Tip: When determining a time limit, remember that players won't be as familiar with the level as you are. If you normally complete the level with around 100s left on the timer, others might run out of time on their first try.
-Boss Cleared Music inserted, huge thanks to Moose for finding that lost file.
-Boss Battle Music Adjusted "There was a pitch bend that wasn't executed correctly.~Moose"
-Intro Tune Inserted
-Multimidway patch reinserted (forgot to add it in the past few bases).
-Related to the patch above, LM v 2.12 has been added to the first post. Please make sure you are using this version when editing the rom as anything newer breaks the Midway patch.
-Swapped back to the old sprites. Some of imamelia's converted sprites where crashing the rom. Switched back in the mean time until this is resolved. Because of this we lost a bit of space.
-We are now using GPS for block insertion. Way more efficient and quicker than BTSD. You can find the program and blocks on the first post.
-Swapped back to the old gravity patch, the newest one by MarioE had some interaction problems when upside down.
-Various small bug fixes.
-Various other things I'm sure I'm forgetting to mention.
-Fixed Hammer Bro GFX
-Fixed a few sprites in Sideshow Showdown
-Fixed the levelend sprite so it prevents the roulette from taking away Mario's cape if he rolls flower. (Thank you Vic)
-Various other tilemap fixes applied to fixall.asm
-Fixed glitch with MultiMidway patch (and possibly created another one)
-Various message boxes fixed.
-Level 121 readded as the boss level in W6 (still missing some gfx)
-Various other fixes added that were probably not mentioned
Huge thanks to Ladida. I got these a while back but felt kind of unmotivated to insert it until recently. You can access the credits in from the test room in the hub level for now. Enter the right side of the door to the building (or level 0). The door to the credits is all the way right labeled "CR" (Past W1-W8).
If anyone who was curious, Ladida discovered a bug that glitched out some of the sprites when being viewed on any other emulator other than ZSNES. Probably some ram conflict with the current base since that seems to be our theme for this hack. >_>
There are a few glitches at the moment that I noticed; missing gfx amoung a few other things, But I'll worry about that later.
You can test them out at each of the castles, or enter the test room in the hub. Just enter any one of the various Boss pipes to activate the pre-boss cutscene for that world.
Cutscenes are looking awesome! Really gives the hack its own personality. The only glitch I noticed so far was graphical glitches (ex. I forgot his name, but the blimp boss, his graphic is missing in the intro). Also, I do feel that there's sound effects that need to be added for more cinematic effect.
ah a new update for SMWCP2. so far so good.
just remember to implement either a game save feature or autosave to keep track of the game progress. all the hard work in beating the levels could be wasted when resetting the game & can't remember what levels were beaten and/or how many SMWCP coins were collected.