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SMWCP2 Progress Update


Why am I posting this here? Why the hell not. It concerns everyone anyways. Not very many people seem to check out the forum anyways, so maybe this will help get the word out.

It's no secret that the progress on this collaboration has been...slow. With various bugs and other problems randomly popping up whenever they want too, you wouldn't be as surprised as to why its taking so long if you were on my end of the monitor. While there have been a select few people helping to keep this moving along. We still are in need of help to get the ball rolling on this. At the moment, the following people are working on something on the project.

Ladida: Working on the credits and the GFX for the final boss of the game.
HuFlungDu: Working on coding the final boss and soon as Ladida finishes the GFX.
Lui37: Currently coding the Jukebox for the hub. You can unlock it and some of the songs its plays by collecting the SMWCCoins scattered throughout the game.
Kipernal: This poor guy has been spreading himself thin by working on the Cutscenes, fixing the W6 Boss, fixing his Musical level that's in the hack and of course trying to finish AMK.
MrDeePay: Finally back from those few dark months he had no internet. He's been going through the hack fixing up any bugs to the best of his ability
Torchkas and Moose: Torch has been helping finish up some missing songs the hack needed, Moose has also been kind enough to fix a few tracks that were a bit out of tune.

Here is a list of the more important stuff still waiting to be completed:

-title.asm needs to be fixed inserted. Leod made this a while back to make the game file screen look all pretty. At the moment, the Layer 3 portion of it breaks the screen instead.
-Pansers (fire and ice) don't spawn properly in vertical levels. This seems to only be a problem in Incognitos' level "Crystalline Citadel" since its a vertical level, but nonetheless, a problem.
-Game freezes if Mario is hurt off screen This was related to the SMB3 Power Down Patch iirc. Not sure how to fix it.
-Beach Ball Brawl - Wave section needs a Layer 3 BG.
-Briar Mire - Needs a Layer 3 Castle BG
-Digsite Dangers - Sand does not stop scrolling when game is paused. I know there was a fix for this somewhere. Do you think I'd remember where it is? Nope.
-Shivering Cinders - Rising flames do not hurt Mario, when on Yoshi. Probably something simple, but I'm no fancy ASM guy to know what it is.
-Radiatus Ruins & Callous Cliffs - Some sort of Layer 3 could BG is needed
-Hub - Needs Interior GFX. You'd been surprised how hard it is to find good building interior GFX. I've been looking for a while now and haven't found anything decent. Either way, we need something for this.

The full list of bugs is located here.
Once I get a good portion of the above things done, I can finally start beta testing. I announced this a while back, but I am aiming for a C3 release this year. While I'm trying my hardest to make this happen, it all boils down any assistance we can get for the rest of these bugs. If you'd like to help, the resources for this hack can be found here. If you need access to the ASM, Music, Blocks or Sprites, PM me or message me on IRC for the password.
Layout by LDA during C3.
Wasn't the hub GFX claimed by someone before? Or did that one fall through? I could hypothetically do the hub GFX and some of the layer 3 backgrounds if it's needed. I've been looking for a way to contribute to this, in any case.
Yeah, we've actually made a lot of progress over the past while (finally). There are still some things that need to be done though, so any last minute help would be fantastic.
Originally posted by Lightvayne
-Beach Ball Brawl - Wave section needs a Layer 3 BG.
-Briar Mire - Needs a Layer 3 Castle BG
-Radiatus Ruins & Callous Cliffs - Some sort of Layer 3 could BG is needed

Just for clarity, do the layer 3 backgrounds need to be drawn or just inserted or what?

Also...

Originally posted by Lightvayne
-Hub - Needs Interior GFX.

How much space is left for additional ExGFX files and did you guys already have anything in mind for what this would look like?

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

They "all" need a BG drawn. "All" because a clouds/blimp BG already exists, but the artist dropped off the face of the earth before it was ever submitted, so it will need to be ripped out by force. That's if anyone wants to go that route.

Quote
-Pansers (fire and ice) don't spawn properly in vertical levels. This seems to only be a problem in Incognitos' level "Crystalline Citadel" since its a vertical level, but nonetheless, a problem.
-Game freezes if Mario is hurt off screen This was related to the SMB3 Power Down Patch iirc. Not sure how to fix it.

I'm willing to give these a go if nobody else will.

I can't guarantee if I can fix them with my current ability, but at least I can probably find the causes.
My Assembly for the SNES tutorial (it's actually finished now!)
Originally posted by Lightvayne
-Game freezes if Mario is hurt off screen This was related to the SMB3 Power Down Patch iirc. Not sure how to fix it.

That's quite simple. There is a bug in Super Mario World feather animation that causes the game to freeze when feather is collected off screen in autoscrolling level. I believe it's the same issue, and I even tested this, and it appears that Feather Autoscroll Freeze Fix fixes this. It's a small fix not requiring any free space, so I don't think that patching it would be problematic.

Originally posted by Lightvayne
-Digsite Dangers - Sand does not stop scrolling when game is paused. I know there was a fix for this somewhere. Do you think I'd remember where it is? Nope.

Looks like quite easy to make coding mistake. Most likely the code doesn't check $9D flag in order to determine if the game is paused. It could be fixed by inserting something like the following code (I don't know how the code looks, because I don't access base ROM, but still).

Code
LDA $9D
BEQ .forward
RTS/RTL ; depending on what is on the end of code
.forward


If this is about animation, and not block, sprite or LevelASM, well... I don't know how to fix ExAnimation. I want to avoid spoilers about SMWCP2 (by checking the base ROM), so I'm not quite sure what is this problem about.

(now back to inactivity, like usually)
Originally posted by MrDeePay
They "all" need a BG drawn. "All" because a clouds/blimp BG already exists, but the artist dropped off the face of the earth before it was ever submitted, so it will need to be ripped out by force. That's if anyone wants to go that route.

If I could get a link to the picture, it should be easy enough for me to rip to a ExGFX file, but I can't promise I can turn it into a layer 3 image as I have no experience with it.
What does the hub need specific graphic wise?

At the moment, Tahixham has picked up the job up drawing up some gfx for the hub. For now I'll cross that off the list

@GlitchMr: Thanks for the fix ;)
Layout by LDA during C3.