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

Originally posted by Francium
I report a bug I found:
If you pause just before Mario falls to his death and then release, the death music will not play and the music for that level will continue to play.
This did not happen when the death was caused by contact with a sprite, etc.
Verified with snes9x v1.60 and bsnes_plus-05.


This can happen even with the normal game, and it can happen on actual hardware. But it usually isn't a problem unless you are actively trying to get the glitch to work.
Fanatical like a Demon
Originally posted by ExxorD
This can happen even with the normal game, and it can happen on actual hardware. But it usually isn't a problem unless you are actively trying to get the glitch to work.

That’s actually a relief to hear.

I’m in need of some help if anyone could provide some on this issue. I played through the hack again for the umptenth time and I was able to verify the hitch about being teleported to the top left corner of the overworld after the 96 exits cutscene. The thing is even tho I saved it right before, when I reload the game to play it, it works fine. I’m assuming something along the way causes it bc it was a playthrough from 61 exits. If I had to place any guesses I’m thinking it has to do with the sma2 status screen patch bc I did save everytime I’d pass a level. If anyone could please test this with an emulator that can debug (preferably bsnes plus) and send me logs or maybe even if you happen to find the cause and have a solution I’d appreciate it a lot. I think this is the last bug but it seems to be very rare to get from all the gameplays I’ve done and having it only happens once in the 2 years the game has been in development.
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've no logs to share (playing in SNES9x via OpenEmu on Mac) but I just encountered the bug.

Playing as Caped Mario on Yoshi in Larry's Castle with 99 lives. Get the castle defeated cutscene, and then the coin cutscene. Then end up in the top left of the map as Small Mario with 1 life. I can select a level, which is a bonus stage (roulette) - but can't finish or exit it.

I can view the Status Screen which now only Shows a very incomplete World 1.

I was able to do this twice in a row (reset after get soft-locked). Haven't tried again yet.


EDIT:
Restored my save state, purposely lost (even though I still had the five coins), saw the coin cutscene. And, all good (or so I thought). In the right place in the overworld. Showed I got all the coins.

So then I decided to finish the level. Which I did and... got the 96 exit cutscene and ended up with the same problem. Back to the top-left of the map (only this time Dinosaur Land is "different", as expected).

I don't really have anything to base this on, but maybe consecutive cutscenes are a problem? (Castle + Coins, or Castle + 96). Also curious that when I encountered the glitch the first time I did technically get the 96 exits too, but no cutscene at the time.
Fanatical like a Demon
Originally posted by TRIFORCE89
I've no logs to share (playing in SNES9x via OpenEmu on Mac) but I just encountered the bug.

Playing as Caped Mario on Yoshi in Larry's Castle with 99 lives. Get the castle defeated cutscene, and then the coin cutscene. Then end up in the top left of the map as Small Mario with 1 life. I can select a level, which is a bonus stage (roulette) - but can't finish or exit it.

I can view the Status Screen which now only Shows a very incomplete World 1.

I was able to do this twice in a row (reset after get soft-locked). Haven't tried again yet

You said you got it twice in a row after a reset. Do you mean reset back to the presents screen and you play it again and get the same result? If that’s the case can you send me your srm file and maybe the savestate so I can load it prior to the bug. I think snes9x has a debugger that can be looked through or some other fork.
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'll see what I can do. Also, I had an edit on my previous message in case you missed it.

EDIT: this is the best I can do. A save file (.sav, you may need to rename it .srm?), but not a save state (OpenEmu seems to use their own proprietary one - .oesavestate).

I continued to play after my previous message because I was so close to the end of the game. Doesn't save after Front Door / Back Door. And then I tried Larry's Castle again and ended up in the top-left of the map. That does save - and I eneded up with 0 exits.

Luckily had a save state, restored it played with Luigi for a bit... but for some reason the save file is now Mario with a couple less lives. In any event, you should be able to use that to get to Larry and test.

Final aside: was surprised to see Bowser's arms were still the SNES version and not the GBA.
Fanatical like a Demon
Originally posted by TRIFORCE89
I'll see what I can do. Also, I had an edit on my previous message in case you missed it.

EDIT: this is the best I can do. A save file (.sav, you may need to rename it .srm?), but not a save state (OpenEmu seems to use their own proprietary one - .oesavestate).

I continued to play after my previous message because I was so close to the end of the game. Doesn't save after Front Door / Back Door. And then I tried Larry's Castle again and ended up in the top-left of the map. That does save - and I eneded up with 0 exits.

