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Super Mario World Beta

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Originally posted by Neosz
YoshiMaster, I FINALLY got around to testing spritetool with my racoon patch and it works perfectly :(. I have a feeling something else is conflicting with it aswell.

Well that's good. I do have lots of patches in my hack, so who knows. I can get it to work okay though, so it's not a big issue.

@ Adam: That's pretty awesome. Though, I really have no reason to add it if it is dysfunctional, let alone in the wrong place. Maybe one day we can get some advancements in that area...
Projects:
- Game Night - Mario Party 3 Game Board
- 3+World (Cancelled - Download Available)
- Super Mario World Beta (2009)
Originally posted by Yoshi Master
Originally posted by Neosz
YoshiMaster, I FINALLY got around to testing spritetool with my racoon patch and it works perfectly :(. I have a feeling something else is conflicting with it aswell.

Well that's good. I do have lots of patches in my hack, so who knows. I can get it to work okay though, so it's not a big issue.

@ Adam: That's pretty awesome. Though, I really have no reason to add it if it is dysfunctional, let alone in the wrong place. Maybe one day we can get some advancements in that area...

Yeah, I was suggesting that you add it if you figured out how to make it work. Maxx said it wouldn't be too hard, but I'm not very good with asm, so, yeah. You'd probably have to edit where the level names show up, and it'd be more trouble than it's worth because it might interfere with a few things.
How are the testing coming?
________________________________________________
Check out my hack, Super Wario World in the
hack disscussion area.



Yoshi Master, how is it coming?
________________________________________________
Check out my hack, Super Wario World in the
hack disscussion area.



Originally posted by Pumpkin Dude
Yoshi Master, how is it coming?

My guess is that he is working on it. Also, You shouldn't bump threads that are 2+ weeks old. You will incur moderator wrath on most occasions, unless you are the maker of the thread.

He'll post something once he's got something to post I think. Just be patient.

Notte Luminosa Progress:

Click here to download It! :D
Sorry to bump, but I just found 3 levels by using Lunar Magic's "Open Level Address" option! Some of these may be beta levels, but some of these may not.


Pictures and descriptions in order:0X30581,0X3058A,0X30587
0X30581: I doubt this one is a beta, because of an error message: Lunar Magic has detected and corrected one fatal error in the level layout data.

0X3058A: This one had no error messages at all, so this one might be a beta level.

0X30587: I doubt this one as well, because of a message saying: The rom doesn't normally have a memory model implemented for this level mode. Switching back to default horizontal level (0), and an error message: Lunar Magic has detected and corrected one fatal error in the level layout data.

I'm not sure if this info will help or not, but I put it up just in case.
I highly doubt those are beta levels, actually. You most likely opened an address that was in the middle of another level's level data. IIRC all the level data for SMW was been found and documented, so there's nearly a chance that another beta level exists in the ROM.


EDIT: holy post 800 O.O
those levels makes me remember a beta castle level.
it was green with a pipe, it has a cutoff ceiling and it has the same floor cutoff.

Edit: oh yeah this, image 9
I do pixels sometimes
Some intresting info here:

[url=http://themushroomkingdom.net/games/smw]

The first one is about the test level and the second level is about a blue jay and Lakitu on the overworld.
Those have both been common knowledge for an awfully long time now, but it's still interesting.
Actually,I think secret agent jonathan is right.Those are probably beta castle entrances!:O


No, I highly doubt it. The rom has been searched for level data, and everything has been found. It's probably opening the middle of some level data, as Ladida said.

World Community Grid: Thread | Team
 
@YoshiMaster: yeah, that's right. I think... (thinks to self)

@creatorofchaos: they may not be
Hey i would lOVE to play your rh as a beta tester :)
Tag (span) was not closed.
The Super Mario World Beta is finally done!

Okay, most of you by now have probably played at least SOME of this hack. So, I'm looking to you guys to help make it better, and I am also thinking this hack can expand, and be larger. It is unfortunately short, but the reason being is it wasn't initially intended to be long.

There are a few things I never did get to implement. Such as:

The coin counter and score counter on the overworld. This seems reasonbly possible, it's just beyond my knowledge.


It says "Mario 4 W-1". This means every level ended with the level name. I thought this may be possible, but again, not by my own standards. (Ignore Couse Clear, I won't put that in.)


I don't think I have to say, but this seems somewhat difficult to pull off.

So, that being said, don't be too suprised if you see a new, extended version one day. If you have contribution, post it and I will consider.
Projects:
- Game Night - Mario Party 3 Game Board
- 3+World (Cancelled - Download Available)
- Super Mario World Beta (2009)
I noticed a thing in savestate of SNES Test Program:


The pallete of word Mario in statusbar is more bright. (see the pallete box)
I don't think that this can help much. But it's good to know this, right?
Just a message for "Yoshi Master" ... I have followed this thread for some time as an anonymous reader awaiting the chance to play your attempt to recreate SMW as if it were the Beta. This is truly magnificent and although it will never fully pacify my curiosity to know what the real beta put together by Miyamoto and team was, it has certainly come close.

I really felt it important enough to sign up for the forum just to post my thanks at such a job well done. It definitely captures my interest and I enjoy playing the game. Something about it just feels right, as if I hadn't known it was a hack I could almost potentially believe it were the real thing. You also did an amazing job with the progressive difficulty. I actually felt challenged by the game... something that I haven't felt since playing SMB1 as a small child. I haven't finished playing through yet, but I just know that the castle level in W3 and all of W4 (haven't played these yet) are going to be great just seeing how well you did W1 - W3. W3 kicked my butt with those rhinos!

Thank you for taking the time to imagine what the beta could have been and having the ambition to put your vision into something we can all touch. This is a hack that even Miyamoto himself if he were to ever play it couldn't help but enjoy in my opinion.

One final note, I did notice a bug in the level with the large mushroom platforms, the skinny ones that when you stand one the left one and it goes down, the one next to it on the right goes up and vice versa. The bug occurs when you walk to the right and the platforms disappear from view and then you move back through the level toward the left, when the mushroom platforms come back into view the tops are missing until they are at least 30% of the way across the screen. I am not sure what would cause this sort of behaviour but it is a bit odd and I thought worth noting. The only other comment I have is I thought it odd for some koopas to be wearing shoes when they are knocked out of the shell where they previously didn't show any shoes at all. I am not sure if I would fix the shoe thing personally because I think it helps the game feel decidedly like a beta!

Again thank you for all of your hard work, really!!

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