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Super Mario World Advance
Forum Index - SMW Hacking - Works in Progress - Super Mario World Advance
Pages: « 1 2 » Link
Working title.

Super Mario World Advance is pretty much SMA2 in SMW. It aims to eventually be a close port of SMA2 for the SNES. Maybe. I also intend to use SMA2 Luigi if I can get the Separate Luigi GFX patch to work... Here are some screenshots:





Yeah, I know the palettes of Mario, the Dragon Coins, etc. aren't done yet/are wrong, but it's in the early early beginning stages.

Any help with reconfiguring the status bar and things of the sort would be appreciated!

(And is there an SMA2 editor around? It would help...)

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Re-registered as Roadsguy.
Sounds like an interesting idea. Gonna be keeping an eye on this.

There's some tools you can use to rearrange the status bar fairly easily. Just do a search through the tools section.
Thanks! Since it uses mostly if not all tiles from the Title Screen group, you'd think it'd be accessible from the Overworld Editor just like the Title Screen and Credits.

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Re-registered as Roadsguy.
This is a pretty interesting idea. However, are you able to add all the speech from SMA2 into SMW? Plus, are you going to add the opening in SMA2?

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Originally posted by Derpy Backslide
This is a pretty interesting idea. However, are you able to add all the speech from SMA2 into SMW? Plus, are you going to add the opening in SMA2?


I'll copy as much as I can, but I don't know about getting Luigi to run around Mario in the intro. I'm not sure that's even possible.

Originally posted by MARiO42
I were going to release a hack similarly to this, but got cancelled.
You can use anything from it if you want. Link
(Also, you can use it as your base (as it uses a sma2 status bar copied by me))


I'll think about it...

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Re-registered as Roadsguy.
Dude this is a pretty cool idea. Ya know there is a complete GFX replacement (ALLGFX file in there I am pretty sure) in the Graphics section for the sprites? I even think there is a replacement for Mario in there if I am correct (I may be wrong though lol). Anyway just a little bit of advice for you.

For what, exactly? I plan to make it open for others to use, just as long as they don't totally copy my idea.

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Re-registered as Roadsguy.
Not to be a downer but....what's the point in this?

Just really, if this is just gonna be different palettes, practically everyone on smwc can edit the palettes to SMA2 in under an hour or so. Maybe I'm not seeing a bigger picture but just.....I don't see the point.


>Everyone saying GFX replacement
What GFX is different in SMA2 then SMW? Last I checked it was just the hot air balloon, the menu on the overworld, some peach frames and dynamic rolling enemy gfx for when Yoshi spits some enemies out that SMW doesn't have. Am I missing something?...

Also, I could be wrong and apologize if I am but the guy is new. Yes he may know ASM already I know that's a possibility but something tells me he doesn't so this WOULD just be a palette hack. Coding the sprites and title screen in general I don't see that happening anytime soon if at all. Not trying to be an ass just pointing out the truth.

ugh.


O.O
meh
You have a point. Actually, I didn't think anything new to the title screen was really needed, besides the word "ADVANCE," which I'll probably do with beta sprite GFX replacement.

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Re-registered as Roadsguy.
Originally posted by Super Mario Wiki
1. If the player manages to collect all five Yoshi Coins in every single level, all the Yoshi Coins will change into Peach Coins (after watching a cutscene where this happens). The player can also check out in which levels the Yoshi Coins have been collected or not, by simply pressing SELECT.
2. Voices have been added to Mario, Luigi and all of the Bosses apart from the Reznors. Some of Mario and Luigi's voices were ripped from the first Mario Advance, while the others are new. Also, bosses yelp as Bowser does today when they are defeated.
3. Players can have up to 999 lives and save the number of lives for the next time the player plays the game.
4. Players now start out with the power up they last had.
5. There are more Message Blocks throughout the game than the SNES version. They're now also headed with the phrase "Tourist Tips" on top of each one the player gets.
6. When the player gets hurt with Cape or Fire power, the player won't become tiny and need to use the item in reserve (if any), but the player will become Super Mario/Luigi, and they will keep the reserve item.
7. After completing all 96 goals in the game, most of the message blocks will be changed to congratulate the player on finding the secret world.
8. The player can get the colored Yoshis in ? Blocks: a Blue Yoshi if the player is Cape Mario/Cape Luigi, a Red Yoshi if the player is Fire Mario/Fire Luigi and a Green Yoshi or Yellow Yoshi if the player is Small Mario/Small Luigi or Super Mario/Super Luigi. This only happens after the Mario Bros. have used the Yoshis in Star World.
9. Luigi is an optional character for player 1 and he has some differences:
9.1 Luigi jumps higher and farther than Mario.
9.2 Luigi runs slower than Mario.
9.3 When Luigi flies using the Cape, he doesn't fly as fast as Mario.
9.4 When hurled, Fire Luigi's fireballs bounce higher than Fire Mario's.
9.5 Unlike Mario, when Luigi rides Yoshi, he does not instantly swallow any enemy. Instead, Yoshi can spit them out and use them to attack
other enemies. If Yoshi has an enemy in his mouth for about eight seconds, he will swallow it.
9.7 If Luigi hits a [Multiple] Coin Block, all the coins will spill out of the block instead of collecting them one by one.
10. The player can also save half-way through a level once the player has past the half-way gate and quit. When the player comes back to that level, the player will start from the half-way gate and it is not affected by playing another level after doing this process.
11. The rescued Yoshi Egg dots are colored instead of being a dull gray-brown color.
12. Princess Peach has a slightly different appearance. The color of her dress is lighter and she has bangs.
13. Luigi is updated to resemble his current look: tall and skinny, while Mario and all the others are still the original sprites from the SNES game.
14. The autumn changes will not occur until the player has found all 96 exits. Goombas and Pokeys now change. However, in the ending credits, although the alternate enemies are displayed if 96 exits have been cleared, their original names will always be displayed. The alternate forms are not given names in the credits in this version.
15. Because there is only one run button on the GBA, it is impossible for Mario to turn around while flying with the cape, or release fireballs while holding an object.
16. Instead of Yoshi having orange hands and arms, they were like the rest of the body's color (for example, a Blue Yoshi would have blue arms instead of green). This is due to the fact that later games featuring Yoshi was like that and it become a staple for Yoshi's coloring. The artwork for Super Mario World even featured it, so reasons in-game for the arms to be orange is unknown.
17. Mario's Fire Flower suit has a lighter shade of red in the Game Boy Advance remake than in the original.
18. In the seventh room of Bowser's Castle which features the Bowser Statues that spit out flames, the Game Boy Advance remake didn't have the first statue spitting out flames, thereby making the first part of the room much easier.
19. In castle #3 Lemmy's Castle, a powerup found lying around in the last room is a feather in the advance game rather than a Super Mushroom.


