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Super Mario World Central Production 2 - First Official Release!

hurrah!

now if you play this hack, you'll be enjoying the music revamped by yours truly.
massive props to the original music team and the music revampers!!! i'm so happy with the scope of the final soundtrack. it's a huge feat even on top of the amount of work that went into the original.
and of course, the rest of all the work that went into all the other aspects of this hack. just the size of the sheer amount of stuff in this hack is staggering on its own.

now as i understand it, the hack might be updated in the future to finish things that were left undone.
i think that with ANY project that comes close to the amount of collaborators this had will run into the issue of "shipping an unfinished project" because there is always some small thing that could still be polished. however, i think that this project has been in a finished state for a long time already. it could never be as polished as the final state of some solo project, as it's just too large.
I remember claiming a level at the start of the project only to procrastinate on making it and then having it get rejected. #smw{x_x}

But I'm glad that this hack is finally getting released. It's wild to think that the start date of this project became closer to the 20th century than it did to its release date.
Very happy that it's FINALLY getting released, way to go! #smw{:TUP:}

I remembered it having bugs and graphic misplacements or something like that, but now it looks great and plays great.

Hope to see more updates on this project! #tb{:)}

it's really easy to say "they should've just taken more time, convert it to sa-1, insert all the cutscenes, just code the missing bosses guys its not hard" when you are people not actively working on this project. ive watched falconpunch et co work on this iteration of smwcp2 for nearly 4 years now - give them a break. or hey! join the project and do those things yourself lol.

im glad to see this hack out and done. what a wild ride it's been.
Glad the hack is finally being released!
Good luck with the leftover stuff.
През горите, през полята, под звездите, над житата
HOW DID I MISS THIS FOR 3 DAYS WTF YESSSS GREAT WORK EVERYONE!!!
Currently working on:
Super Kekcroc World 4 (lol jk)
while SMWCP2 was finally released, I played & completed the first few worlds and have encountered some problems in the OW map.

first off, going from this pipe:



leads to this:



BUT I get stuck here and cannot advance (pressing either right or down or any other direction does nothing - I can only go back into this pipe)
so this "pipe" shortcut to a much later level in the OW map here currently does not work

and this "pipe" shortcut from this spot:



leads to this



and again, I get stuck here and cannot advance and can only go back (this was supposed to be a shortcut to the Tropical Turnout level but I can not "move" to the right from this pipe)

so there is some more improvements to be made. hopefully these "pipe shortcuts" in these parts of the OW map will be fixed in the next release
Well, hōrī shitto! I certainly didn't expect this.

SMWCPII has been in production for over a third of my life time, and while it was apparent that things were still going on in the background, I really didn't expect a release to happen just like that.

This makes me nostalgic and I'm definitely going to play this. I hope it's sd2snes compatible, which is what I'll attempt to play it on.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Even tho I couldn't do much to help, I'm glad I could be part of it

I've worked on a few songs revamp and a bit with feedback.
Even tho it didn't end as we planned, I hope you all have a good time and enjoy the work everyone put in it, after all, no one can put full effort in a project like that, due work or studying and even the daily troubles of real life.

This is the first release but we still working to fix some issues to deliver the experience that was planned for smwcp2, even if it never end as planned
I have vivid memories of laying claim to a few levels for this and all the excitement that followed in creating interesting and unique gimmicks. It's been a long time since I've played my own works, and the works of others that made it into the game since then. I also remember trying to get started on writing up a guide for this the way I did for SMWCP 1. Very glad I didn't follow through on that since SMWCP 2 changed so much since the initial "almost done" version a decade ago.

Great job to the team that put the pieces all together. I say good riddance to the features that would have otherwise kept the hack in an unfinished state for another decade. If ever another SMWCP gets started, I think a drastic scope reduction and more strict resource management system is in order. Though, let's not open that can of worms while the fanfare of finally getting this one through the door is still ringing. Take a break, everyone, and enjoy!
Hey, it's nice to see this finally release after all this time. Although I have a question: I think I've seen the mention of the script document being uploaded along with the release. Until the cutscenes are added, is that still on the table?
It's nice to see this project finally get some closure after 11 years of development. In an online community, lots of members will come and go in that period of time. I wonder how many of the original people who worked on this hack are aware that SMWCP2 has now been officially released.

I silently followed the project for the first couple of years, and I was present on the site the moment that level signups were first opened. Unfortunately for me, I was too shy to join in at the time. I remember witnessing the huge rush of signups, where some people with joke accounts sniped some of the level slots. I also remember random things like the "A SMWC Production" vs. "An SMWC Production" debate. Fun times. I actually took some screenshots of the forums on Day 1 of level signups. Just for fun, I thought I'd share these with you in the collapsed text below (click the thumbnails to enlarge).



