack's progress (mostly just working on the bonus levels at this point).

Originally posted by erpster2
Originally posted by quickdraw86
I played a much earlier version of this and loved it. I caught back up in the thread, and saw the update 4 link, but it goes to a file called ...patch V3, is that correct?


the update 4 link is correct despite the patch V3 name

maybe it would have been easier for some users if the patch was named "V3u4" - just a suggestion for future updates using V3un naming

As long as you click the latest pst link or the OP, it will be the correct link. As too why I haven't adopted a v3uX, it's bc I normally work on these until last second late at night in a hurry to upload and these updates are meant to just replace the old ones.


There wasn't too much bug fixing or changes this time around, it was more or less small things I missed from the last update. I do apologize if it's annoying but I release updates weekly based on what I find in when someone streams my hack every Sunday so that's why updates usually fall Saturday night. Any bug fix, no matter how big or small will warrant a new update or if I make level edits. Now if its solely e-reader levels finished then no, I'd rather release as many as possible in one update. This time around, my time has mostly been continuing on the e-reader levels and I thought I'd leave a gif showcasing the blue boomerang. It's definitely worth grabbing bc it bypasses hard mode settings so chucks can be killed by hitting them 3 times with it, dry enemies stay down as long as they do in normal mode, and it interacts with blocks and sprite blocks (routines were taken from  Sonikku's sprites).




List of bug fixes/changes:
-Made Luigi's scuttle faster and corrected his animation in the intro level to continue even on message display.
-Corrected graphics used in Chill Cavern.
-Fireballs now kill enemies like in the old games in bonus levels (the e-reader levels).
-Patched line guides acts like fix.
-Edited Roy's Castle for hard mode.
-Falling spikes hard mode settings edited.


Update 5
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.
Luigi's run cycle looks weird if you ask me.


YY-CHR > Photoshop.
Fanatical like a Demon
Message to anyone it may concern, please do not dm me bugs until you verify it happens on the latest version of BSNES and it’s the latest version of the hack. I will not bother fixing bugs due to emulator inaccuracies.
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
A fatal bug was patched so updating is recommended this time around. Aside from that, more small changes/bug fixes.

List of bug fixes/changes:
-Fixed a fatal crash that would happen if a Rocky Wrench's wrench made contact with the player while having star power.
-Edited Roy's castle yet again. Reason being bc having a 2 tile thick wall of turn blocks makes it incredibly easy for you to zip/clip through the floor and die if you have a cape.
-Added a new bonus level and by extension a new boss.
-Fixed Princess Peach to function in normal levels.
-Fixed lightning generator bugs that would happen once crossing a goal tape or passing a level through beating a boss.
-Fixed minor issues with Venus Fire Traps.
-Fixed an oversight where player would push Yoshi in the No Yoshi intro cutscenes.


Update 6

Works in progress as of right now:
-3 new bosses
-12 more e-reader levels.
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 kinda tearing my hair out with this particular secret exit. Valley of Bowser 2. Is there supposed to be some sort of P-switch somewhere that I have to make use of? Because if there is, either I can't find it, or it is bugged, and never spawns. And if I have to take Yoshi to get the key that's blocked behind the brown block cage, then clearing the secret exit is physically impossible. I don't have the skill to do such a thing.

Edit: Nevermind, I was able to find it. Though I discovered the P-Switch after over an hour of searching. I don't like taking this long to discover things.
That one is indeed a very tough one:

Originally posted by MarioFanGamer
That one is indeed a very tough one:




Thanks for the help. I apologize of my post from earlier seemed a bit snippy. It was driving me nuts. #tb{''}
Originally posted by ExxorD
I'm kinda tearing my hair out with this particular secret exit. Valley of Bowser 2. Is there supposed to be some sort of P-switch somewhere that I have to make use of? Because if there is, either I can't find it, or it is bugged, and never spawns. And if I have to take Yoshi to get the key that's blocked behind the brown block cage, then clearing the secret exit is physically impossible. I don't have the skill to do such a thing.

Edit: Nevermind, I was able to find it. Though I discovered the P-Switch after over an hour of searching. I don't like taking this long to discover things.


That's what I did, I had to take Yoshi with me and it took me 6 minutes to get through that level, but I did manage to get through.