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Super Mario World Advanced Version B
Forum Index - SMW Hacking - Full Hack Releases - Super Mario World Advanced Version B
Pages: « 1 2 »
Originally posted by lion

Yep, that's the one.
excellent. I'll get that tool from the RH site and see how things work out.

let me know if you still need a BPS patch, Artemis. I'm feeling a little better now.
Originally posted by erpster2
excellent. I'll get that tool from the RH site and see how things work out.

let me know if you still need a BPS patch, Artemis. I'm feeling a little better now.

Yeah, I definitely need it.
Originally posted by erpster2
excellent. I'll get that tool from the RH site and see how things work out.

let me know if you still need a BPS patch, Artemis. I'm feeling a little better now.


just as I thought - the xdelta patch used with that delta patcher program on my PC was an epic fail as I ended up with a non-working game that loads on a black screen and does nothing in all SNES emulators.

edit 11/18: but at least the newest BPS patch on the 1st post seems to work well instead of the xdelta patch
I'm back with a new release.
https://mega.nz/#!huZwCDJJ!a7vhyQs1Zr5bY4UKazbU6OOof-bpCfKhqmzKygdXDHI
-Mario's sprite was reverted back to normal
-The game no longer asks you to save after beating a level, instead the save prompt is activated by pressing start on the over world.
-The patch is now in ips format

Double update, I created a BPS patch because ips isn't well liked around here.

https://mega.nz/#!s7w3GLbC!qBguQgsuNsgRiU538DM6onbCfTKUmtjscXzF1mfH01Y

What exactly makes bps patches different (and better) than ips patches?
Originally posted by Artemis


What exactly makes bps patches different (and better) than ips patches?


read this topic:
https://www.smwcentral.net/?p=viewthread&t=88029

or ask Alcaro why BPS is different/better than IPS
I downloaded this hack, and already had a clean rom with a header on it. I put the patch in, and everything works fine. However, the world map constantly glitches graphically whenever courses are cleared. I don't exactly think that this is normal. But aside from that, the hack works perfectly fine.
I said I wouldn't be here again, but here we are. After 2 years, 3 broken computers, and countless rebuilds, I am finally ready to present to you...

Super Mario World DX (plus luigi)!

What is this?
I started this project 2 years ago, with the simple intent of porting everything from Mario Advance 2 into SNES Mario World. I almost did that, but there were a few things missing, and it was very very buggy. From that release, I continued trying to add things and tweak the game. Keyword, tried. Everytime I tried to get the project going again, something would get in the way, usually a broken computer. This release seeks to change that. Everything that I had wanted there to be in that original project is here plus a little extra.

What exactly did you add?

-Luigi! Complete with his own physics. Sadly, I couldn't get him to co exist in the same rom as Mario, so I separated him into his own patch, and that's where the bulk of my work has been going to recently. As such, I may have added a fix or something to Luigi but forgot to add it to Mario, which is why it's imperative you tell me which version of the hack you are playing when reporting a bug.

-The Mario Advance 2 status screen, in a nearly perfect state. There still is no reward for collecting all the dragon coins outside of an icon on the status screen, but other then that it works as intended.

-Altered graphics, don't worry, they're all relatively minor and you might not even notice them. Most are taken from Mario World, so they have a slightly more modern look while still looking like they're from Mario World. On that note, I couldn't decide between Luigi's Advance or SMW + All Stars look. I felt like the proportions in smw+sma were really weird looking, but also felt like the advance version of the sprite looked too similar to Mario. I was certainly in luck, thanks to a user going by Pixel-Gon, I got a best of both worlds version of Luigi's sprite set. With Advance's better proportions but All Star's better poses. I think it looks wonderful, and I'm very happy I found it.

-Bug fixes! I've fixed more bugs then I can count, both from bugs left in the original version of this project and bugs from the original game. This version is (hopefully) much more stable then the old one.

-Music! One of my biggest complaints with og Mario World was the lack of musical variety. Don't get me wrong, what's there is great, but I felt there simply wasn't enough of it. I hand picked a bunch of remixes from Mario World Central's music category and the results are wonderful. Don't worry, I took special measures to make sure everything sounded good and fit in. That means no pokemon, kirby, or sonic music like a lot of hack include. Just good ol Mario tunes in all their 16 bit glory. I didn't replace any of the original tracks either, they are still there and all play out in a good chunk of the game.
The way it's organized is

World 1 and World 2 use the vanilla themes exclusively, World 3 uses the vanilla cave theme, plus a remix of the overworld theme during its brief above ground segment, which is also used in World 4. World 5 uses a "ruins" remix of the overworld theme, World 6 uses the Choco Island theme from Super Mario Kart with SMW samples, World 7 uses the a remix of the Bowser Castle theme from Mario & Luigi Super Star Saga, Star World uses the Mario Land 2 Star Maze theme, and Special world uses a mixture of all of them plus an SMB1 overworld remix for the final stage. All caves and water stages use the vanilla themes, with the exception of Bowser Valley/World 7. Athletic stages up to Forest of Illusion use the vanilla theme, and all the ones after that use a "pops" remix as it is called. All castles and fortresses outside of Chocolate Island and Bowser Valley use the vanilla themes, while those two worlds use a remix of the SMB1 castle them, and of course the final stage gets it's own theme, a remix of the World Air Ship theme from Mario Maker. I thought it was tense enough to be a good fit for the stage. All boss themes except that of Chocolate Island and Bowser Valley are vanilla, and Bowser's own theme is still the same (and as great as ever!).

