Language…
18 users online:  AmperSam,  Anorakun, Daizo Dee Von, Emera1ds, flips_bad, HamOfJustice, Klug, Looptaloop, LucasRCD, Otaku_Ghost,  patcdr, pinguwahoo, Shroomz, Spicy Jalapeno, SuperRomhackingNoob37, Teaser, WONIU, Zavok - Guests: 109 - Bots: 220
Users: 66,530 (2,381 active)
Latest user: Tway

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

Standard

Originally posted by LadiesMan217
Originally posted by The Brock
When I try to get a star from the clear box with Yoshi's tongue the game crashes

You have an outdated version.



where do we get the updated version
Fanatical like a Demon
Originally posted by The Brock
where do we get the updated version

Check my response.
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 LadiesMan217
Originally posted by The Brock
where do we get the updated version

Check my response.



oh :( and you where the only person who fixed Yoshi's arms

no one had ever fixed his arms until you

anyway hope it gets finished
Originally posted by LadiesMan217
I’ve been taking my time on this hopeful final update bc I do want it to be as perfect as can be bc I want it done.


Speakin of final update, I don't know if these have been implemented already, but I'd like to suggest some additions I think make sense

* Giving each Switch Palace the color of the switch (here's the palette files for LM: https://www.mediafire.com/file/hqsgz8pdjf4ysqm/palettes.zip/file )
* Fixing P-Switch duplication (https://www.smwcentral.net/?p=section&a=details&id=22611)
* Giving Cheep-Cheep a purely cosmetic vertical movement (https://www.smwcentral.net/?p=section&a=details&id=17875)
* Mode 7 game over (https://www.smwcentral.net/?p=section&a=details&id=21362)
* Fix going under stages (https://www.smwcentral.net/?p=section&a=details&id=13147)
* Add the SMB4 logo back to the main title screen (if you didn't use the graphics space there for something else already, that is)
* Add an optional patch to not have a white line on top of the grass (although telling me which graphics bank to replace with LM would suffice)

Thanks!
PS: Saving score isn't useless. It's fun to keep replaying a save file until it reads 999999990. Used to do that on GBA.
Don't fly the flag of a country you know nothing about.
Fanatical like a Demon
Originally posted by MarcosMoutta
* Fixing P-Switch duplication (https://www.smwcentral.net/?p=section&a=details&id=22611)
* Giving Cheep-Cheep a purely cosmetic vertical movement (https://www.smwcentral.net/?p=section&a=details&id=17875)
* Fix going under stages (https://www.smwcentral.net/?p=section&a=details&id=13147)

All of these are already added.

Originally posted by MarcosMoutta
* Giving each Switch Palace the color of the switch (here's the palette files for LM: https://www.mediafire.com/file/hqsgz8pdjf4ysqm/palettes.zip/file )

Due to the nature of how the hack's new "engine" is structured, I can't use ExGFX or Custom Palettes until certain criteria is met and I don't want to mess with this part any further for fear of breaking something else.

Originally posted by MarcosMoutta
* Mode 7 game over (https://www.smwcentral.net/?p=section&a=details&id=21362)

I'll look into this but this is another area I don't want to touch any further bc the separate Mario and Luigi GFX patch I'm using is a custom one for this hack and never took precautions for this patch bc I wasn't thinking of adding it.

Originally posted by MarcosMoutta
* Add the SMB4 logo back to the main title screen (if you didn't use the graphics space there for something else already, that is)

I know this will probably sound weird and or infuriate some particular GFX people bc I do use a lot of beta GFX (*cough* eyed hills) but this is one I don't want to add. Just a personal choice.

Originally posted by MarcosMoutta
* Add an optional patch to not have a white line on top of the grass (although telling me which graphics bank to replace with LM would suffice)

I have no idea how to code a patch like this and much less even know where gfx banks are for the hack. It's not something I want to do either bc it's another personal choice where I've always like the Yoshi's House floor.