Regarding the hack, I played through the first three worlds, and I'm really enjoying it so far. The levels are pretty long and extensive! Since I'm going for all of the SMWC coins, it takes a while to explore each level for them. That's not a complaint, though; just an observation. Also, I can confirm what erpster2 said, that when you take the pipes leading from World 3 to World 4, there's no connection to any of the World 4 level tiles.
I'm here to report that we've fixed the issues stated, such as the pipes not working, Youkou softlock, Tropopause Trail camera issue, among a few other minor issues.

I guess I can start with explaining why the Youkou softlock happened. Big shout-out to ASMagician Maks, for figuring out the source and why when we tested her, we couldn't recreate the softlock:

Code
    !FreeRam     = $0F7F|!Base2


This is found in her code. It's supposed to a counter for how many times her statue needs to be spin-jumped on before the statue breaks. Unfortunately, it doesn't get cleared when the sprite initializes, unlike the 2nd freeram, and this is also RAM used by cluster sprites.

And then this is where things get interesting: Spawning any Boo Ring in Floral Fears sets that value to $03, making it so you have to spin jump on the statue over 250 times. So the game gets into a softlocking state due to a bad memory location + not being properly initialized. Disk Poppy has changed this code to fix this major issue in the next version.

As for the pipe issue, it was caused because the directions weren't enabled by accident, simple as that. That is now fixed in the next version.
I have nothing else to say now. Huh...
Originally posted by erpster2
while SMWCP2 was finally released, I played & completed the first few worlds and have encountered some problems in the OW map.

first off, going from this pipe:



leads to this:



BUT I get stuck here and cannot advance (pressing either right or down or any other direction does nothing - I can only go back into this pipe)
so this "pipe" shortcut to a much later level in the OW map here currently does not work

and this "pipe" shortcut from this spot:



leads to this



and again, I get stuck here and cannot advance and can only go back (this was supposed to be a shortcut to the Tropical Turnout level but I can not "move" to the right from this pipe)

so there is some more improvements to be made. hopefully these "pipe shortcuts" in these parts of the OW map will be fixed in the next release

I'm having the same issue.
That's why I stopped playing it and hope for a better version before I retry playing it again.
I'd rather wait longer than play a somewhat unfinished hack.
Just played through the first world and can confirm that it works quite nicely on sd2snes so far (with some minor glitches here and there). Hope it'll still work if it's ever ported to SA-1 (made some meh experiences SA-1 compatibility on sd2snes).

Really enjoying the hack so far. Mostly just minor issues I've ran into (I wish the game saved SMWC coins immediately, because I tend to forget recollecting them after death).

Weirdly enough, the hack is making me quite nostalgic, despite not really having seen much of it in the past and despite only having minor personal involvements with it. I suppose this might be because it just has this very 90s SNES game feel. It really does feel like a game that could have been released within that time. Not quite a Nintendo 1st party game, but very close to it. With a little bit more polish, it would totally pass as a Nintendo game.

Btw., if enough free space can still be found in the ROM, might I suggest applying this patch? I'm playing the game on a real SNES with an OSSC on an LG C1 TV in Boost mode. In terms of latency, this is already one of the best setups available nowadays, probably only surpassed by an actual CRT TV. The perceived input latency is actually pretty low, yet I've still managed to miss a few jumps here and there. The patch would definitely help a lot with that.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Ice Man

I'm having the same issue.
That's why I stopped playing it and hope for a better version before I retry playing it again.
I'd rather wait longer than play a somewhat unfinished hack.


those problems are now fixed in the May 6 or v1.1 release as I tested the new version myself; had to start over with a fresh new game for those paths to work than using an existing game save

so far I have not experienced any other problems, not even with the levels myself - currently entering & playing world 10

btw, if there is gonna be an SA-1 version of SMWCP2 in the future (possibly with some cut scenes added), have it as a separate release from the non-SA1 version
Forgot to document it anywhere, but you can press L/R while in the file select for a menu, where you can reset the overworld to the initial state, so you don't have to rebeat levels and recollect SMWC coins after tweaks to the overworld.
Posting in an epic thread.:O

I feel old suddenly, it's like watching a dear friend rise back from the dead, I will definitely try this out.

I haven't gotten the time to do anything back in the day so it would have been fun to play my submission after so many years if I did one.
While playing the game I did find one possible error, in one of the caves there was a block with only 1 block space from the ceiling resulting in Mario head being in the ceiling and Mario being pushes out of the space.

Still have to play it some more though.

Also why were comments removed from the main page (news page) usually I would just write a comment in there, but that is gone as of now.