Oh, thanks for finding this.
I've noticed that issue once, when Secret 6 led me to World 2 and then I switch back to World 1... I'll try to fix this, please be patient. If I can't however, you need to ask someone more capable.
A thing I noticed: After making it through a level will turn everything back to normal, even if the configuration is "Hasty". When you made it through, then and change back to "Patient", this will occurr.
Sorry, I can't seem to figure that out...
Anyways, here is what I've done and what effect it has (in case someone wants to help me with it, but doesn't know where to start):
0xBDEDF [90 21 91 21 92 21 93 21 94 21 95 21 96 21 97 21]
Changed: [95 21 91 21 92 21 93 21 94 21 90 21 96 21 97 21]
Effect: Turns all ones into sixes and all sixes into ones on the map. Might be kind of cheap, but I was unable to find a way to let the game use World 6's numbers.
0xBDF07 [8E 0B 96 0B 9E 0B A6 0B AE 0B B6 0B CE 0C D6 0C]
Changed: [B6 0B 96 0B 9E 0B A6 0B AE 0B 8E 0B CE 0C D6 0C]
Effect: Changes the position of the number below the 1st and the 6th level.
0xBDAF9 [9D D4 0D]
Changed: [4F 25 DF]
Effect: Enables the whole tab-bar without having completed any Worlds before.
The problem probably is:
Somewhere in the ROM the original position of the numbers are stored, that's why they change back. I've already searched for a copy of the position written at 0xBDF07 and found one, but changing it does not affect this. It's at 0xBD31D.
I don't know about the Tab-bar. Maybe there's a backup somewhere in the ROM or I've used the wrong bytes, so something different must be typed at Offset 0xBDAF9. I've tested out some other values, but that didn't work, so I think the problem comes from another location.
Well, thanks for your help so far. Don't worry, right now, it's still really early. I'm still working on the first level, so for now, I'll just be focusing levels. I generally save a lot of technical stuff for later. I usually figure something out one way or another. =)
Maybe you can help me, Jacob. Did Mattrizzle or the one, who helped you with SMW2+2's ASM stuff, tell, what each Hex-Edit is good for? A part of the code I need is already in SMW2+2. SMW2+2 shows 5 more tab-tilemaps each World you won, the original game only shows 4 more.
Maybe, if someone, who knows ASM and reads this could help, please?
Here is an IPS, which solves the problem partially. The tab-problem is COMPLETELY resolved by this, the problem with the numbers, however will still be there. But at least the more important thing is fixed, because it's a lot more obvious than the number-shift.
No problem I'm also trying to fix the number shift at the moment, but it's not that "easy" as it was with the tab-bar...
One personal question: Do you use Hasty by default or did you activate it for testing purpose?
The problem could get solved much easier, if I'd know how to make, that the game treats World 1 as World 6...
Whoa, Jake, everything you've showcased so far looks pretty awesome. Really digging the looks of that jungle-themed level especially - it just has something in it that kind of makes it stand out among many other levels by the same theme. It is most certainly your palette choices, as well as how well they blend together, but still, awesome.
Cool that you're working on an "expansion pack" of sorts for SMW2+2, especially since that hack was one of your biggest pieces of success, possibly only losing its spot for SMW2+3. Not to mention that I still ask myself why the hell didn't Nintendo whip up something like THAT to be a sequel of YI. ;)
All in all, I am liking what I see. Carry on the good work.