News:

11 March 2016 - Forum Rules

Main Menu

Mario World Improvement project

Started by Ar8temis008, October 16, 2017, 10:52:38 AM

Previous topic - Next topic

Ar8temis008

Quote from: IAmCaptPlanet on October 18, 2017, 09:19:58 PM
this is a GREAT idea, only the .bps is being a pain in the butt

i just CANT get it to patch (will there be an .ips patch?)

also, here is a few things i was wondering

1. can you re-enter world castles after mario knocks them down (i believe you couldn't in SMA2)

2. it would be AWESOME if you could make the dragon coins show up as shadow coins if they have been previously gotten (a la the "New" series).

3. i always thought the "all 96 exits" reward was hideous (like all of the baddies that change look worse to me) i would focus on making the base game deluxe and not trying to accommodate the "post all 96 exits" graphics

4. the Advance version added Dragon Coins to levels that previously didnt have them, did you add those too?

maybe the bonus area (after center star in star road) could have extra paths that have roadblocks that are unlockable after getting a certain amount of dragon coins.

e-reader levels would be ok with me, but tbh, just a "enemy gallery" type thing would be cool enough. like a Zoo type thing for Mario to visit after collecting all the coins.

what do you guys use to patch .bps files, they are just NOT co-operating

---edit---
ok so i need to add a header (re-reading is fun!) now i just have to figure out how the F to do that!!!

---(another) edit---
ok, so i found a header adder/remover utility thing that says i'm good to go.
still says "this patch is not intended for this rom"
dont know what i'm doing wrong, but i would LOVE to be playing this RN

October 18, 2017, 10:16:29 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

ok, just saw ccunning1's post and i got the original patch running fine (so not an issue on my end) just like his (or hers)

also, castles ARE re-enterable you have to hold down the L and R buttons at the same time
maybe you could make it where you can just enter them like normal levels
Here's the updated xdelta version
https://mega.nz/#!FmICjDAY!DxKe70VFtTyMfChfXjmcoLjgdtXKOVfxHLsarzS93Pk

1. Castles don't crumble, which while essentially a downgrade is a good placeholder until I find a way to let you re enter crumbled castles.

2. I've been thinking about placing a regular coin made to look like a "shadowed" dragon coin in the same spot, so when they disappear after you collect them you can see the fake coins. I'm not promising anything however, and won't be able to even try this for a while (computer issues).

3. Funny you should bring that up, when I created the patch I forgot to re enable the fall effect. So beating the last special world level does nothing.

4. Yes, all of them are there. Although some are slightly modified because they interfered with other objects (namely the fence that appears in castles).

I was thinking of just locking the entrance to special world until you get every coin (not including the ones in special world, of course)

That's actually a really neat idea. I'll see what I can do.

IAmCaptPlanet

yeah i just realized (remembered) that castles are re-enterable in the original game, by pressing L and R at the same time though.

i like this hack! thanks for working on it

and thats the same file that isnt working properly

Ar8temis008

Quote from: IAmCaptPlanet on October 19, 2017, 12:15:55 AM
yeah i just realized (remembered) that castles are re-enterable in the original game, by pressing L and R at the same time though.

i like this hack! thanks for working on it

and thats the same file that isnt working properly


Oops, wrong link.

https://mega.nz/#!kipHAB6D!goAYVXxKf4dBTsx1SjP6fiuni3EF6funLCrIEYTusJk

That's version 3.

IAmCaptPlanet

#23
funny how they added dragon coins to castles, but made them un-re-enterable

i know it's trivial, but i love the new intro in the GBA version too (the balloon ride) and the Luigi stuff too

also,
that patch just keeps giving me a black screen too. any ideas? the first patch is all i've played so far

Ar8temis008

Quote from: IAmCaptPlanet on October 19, 2017, 07:17:48 PM
funny how they added dragon coins to castles, but made them un-re-enterable

i know it's trivial, but i love the new intro in the GBA version too (the balloon ride) and the Luigi stuff too

also,
that patch just keeps giving me a black screen too. any ideas? the first patch is all i've played so far
Are you patching it to a no-header 512kb USA rom?

IAmCaptPlanet

no, i got it working now. lol

one thing i dont like is how the black (shadow?) area under marios hat bill has been removed though.

also, now you cant activate the map (moving the camera around the overworld) function

Ar8temis008

Quote from: IAmCaptPlanet on October 19, 2017, 08:58:30 PM
no, i got it working now. lol

one thing i dont like is how the black (shadow?) area under marios hat bill has been removed though.

also, now you cant activate the map (moving the camera around the overworld) function
I thought it looked nice, but if y'all really don't like it I can easily change it back.