Originally posted by mofoofinvention
Theres a bug i've noticed that is in all the versions of this hack: In vanilla Secret 1, you can't find the secret exit. The green tube that is supposed to take you to the secret exit takes you to the room to get more one ups, effectively breaking the game bc you can't find all the exits or go to the Star World.

This is not a bug, all levels guarding the entrances to star world have been changed by either increasing the difficulty in comparison to the respective world's levels and or modifying the secret exits.
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 LadiesMan217
Originally posted by MarcosMoutta
* Mode 7 game over (https://www.smwcentral.net/?p=section&a=details&id=21362)

I'll look into this but this is another area I don't want to touch any further bc the separate Mario and Luigi GFX patch I'm using is a custom one for this hack and never took precautions for this patch bc I wasn't thinking of adding it.


According to the author of the mode 7 patch, it just uses whatever GFX is currently the player's death sprite, so I guess it should work fine. But I'm sure there's loads of ways it could not.
Also, I wonder how deep into ASM hijacking you need to be for custom level palettes in Lunar Magic to break things. XD

Originally posted by LadiesMan217
Originally posted by MarcosMoutta
* Add the SMB4 logo back to the main title screen (if you didn't use the graphics space there for something else already, that is)

I know this will probably sound weird and or infuriate some particular GFX people bc I do use a lot of beta GFX (*cough* eyed hills) but this is one I don't want to add. Just a personal choice.

Originally posted by MarcosMoutta
* Add an optional patch to not have a white line on top of the grass (although telling me which graphics bank to replace with LM would suffice)

I have no idea how to code a patch like this and much less even know where gfx banks are for the hack. It's not something I want to do either bc it's another personal choice where I've always like the Yoshi's House floor.


You have all the right to have things be however you want and I totally respect that, but wouldn't it be nice to have such small details be available as separate versions of the hack? Alongside the main one. Just have two BPS patches.
If it's OK with you, I can just remove that line with YYCHR when the final version comes out and send you a BPS patch of that. As for the title screen, I'm sure you wouldn't want people messing with your hack in Lunar Magic, so I won't even suggest doing that myself XD

Also, I forgot to make a tiny little remark. Maybe saving shouldn't be available at any time in hard mode? Again, totally up to you, sorry if I sound arrogant. I just think it goes against the original devs' design and makes lives pointless. (I think it's a feature on GBA because it's a portable console, and whenever the bus arrives at your stop, you need to be able to save and quit easily)

Thank you very much for the attention! Your work is fantastic!
Don't fly the flag of a country you know nothing about.
Fanatical like a Demon
Originally posted by MarcosMoutta
Also, I wonder how deep into ASM hijacking you need to be for custom level palettes in Lunar Magic to break things. XD

It has to be the last patch patched bc afterwards you can't save anymore levels on LM bc LM will patch over it. I think I have multiple instances of the code in the hack bc I never new this (what I'd do to get someone to delete all those unused copies of said code). At one point I did it so much I bloated the rom and when inserting multiple levels I made LM freak out and I got garbage and corrupted the rom.

Originally posted by MarcosMoutta
Also, I forgot to make a tiny little remark. Maybe saving shouldn't be available at any time in hard mode? Again, totally up to you, sorry if I sound arrogant. I just think it goes against the original devs' design and makes lives pointless. (I think it's a feature on GBA because it's a portable console, and whenever the bus arrives at your stop, you need to be able to save and quit easily)

The patch is pretty sophisticated for me to follow (its not even commented) and ladidaa doesn't support it anymore and has moved on. This version too is a custom version before the final version was released in his thread and I don't want to mess with it any further. Plus in my view its warranted more so on hard mode bc you'll die a lot and it'd suck have to pass. castle or ghost house everytime you wnat to save.

Originally posted by MarcosMoutta
Thank you very much for the attention! Your work is fantastic!

Thanks bud!


