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Banzai Mario World RELEASED
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Banzai Mario World RELEASED
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Some sprites would disappear in the first level, so I couldn't beat it.
They don't actually. Maybe it's your emulator but I'm not that sure that a apecific emulator could cause sprite issues.
When I first played the hack, there was this level with a springboard required to pass, it didn't appear until I opened it up in LM and realized there was supposed to be a springboard, so I had to delete a sprite.
What's the music at Green Switch?
Originally posted by Kaisaan Siddiqui
When I first played the hack, there was this level with a springboard required to pass, it didn't appear until I opened it up in LM and realized there was supposed to be a springboard, so I had to delete a sprite.


Probably because there were many sprites at once, the maximum of the room.

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SMW TAS'er. My pages:
New TAS blog - old SMW Blog, Youtube - Twitter
Originally posted by RodAmaral
Originally posted by Kaisaan Siddiqui
When I first played the hack, there was this level with a springboard required to pass, it didn't appear until I opened it up in LM and realized there was supposed to be a springboard, so I had to delete a sprite.


Probably because there were many sprites at once, the maximum of the room.


That's the point, so that's why he should enable SA-1
You should probably realize that it's a pretty big hassle to port everything unto SA-1.
So then how am I supposed to beat the hack without changing it?
well at least tell us what emulator you're using.
Originally posted by lolyoshi
well at least tell us what emulator you're using.


ZSNES of course! It's probably the best emulator out there!
i am probably hallucinating but iirc zsnes can have some weird issues with smw hacks like funky SFX or sprite memory issues that don't happen in any emulators. Why not use ZMZ or snes9x?
Well, snes9x has no rewinds and zmz doesn't feel the same...
Originally posted by Kaisaan Siddiqui

That's the point, so that's why he should enable SA-1


Originally posted by Kaisaan Siddiqui

ZSNES of course! It's probably the best emulator out there!


So in other words, you want the possibility of crashing? I remember reading about SA-1 having issues on ZSNES.

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Originally posted by Kaisaan
zmz doesn't feel the same...

in which way?

Originally posted by Soko
...SA-1 having issues on ZSNES.

True

and sorry for derailing lol
Well I'm using zmz and it's speed-up thing isn't like zsnes's and you cant record on zmz either...
Could you possibly give more exact details about where the sprite despawning is happening? I have fully played through the hack (and world 1 especially) tons of times and I have never ran into a problem that caused the level to be unbeatable when following the normal/intended solution. This makes me think that you're probably doing something wrong in a level. There are a few instances of sprites despawning that I am already aware of.

Linkdead figured out how to despawn the hopping fire in Poor Mario.
He also managed to despawn the magic sprite in Wallkicks Work.

Both of these are beneficial though to beating the level. There was a problem in the beta phase of the hack where some platforms at the end of the first room would despawn in Bottomless Cavern, but I already fixed the problem.

Also the hack has been played on zsnes, snes9x, lsnes, and just a console and it all worked fine so far.

Also I should probably mention that I am not going to do anything with this hack, especially add SA-1.
Although my hack I'm working on right now will use it (spoiler alert! And yes I just announced that)
Hey, it looks like you did a great job with this hack. Gonna download it and play soon.
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Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Banzai Mario World RELEASED