20. Wiggler Glitch Fixed
21. Sumo Brother Glitch Fixed
22. Pressing R on the Overworld will change Mario to Luigi and Vice-Versa
23. Larger "1-Up" and "3-Up"
23. New Title Sequence
24. Includes a modern version of the original Mario Bros.
25. Music in Title Sequence does not loop after the "movie" sequence is "done"; instead, it starts over again along with it.
26. Lighter palettes
27. Slightly different Music; it uses the GBA's soundfont.
29. New graphics for all swallowable sprites, which are rolling and growing graphics for the new Luigi and Yoshi interaction.
30. Some cut-offs are fixed; can't remember which.
Originally posted by SolidSnake141.35
rant

I say give the guy a chance. While I have a couple doubts about all the speech and the new opening, (and I'm not even going to request him to add a complete Mario Bros. in the hack) there's quite a few things different between SMA2 and SMW, as Giant Shy Guy pointed out, which I'm sure Roads can do with his current hacking abilities. And within a few months time here, he'll probably know much more and be able to get as close a SMA2 emulation as he possibly can.

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I already said I didn't mean no harm was just pointing out facts. I wasn't ranting (at least not trying to). It'd be awesome if he could do this I guess but ya.

Originally posted by Giant Shy Guy
*list*


Which was my point, most of the changes being coding related, not makeup of levels (cutoff fixed/lighter palettes/etc).
meh
So will ASM be added for the coin mini game in Doughnut Plains 1?

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There used to be stuff in this footer, but it's all gone now.
I would like to know if anyone has any ideas on how to incorporate the Modern Mario Bros. Remake in to the game, because to me, it seems that would take a fairly large amount of space in the rom to do and requires a shit ton of knowledge of ASM.

But then again, I don't know the first thing about ASM.
Originally posted by Magnum Mario X
I would like to know if anyone has any ideas on how to incorporate the Modern Mario Bros. Remake in to the game, because to me, it seems that would take a fairly large amount of space in the rom to do and requires a shit ton of knowledge of ASM.

But then again, I don't know the first thing about ASM.

I'm sure that the Mario Bros. game is actually a separate game, with an individual engine. That would be hard considering that SMW probably takes up more space than SMA2 does.
@Magnum Mario X: A Mario Bros game wouldn't take a ton of ASM; just some creativity and getting someone to code the bump ledges.
Originally posted by TheSuperRotom
So will ASM be added for the coin mini game in Doughnut Plains 1?


Oh yeah, that...

Probably not. The first release will be all I know how to do. When I learn more ASM, I'll fix more of that. I highly doubt I'll be able to get a Mario Bros. link from the title screen, though. The levels themselves, maybe.

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Re-registered as Roadsguy.
Alright I understand. I just hope you make some level changes so that Mods don't get on you for making a palette hack!

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There used to be stuff in this footer, but it's all gone now.
I never said I was just going to make a palette hack. Most of the SMA2 changes in level design can be replicated in SMW. However, the Mario Bros. thing and the Dragon Coin counter/their switch to Peach Coins probably can't be done.

EDIT: Level up! Yellow Beach Koopa rank!

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Re-registered as Roadsguy.
Pages: « 1 2 » Link
Forum Index - SMW Hacking - Works in Progress - Super Mario World Advance

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