Also, for those who have asked, I will be releasing some of my resources used for smw 30 (not all but some).
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.
i am REALLY looking forward to this hack, I've been craving a hard mode of smw for a while now lol. happy you're making this!
Its been a long day, chill a bit
Fanatical like a Demon
Wow… welp, we did it guys: 69,420 views? Amazing. The hack is awaiting one more custom sprite as well as fixing one last known potential big (maybe 2?) before final release. Testers are welcomed, just DM me on discord bc once the hack is released I don't plan to further update the hack (unless it's a reproducible bug) so last chance. Only feedback I'm looking for is level design in hard mode. Hard mode rules are already set in stone and I have a firm placement on my decision with said rules.

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.
Congratulations!
I'm certainly looking forward to playing through the game in a different way.

One note though, I never saw the different secret exits in any of the versions I played.
Are they hard mode only?
Please pardon the eye.
Oh my god, I've been looking for a mod that implements *everything* from gba to the snes version, thank you so much, i'm assuming the final version isnt done which is why theres no way to play it yet? Do you have a Discord server or something i can join? :)
Originally posted by DrewV123
Oh my god, I've been looking for a mod that implements *everything* from gba to the snes version, thank you so much, i'm assuming the final version isnt done which is why theres no way to play it yet? Do you have a Discord server or something i can join? :)


Final version is coming out for C3. There is no discord afaik
Don't fly the flag of a country you know nothing about.
It is C3
Fanatical like a Demon
Why are you here? Yeah you. I see you. the hack is out! Go check my C3 Thread!
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.
thanks for the newest release (even though it shows warnings only for zsnes & snes9x)

plays fine with snes9x 1.61 as well as bsnes/higan/ares and mesen-s

edit 2/15 - and why was this fix not included in the "final" version? yeah THAT fix
Originally posted by LadiesMan217

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.


the score saving no longer matters to me as I can easily encounter/exploit this infamous wiggler glitch in forest of illusion 1 level to quickly rack up a very high score & gain extra lives, even in the SMW 30th anniversary edition final version as I'm performing that glitch there, no matter what snes emulator I'm using or even on real snes hardware (of course that wiggler glitch does not occur on the GBA remake of SMW as Nintendo fixed it for that one)

unless, of course, this specific patch is applied into an updated version that disables/prevents that glitch, heehee
Fanatical like a Demon
Official Release

The C3 release had an SPC crash that would happen in the arcade mode as well as some random freeze possibly caused by the better rng patch which would yield an infinite loop on rare occasions when spawning enemies. The updates fixes both of those thanks to KungFuFurby fixing AMK's bug and reverting the rng routine back to smw's vanilla rng routine. Welp, that's it. Please don't find anymore bugs XD. And for those who care, here's the change log since last time:

3-17-22
-finished another secret boss.
-fixed a lot of bugs relate to
Wart
and Peach

3-18-22
-fixed smb3 block issues.

3-19-22
-fixed graphical issues and level edits in clear skies.
-fixed more lightning generator bugs.
-fixed cape interaction with smb3blocks vs tanooki tail.
-fixed various suboffscreen issues with sprites.
-Edited 100 seconds level.
-Thwomps in e reader levels stay still when off screen vertically.

3-23-22
-fixed sprite item box tiles not appearing in the fade in of a level.

3-28-22
-edited some levels so players can't fly over them and skip parts of the levels.

3-29-22
-finished Magical Noteblocks.
-edit Valley of Bowser 2 due to secret exit being attainable in a non-intended way but added a hint in the level layout.

4-2-22
-made some edits to Iggy's castle.
-finished and integrated 3 bonus levels as well as placed their codes.
-fixed a fishing boo appearing for a frame when its not supposed to in normal mode.
-fixed player nudging Yoshi in cutscenes.

4-5-22
-made piped piranha plants level fair in hard mode.

4-16-22
-finished another bonus level.

4-29-22
-finished another bonus level.

4-30-22
-patched window cleaner to fix sprite tile junk in title screen.