Luckily had a save state, restored it played with Luigi for a bit... but for some reason the save file is now Mario with a couple less lives. In any event, you should be able to use that to get to Larry and test.

Thanks! I was able to get consistent results with BSNES and BSNES Plus and bc of that was able to get help and pinpoint the problem! The problem should now finally be fixed! If anyone is curious, the problem was that the cutscenes patch and the patches responsible for displaying Luigi in the credits shared a ram address (well it shares the same 20 byte area but this particular one was the issue). The Luigi patch initializes a set of ram address that the cutscene patch relied on keeping track if you were in a game file (the opening cutscenes keep it at 0 while the all exits and yoshi coin one have it flagged to prevent you from being in the overworld). The fix was simple as checking if the credits was active and if so initialize the ram addresses.

Originally posted by TRIFORCE89
Final aside: was surprised to see Bowser's arms were still the SNES version and not the GBA.

Personally I've always liked the SMW colors better than the "official" colors as smw was my first exposure to Mario and thus the koopalings and Bowser so to me those are their original looks. I even drew and colored them likeso XD




Well as for more updates, I'm proud to say I only have about 7 e readers left to make. Currently working on Bowser's Airship. Feel free to give any criticism about the nature of hard mode as I really want to it feel like a genuine experience that's not cheap. For example, I really am trying to figure out a solution to the bosses bc semi rng podoboos feels like a cop out. Some levels fee like maybe there might be too much enemy spam like the Forest of Illusion levels or the last 2 special levels, etc. Any level designers out there, I'd appreciate some feedback of possible XD.
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.
Amazing update.
Has anyone who played this update or previous ones found all the dragon coins in chocolate island 2? if yes, show me how.
with photos pls.
Hello!! Started playing this recently and have been having a fun time with Hard Mode!

Just wanted to ask, is there any risk of the upcoming updates breaking my current save? I've 100%ed worlds 1 and 2 so far and I'd hate to lose all that progress when the patch is updated (I've REALLY been itching to get all 96 exits so I can check out
the secret e-Reader levels!
)

That concern aside, wonderful work so far! I'll let you know if I have any input on Hard Mode stuff. I agree the randomized Podoboos in the boss rooms are pretty frustrating, haha. Also not sure if I just have an outdated patch, but I feel like the collision on the tilting platform in the Castle #1 boss was wonky? I fell through the right hand side a couple times while fighting Iggy.
Fanatical like a Demon
Originally posted by mellodillo
Hello!! Started playing this recently and have been having a fun time with Hard Mode!

Happy to hear!

Originally posted by mellodillo
Just wanted to ask, is there any risk of the upcoming updates breaking my current save? I've 100%ed worlds 1 and 2 so far and I'd hate to lose all that progress when the patch is updated (I've REALLY been itching to get all 96 exits so I can check out
the secret e-Reader levels!
)

Its never a 100% guarantee that it won't but I can tell you the current save I have is the same one I've been using for rthe last 2 years since the inception of v1. Just make a backup of your srm file and previous version, but I'm, 99.99% confident it won't ruin your progress. Good luck finding all current codes scattered throughout! If you see a message box say Bonus Level XX but no code, it means that current level isn't finished yet, rest assured I made a ton fo progress since then and only have 5 left to make!

Originally posted by mellodillo
That concern aside, wonderful work so far! I'll let you know if I have any input on Hard Mode stuff. I agree the randomized Podoboos in the boss rooms are pretty frustrating, haha. Also not sure if I just have an outdated patch, but I feel like the collision on the tilting platform in the Castle #1 boss was wonky? I fell through the right hand side a couple times while fighting Iggy.

Ah yes, the collision for the tilting platform is broken. The problem is the Luigi animation in the "Welcome to Dinosaur World" level uses the same address and I forgot to make it level specific, so everytime a new level loads, it initializes that area to 0's which is bad for the platform since it has hardcoded values needed for you to interact with. This is fixed in the current build. A lot of other levels have been modified to be less enemy spam (like way less hammer bros) and I am thinking of removing the rng podoboos in boss fights.

EDIT: Forgot to show some updates:


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.
Awesome to hear! Also loving the progress shots! Those Bowser sprites look amazing, and I'm happy to see the moving bolt platforms from the airships too. Keep up the great work!!
oh god i cant believe it ladiesman217 you are a genius 💪😀
Isn't there supposed to be a higher jump for Luigi like in SMA2 or is that just in the intro cutscene?