-The final level has been restructured significantly, it now plays through every door with an extended timer, and you are given extra power ups to help you get through it. I did this because I felt the original was creative but underwhelming and overly easy. I made sure this altered version of the fortress wasn't overly hard either, however. It's still fairly easy, just not as much as it was in the original.


Future plans?
Since I know people are gonna ask for it, yes I will release a "vanilla" version of the hack that gets rid of the extra stuff I added that wasn't in og Mario World or Advance 2. I want to finish bug fixing this version, and then I'm going to put that together. I also want to add more characters to the mix. Right now the prime candidates are Toad and Wario, both of whom don't seem like they'll be that difficult to get working now that I know what I'm doing. That will happen after I release the "vanilla" version of the hack.

Screenshots



Download
https://mega.nz/#!aCQRVQJY!dL_16JOY5XNPVZpnTrillarKZWzrGzL_1o8xsFcRqec

How to play
Simply patch the hack to a clean USA Mario World rom. It shouldn't have a header and shouldn't have been previously modified.

Bugs I am aware of
-The death theme got swapped with the bonus game clear theme. I don't know how to fix it or how it even broke but I am looking into it
-Luigi controls very strangely on certain slopes, most work fine but on a few you'll notice an oddity in his physics making him "jitter". I don't know why this is happening but I'm looking for a fix asap, and if anyone knows why this is happening I'm all ears
-Red Yoshi is green on the overworld. This is simply a side affect of me changing the overworld sprite's colors to fit Luigi, it's harmless and I don't believe there's actually a way I can fix it.
-Cutscenes are gone (for luigi). Sadly, the new phsyics are not taken into account during these and they are as a result broken, even going as far as to soft lock the game on a few occasions. So I removed them, for now. If I find a way to actually fix them they will be restored.

Credits
The most important thing this hack has needed, the credits.

PATCHES
JackTheSpades - Made status bar say all yoshi coins have been collected
MarioFanGamer - Added better powerdown system (fire mario -> big mario -> small mario instead of fire -> small)
Erik - Added ability to bring up save prompt by simply pressing start and added SMA2 yoshi block system (so what yoshi you get is dependant on what power up you have, after freeing them in Star World)
GreenHammerBro - Restored SMA2 slide kill chain functionality
Alcaro - Fixed thwomp's face flip
Ladida - Implemented SMA2 status screen

MUSIC
Gamma V - Ruins remix of the overworld theme
Wakana - Boss battle remix, haunted overworld remix, SMB1 castle remix
Zagronia - Haunted overworld remix
Lu9 - Overworld theme pops remix
HarvettFox96 - Both of the athletic theme remixes
MidiGuy - Cave theme icy remix, SMB1 overworld remix
MercuryPenny - SMA2 status screen theme, SMB3 SMM ghost house theme
Pinci - SMM airship theme remix
Sayuri - SMB1 SMM ghost house

OTHER STUFF
Pixel-Gon - Luigi's new sprite set
KaizoMan - Physics modifier tool

THESE are the people who really made this hack what it is. Without them, it never would have come to be and I can't thank them enough.
Alright, I'm back at this one final time. Unless a game breaking bug is found I won't be doing another update, but you're free to edit and use it in whatever way you see fit, this was made with LOT of community provided resources after all (thanks, smwc, you guys are the fucking best and made this dream project a reality).

The update is a smaller one, so don't get your hopes up too high. I just wanted to tweak a few more things before calling it quits. Truth be told I didn't even really want to do another update at all. I'm at my wits end with this project, and have mostly lost interest, but rant aside, here it is. Patch to a 512kb usa smw rom and enjoy.





https://mega.nz/#!zHJliazB!XWBthSX1xL4lQKyeHQ6BRSjI_azJ79jV6YOShbQTyaQ
a possible "game breaking" bug, crash or soft-lock has been posted in the Romhacking forum when playing as Toad [maybe eliminate the cutscenes from Toad's game, Arty?]

Need to try out the other updated IPS files and see if there are any other problems found.

Edit 8/14: so far so good as I found no problems when playing with either Luigi or Peach. But it looks like the cutscenes which were taken out from the versions with Luigi and Peach were still there with Toad and they may need to be removed if they don't work properly w/ Toad & can't be fixed at all.
Originally posted by erpster2
a possible "game breaking" bug, crash or soft-lock has been posted in the Romhacking forum when playing as Toad [maybe eliminate the cutscenes from Toad's game, Arty?]

Need to try out the other updated IPS files and see if there are any other problems found.

Edit 8/14: so far so good as I found no problems when playing with either Luigi or Peach. But it looks like the cutscenes which were taken out from the versions with Luigi and Peach were still there with Toad and they may need to be removed if they don't work properly w/ Toad & can't be fixed at all.

The simple explanation is that I restarted with a fresh rom for the new toad release, and forgot to disable them. I already fixed that issue, but the OW GFX also break when transitioning, so I'm scrapping the new toad for now anyways, until the 32x32 player tile map patch is fixed (if ever).

So use the older release for Toad, and the latest one for everyone else. I'll put out another update (eventually) that puts the minor fixes into the funtional toad release.

edit: okay wow somehow i didn't even post that version here
my bad
again

https://mega.nz/#!qHQzzIrK!nKOQHgqeL6J9fjdrNJURlaac7__iHSsbnz_aoQeuNFw
Pages: « 1 2 »
Forum Index - SMW Hacking - Full Hack Releases - Super Mario World Advanced Version B

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