5-6-22
-patched sprite scroll fix to fix sprites not spawning on left autoscroll.

5-8-22
-fixed issue with cutscenes teleporting you to top left corner of overworld.

5-13-22
-fixed issues with Rocky Wrench hurting player from the bottom.
-fixed issues where player would still be stunned if on solid sprites or climbing.

5-20-22
-edited some classic levels.
-fixed extended sprite offscreen (16 bit version).
-edited amazing hammer bro to use custom hammer
-edited choco island 4 hard mode.
-edited choco island 5.

5-21-22
-fixed firework related bugs where screen wasn't turning back black again.
-Fixed issue with Peach's room crashing due to invalid writing to invalid register.

5-21-22
-inserted Korone easter egg.

5-24-22
-fixed Bowser fight bugs (mushroom would overwrite slots since sa1 didn't edit the slot finding address).

5-27-22
-got rid of podoboos in Morton, Ludwig, and Roy boss battles and updated the bosses themselves. Morton/Roy now invincible after being hit and won't become vulnerable unless the fall from the ceiling. Ludwig simply throws fireballs faster.

5-27-22
-fixed a TON of bugs related to cutscenes bc of conflicting ram addresses -_-

5-28-22
-more bug fixes and corrections on classic w1-4.

5-29-22
-optimized sma2 luigi scuttle jump and fixed $71 problem.

6-3-22
-Made cannons shoot as soon as they appear on screen and then have their timers starts like smb3.

6-4-22
-Finished another bonus level.
-fixed autoscroll related bugs.

6-7-22
-fixed Yoshi Coin blocks being on normal mode in aqua bars of doom.

6-8-22
-fixed wart's veggie machine spawn issues, fixed Yoshi Fireball custom extended sprite not killing enemies the classic way in e reader levels.

6-9-22
-did some suboffscreen changes.
-made spinies stay on ledges in hard mode and edited Clear Skies.

6-10-22
-added new sfx for bowser breathing fire, and edited him to end the level.

6-11-22
-Finalized a bonus room and integrated it's code.

6-16-22
-made hotfoot not move offscreen initially and corrected a song playing in Princess Peach Rescued.

6-17-22
-finished another bonus level.
-Blue Jay has been added.

6-18-22
-fixed priority for spites in dark rooms.
-changed submaps the lakitu and blue jay process on.

6-20-22
-Integrated another bonus level code.

6-21-22
-changed nipper plant palette.

6-26-22
-edited reappearing boos to not mess up transparency with bird, and gave boo boss interaction to hurt player when visible.

6-28-22
-turn sfx doesn't play in cutscenes and fixed an inaccuracy in the alternate version of the Opening port.

7-3-22
-fixed veggie tilemaps.
-fixed score sprite from sprite dragon coins.
-edited veggies and blue boomerang to collect coins and dragons as well as other carryable sprites.

7-8-22
-made a lot of sprites spawn as soon as screen reaches them when e reader levels are in play.

7-10-22
-jumping piranha plants now use masking tiles to conceal if $40 is set to #$FF.

7-13-22
-edited suboffscreens for hard mode.

7-16-22
-edited all E Reader levels to use map16 coins instead of objects.
-fixed transparency issues with sprites that use it with the blue jay.

7-17-22
-edited Lemmy's priority to have masking tiles in hard mode.

7-18-22
-fixed issues with thunder generator (used a freeram that didn't reset in level loading, wtf me).
-fixed issues with eerie gen not working at times due to some weird methods of not finding a custom sprite to not run during said found sprite (cursed code).
-added birb to Larry's Castle and Valley Fortress

7-19-22
-fixed a bug with Yoshi Bongos not toggling off if skipping no yoshi intro or teleporting to an E Reader level where Yoshi isn't allowed.
-made a ton of edits to make blue jay function in all of Bowser's castle rooms as well as made Valley Fortress Reznors spawn blue jay.

7-20-22
-made edits in Back Door for hard mode.
-edited layer 3 castle windows to show up in door 2 on hard mode (had to hijack the layer 3 uploading routine).
-edited koopa spawn points in Magical Note Blocks.

7-23-22
-finished another bonus level.
-redid all e reader level times and imported the cheat codes for them.

7-24-22
-custom bounce blocks added.
-coin heaven hijack added.
-fixed suboffscreen.
-fixed blurp not reacting to water.

7-25-22
-finished another bonus level.

7-27-22
-fixed coin heaven glitches.

7-29-222
-finished all E Reader levels.

7-30-22
-added blue jay in all ghost houses.

8-1-22
-palette changes to hard mode castle enemies (so people have a tell tell sign for spinjumping) as well as various other enemies for the same reasons.

8-2-22
-fixed some thwomps and venus fire trap exanimation.

8-6-22
-fixed graphical bugs and eerie gen left in normal mode.
-fixed powerup priorities in dark rooms.
-fixed an oversight where Yoshi's would disappear in next rooms if one entered with a No Yoshi entrance.
-fixed graphical oversight on goomba in 1 level.
-boomerang bros now catch boomerangs.
-hammer bros and sledge bros throw at different speeds depending on difficulty.
-fixed some color math with Magikoopas and dark rooms.
-fixed even more layer priority issues with dark rooms.

8-8-22
-fixed some graphical oversights.
-implemented a system to know which levels have been passed on hard mode.
-fixed BlueJay not spawning in a midway point.

8-9-22
-fixed yoshi stomp interactions.

8-10-22
-applied Kevin's Yoshi Pipe pose fix.
-fixed score sprite display when sprite dragon coins collected by boomerangs.

8-11-22
-Fixed submap of donut plains 2 not have correct sprite palette for buzzy beetle.
-placed a blue jay missing in secondary entrance of secret vanilla dome.
-placed blue jay missing in entirety of choco island 4.
-fishin boos can't be spin jumped on in hard mode.
-fixed some lightning effects in dark rooms.
-fixed Eerie Gen being active in instances it shouldn't.

8-12-22
-made some adjustments so lightning effect doesn't spazz out the birb.
-moved some doors around in doors o plenty bc sometimes they'd disappear.

8-13-22
-fixed Blue Jay in Boo Bosses.
-fixed an exit taking to TEST level on a bonus level.
-fixed being able to go offscreen and die in the magical noteblock last room.
-did some small edits to Bowser like changing fire speed in hard mode and tried to fix turning frames (yet still he sometimes just turns and doesn't show the frames).
-fixed Boss Bass not interacting with water when dying.
-fixed enemies still having interaction with player when baby Yoshi eats enemies
-replaced a noteblock that has "nothing" in it (seriously wtf).
-fixed smb3 brick not breaking from kicked sprites.
-fixed an issue with yellow koopa not being able to hop over kicked shells/blocks in hard mode.
-fixed an issue with 2 timers using the same ram.

8-15-22
-throw blocks acting like Yoshi coins fixed.
-magikoopa spawns sprites in state 1 now.

8-17-22
-fixed an issue where lightning gen caused iggy/larry's bg color to turn red when defeated.
-seemingly fixed smb3 Bowser not using his turning frame at times.

8-19-22
-Red Yoshi can now swim in lava.

8-21-22
-changed routines of lightning gens when a level is passed so they won't glitch out when mid lightning (forced timer to stay on FF so they fade to black and stay black).
-fixed bg color of erase file menu.
-added feather freeze fix and time up fix (looking at you wart and smb3 bowser).
-replaced all koopa kid overworld sprites with piranha plants to prevent a very rare bug in which koopa kids appeared on overworld.

9-2-22
-made some slight changes in some smb2 boss rooms and made triclyde actually have a hard mode.

9-25-22
-new pipe BG added.

9-27-22
-fixed charging chuck not having y speed when getting killed by shells or star power.
-made magikoopa's magic interaction on hard mode respect layers that player is in.
-fixed dragon coin blocks appearing on normal mode in sliding the slopes.

9-28-22
-seemingly fixed score sprites on layer 2.

10-4-22
-forgot to add ceiling in Forest Ghost House to prevent players from flying over and instantly passing the level.
-made layer 3 smasher have a hard mode.

10-5-22
-gave hard mode layer 3 smashers more range.
-fixed nmi bugs.

10-6-22
-KFF updated amk to his latest fork while keeping the unique features in SMW 30's (dubbed Rem's AMK).
-Fixes a ton of spc related issues while also optimizing the music and having it less laggy. As a side affect, had to fix the cutscenes to resync them with the music.

10-14-22
-fixed a bug related to the fade out to credits flickering due to nmi related bs.
-slightly changed venus fire spitting routine.

10-15-22
-I somehow after all this time forgot to make big steelies unspinjumpable in hard mode despite going the extra lengths to change the palette lol.

10-22-22
-fixed another issue related to the freeze player animation bc of nmi shit. Would crash both levels after defeating the smb1 and smb3 Bowsers.

10-24-22
-fixed noise frequency sfx bugs and cleared score sprites from other cutscenes I had missed.

10-29-22
-magikooa magic now match artwork.

11-6-22
-added new message box to notify to player that thrown objects can collect coins.
-fixed problems with hammer bros jumping and staying on top of the "hard mode ceiling"

11-7-22
-made it so wall guided fuzzies are inedible but wall guided sparkies are edible, sparkies and hotheads now allow Yoshi to spit fireballs.

11-14-22
-fixed item dropping even if dying glitch.
-fixed brake sfx playing while on lakitu cloud.
-fixed reappearing ghosts not freezing when $9D active.
-fixed player being able to perfect frame spinjump off noteblocks.
-added different music for the continue menu after game over.

12-11-22
-fixed a bug where if multiple Reznors die at once, one would remain floating mid air.

12-13-22
-fixed invisible solid blocks to despawn offscreen.
-corrected fireball placement to fireballs in The Gauntlet.
-fixed conditional flag for Coin Blocks in Clear Skies.

12-20-22
-added a line to ensure windows are disable during the Status Screen which in extremely rare circumstances would cause masking glitches. Whether or not this fixes the bug permanently is untested and will most likely remain so unless a vram dump/trace can be made when the bug presents itself.

12-31-22
-fixed issue with with piranha plants getting stuck in incorrect locations if they fall off of Yoshi's tongue while he gets hit with an enemy.
-fixed the tempo of the snow theme to the correct tempo and switched a sample to use one sonically closer to the original's.

1-2-23
-fixed tuning of Airship sample that also uses the new trumpet sample.
-fixed issue with Boss Bass not respawning in Mondo.
-did some NMI optimization.

1-3-22
-fixed bug where blue jay gfx would continuously dynamicly upload in levels it wasn't in.
-attempted fix for sram messing up after in game sma2 cutscenes by preserving the in game save ram address.
-more measures to prevent the bug described above.

1-7-23
-added more powerup opportunities in Forest Fortress (hard mode).
-deleted spamming of hard mode enemies in Chocolate Island 2.

1-9-23
-fixed issue where changing item block in vanilla dome 2 on hard mode would spawn a glitched tile offscreen.
-edited donut secret 1 by moving message box.
-edited vanilla dome 1 to have more shell collecting coin opportunities.
-edited vanilla fortress for hard mode.
-edited groovy for hard mode.
-Yoshi's can't use their abilities in the final rooms of switch palaces.
-fixed bug with Rocky Wrench being misplaced if fallen off of Yoshi's tongue.
-fixed Yoshi's throat and swallow GFX for second room of sunken ghost ship.

1-10-23
-can't be played on ZSNES at all
-edited sublevel of vanilla dome 2 to have a powerup in hard mode.
-fixed venus fire traps still surviving outside of Yoshi's tongue.
-fixed a bug where you could pause game in the welcome level before the message appears.

1-11-23
-edited Forest of Illusion 4's underwater submap to match it's theme (palette wise).
-fixed a bug where blue jay's gfx would upload in bowser's last room.
-deleted duplicate dragon coins in valley ghost house.

1-13-23
-updated buster beetle gfx to smw style.
-updated giant piranha plant gfx to smw style.
-fixed bg alignment to 3rd underwater subroom of Sea to Sky.
-fixed y position of player accidentally updating 1 tile higher in final room of switch palaces if on Yoshi.

1-14-22
-fixed custom cluster sprite offscreen issues.

1-15-23
-made Gnarly, Awesome, and Groovy more challenging for hard mode (with that, fixed custom cluster sprite glitches).
-changed item roulette block to use a 1up instead of star in Groovy on hard mode.
-fixed an oversight where the edge lava tile in underground tilemaps would kill the player if close enough to it while on skull raft.
-changed "2020-2022" to "2020-2023".

1-17-23
-re-edited Tubular's hard mode bc it was unbeatable.
-Fixed bugs related to p-balloon, made item changing block speed faster in hard mode.

1-18-23
-made boo's actually faster and stop faster to compensate for said speed.

1-19-23
-fixed boo and fishbone accel/decel for hard mode.
-made slight edits to aesthetics in tubular's hard mode.
-fixed moving timer on urchin's hard mode.
-slight edit to forest of illusion 2 hard mode.
-made Yoshi not kickable if near the edge of the left side of the level.
-fixed torpedo ted and rip van fish accel in hard mode.
-made Yoshi's kickable speed half underwater.
-raised entrance to donut secret 1 by 1 tile.

1-20-23
-every instance of Mario in message boxes now changes to Luigi if Luigi is in play.

1-21-23
-castle destruction text now displays Mario or Luigi depending on active player as well as the message after rescuing Peach.
-edited Fishin Boo's cloud's palette to E.
-fixed jittering issues with boos.
-made boo blocks use palette F for all frames.
-added a sparky for Lemmy/Wendy's rooms in hard mode.
-fixed oversights in boss rooms with the player not being able to shoot fireballs or cape spins.

1-22-23
-fixed back character's y pos in staff roll.

1-23-23
-fixed all sprite turn timers.

1-24-23
-gave Bowser proper acceleration for hard mode (phase 2) and Peach spawns a changing item in hard mode.
-fixed a bug that would allow you to change the player's pose in the Yoshi House credits scene.

1-25-23
-got SNES9X warning functional.

1-29-23
-first 31 level's asm of Mario Bros Classic finished.
-applied no death on 0 timer for all bonus rooms of mario bros arcade minigame.
-fixed some spike gen code.

1-30-23
-edited the sprite spawner and gave every level it's appropriate seed.
-adjusted spiny, fighterfly, and sidestepper recovery times for the phases past 24 (half time).
-fixed crab speeds, slippery speeds, added echo to duplicate stage 2 theme and fixed it's intro's volume (arcade levels).

1-31-23
-added a Mario Bros. to the player selection menu.
-inserted more music and sfx related to mario bros arcade.
-added custom death and preserve/restore stats code to arcade levels.
-made star score be used as phase counter for arcade mode.

2-1-23
-fixed title screen menu bugs.
-fixed game over related issues and deaths between vanilla and arcade mode and added the choose a game theme in player select menu.
-fixed spinies going in pipes and coins spawning.
-Changed Continue/Quit music.
-Choose a Game now plays during player select.

2-3-23
-have a working Mario Bros menu and the POW block's status carries over levels.
-fixed arcade sprite speeds and sprite coin issues.
-fixed bg zip in vertical wrap code.
-fixed lava code in caves.
-and disabled mosaic for arcade minigame.
-fixed the title screen logo (was missing shadow tiles).
-wart's lightning stops when he's defeated.

2-4-23
-made various routines of uberasm in the arcade mode shared routines.
-made the fade in to level much faster to be closer to the official game (doesn't fade at all but looked weird in smw).
-fixed interaction bug with sprites offscreen and increased the frozen timer in arcade mini game bc game is now 8 frames slower somehow...

2-7-23
-Kamek and Kammy have their own appearing/disappearing SFX.
-fixed 4 sprites (smb1 and 3 Bowser, Wart, and Clawgrip) and various asm files that used a conflicting ram address.
-Fixed a ram address not converted for arcade Spiny and glitch with coins treating walls as pipes.

2-8-23
-repatched PlayerDMAGFX so extended tiles used color unique to player (so Luigi doesn't have red sleeves when flying) and fix glitched frame when player lost tanooki powerup.
-blarggs are unspinjumpable in hard mode.
-went ahead and redid the pause in every arcade level again -_- (this time took the exact length of time in s:ms of the music intros and multiplied by 60 to get the exact frames it plays -16 frames to take into account for the fade in which is a near exact start of the loop).
-erased score sprite in title screen.
-disabled score on arcade enemies being hit by bounce blocks.
-disabled a lot of cutscene sample reloading on music switching and gave Ludwig proper accel/decel in hard mode.
-color exanimation now in sync for the Mario Bros Classic title screen (thanks to Skewer).

2-9-23
-synced all bg exanimation and invisible blocks for arcade levels.
-disabled reloading samples between Staff Roll and Yoshis Are Home.
-fixed bug where arcade enemies would be affected by POW when entering a pipe.
-somehow a bonus exit pipe from donut plains 3 took you to the Mario bros Classic title.

2-10-23
-changed hypothermia ram address timer.
-got a custom block for fixing slopes on edges working with a custom spike top.
-got layer 3 smashers to stun the player and account for autoscrolling on hard mode.

2-11-23
-got a functioning mario bros classic fireballs and gen.
-fireball gen placed on arcade levels with appropriate seeds.
-redid all arcade enemy speeds.
-added diagonal frames for animating spiketop on slopes.
-removed debug line of code from pow block.
-changed in pipe timers of arcade enemies and fighterfly's y speeds.
-MechaKoopas spawned by Bowser now face Mario initially.
-made hard mode enemies have better despawning for normal mode in Roy's castle.

2-12-23
-synced exanimation in arcade levels (ugh).
-fixed ceiling buzzy beetle detection for Mario to be 16 bit.
-reverted death to have block interaction.

2-13-23
-fixed boo block init crashing game.

2-15-23
-mega moles bounce in hard mode.
-dino rhinos spit fireballs that hurt player.

2-16-23
-fixed bug of mushroom having priority in item box.
-fixed blocks being hit when wall running.
-added wiggler score fix, net 1 up glitch fix, rope fix.
-fixed vanilla cuttoffs in choco island 2.

2-17-23
-fixed colors of bounce block in arcade mode.

2-19-23
-reverted back to vanilla rng but the seeds don't initialize every level load.

2-20-23
-fixed rng on arcade spawners to be less restrictive and loop less as well as redid rng for podoboos in hard mode.
-added new test for warning message.

2-21-23
-moved on/off status reset to load instead of init on arcade bonus levels.

2-23-23
-SPC echo buffer crash fixed by KungFuFurby.
-made pipes use yellow palette in arcade mode to not only match GBA version but prevent green fireball from being unseen when spawning.
-fixed deceleration in slippery arcade levels for walking.
-added new test for emulator warning patch.

2-23-23
-added hard mode message before game starts and added the "secret" code in game for consistency sake.
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.
I cant pass Choco house. Enter this door is a black screen.

Fanatical like a Demon
Is this the latest version linked here or is it still from C3?
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 LadiesMan217
Is this the latest version linked here or is it still from C3?

Its Super Mario World 30 Final.zip I think is latest

Standard