Yes, but now you can save at any point in time which is very important when going back for dragon coins.

tom1988

I wanted to try the 3rd version of this, but the .bps file doesn't work. And now, the .xdelta version of the patch, though even when it was patched successfully, rendered the game totally unplayable. I don't know if Ar8temis008 will proceed to the 4th version if the .bps file won't patch to the game, or the .xdelta file renders the game broken upon patching. Worst case scenario would be for Ar8temis008 to start over from scratch for this project. That's probably going to make me, and everyone else sad. :(

Ar8temis008

Quote from: tom1988 on October 20, 2017, 06:43:53 PM
I wanted to try the 3rd version of this, but the .bps file doesn't work. And now, the .xdelta version of the patch, though even when it was patched successfully, rendered the game totally unplayable. I don't know if Ar8temis008 will proceed to the 4th version if the .bps file won't patch to the game, or the .xdelta file renders the game broken upon patching. Worst case scenario would be for Ar8temis008 to start over from scratch for this project. That's probably going to make me, and everyone else sad. :(
I parched it to a rom my self to test it and got it working perfectly. I 100% completed the game with both patches to make sure everything worked, so I know for a fact the patch works.

Also, IAmCaptPlanet said he got it working, so I firmly believe it's you making an error.

What emulator are you using? This has only been tested on the latest version of Snes9x, because zsnes and higan aren't available on Retropie as far as I know. You should also be patching it a no header USA Mario World rom with a 512kb file size. If you are in fact using the later versions of Snes9x and are patching it to an no header USA Mario World rom with a 512kb file size than I would like you to explain to me what bugs are occurring, and how are you triggering them.

tom1988

I use Snes9X v1.54.1 for Windows, and the Super Mario World rom is 512 KB (524800 bytes), so it should be unheadered. I recently stopped using ZSNES since I find it tiring to switch between it and SNES9X to play certain hacks.

Jorpho

My biggest beef with the GBA version, aside from the washed-out colors (which have been at least partially corrected in a patch) was the change in power-up progression – Cape Mario and Fire Mario don't become small when hit.  I kept hoping someone would release a patch to fix that, since I thought it would be neat to play through the game with the Dragon Coin counting.  But this is probably way better.  :)

If anyone is wondering, there's a list of changes here:
https://www.mariowiki.com/Super_Mario_World:_Super_Mario_Advance_2#Changes_from_the_original_game

So, completed castles are accessible after beating Bowser for the first time.

Changing everything would probably be too much of a stretch, but does this patch include the post-Special World graphics for Pokey and the Galoombas too?
This signature is an illusion and is a trap devisut by Satan. Go ahead dauntlessly! Make rapid progres!

Ar8temis008

Quote from: tom1988 on October 21, 2017, 12:03:17 AM
I use Snes9X v1.54.1 for Windows, and the Super Mario World rom is 512 KB (524800 bytes), so it should be unheadered. I recently stopped using ZSNES since I find it tiring to switch between it and SNES9X to play certain hacks.
Then tell me what bugs are occurring and how your triggering them.

VicVergil

This is really awesome, the quality of life additions from SMA2:SMW were sometimes added to other SMW romhacks but never as their own thing. Thanks a lot for this.

I do have a suggestion though, at the risk of sounding nitpicky: a lot of the level design changes in the GBA game were done to make the game easier. Having an optional patch without these would be nice.
Another thing, is there a way to make the costume changes that happen after collecting 96 coins or finishing the secret world optional in a way they can be toggled off from the "select" button sub-menu?

Are there plans to implement this in the All-Stars version of SMW?

And then there's one more thing I would like to ask about. Is porting the extra 6 challenge levels from the GBA version of Yoshi's Island feasible or not, with whatever space freed out in the SNES ROM by cleaning up the unused stuff (broken minigames)

Ar8temis008

Quote from: GHANMI on October 21, 2017, 11:41:04 AM
This is really awesome, the quality of life additions from SMA2:SMW were sometimes added to other SMW romhacks but never as their own thing. Thanks a lot for this.

I do have a suggestion though, at the risk of sounding nitpicky: a lot of the level design changes in the GBA game were done to make the game easier. Having an optional patch without these would be nice.
Another thing, is there a way to make the costume changes that happen after collecting 96 coins or finishing the secret world optional in a way they can be toggled off from the "select" button sub-menu?

Are there plans to implement this in the All-Stars version of SMW?

And then there's one more thing I would like to ask about. Is porting the extra 6 challenge levels from the GBA version of Yoshi's Island feasible or not, with whatever space freed out in the SNES ROM by cleaning up the unused stuff (broken minigames)
The level design changes aside from the extra dragon coins were not implemented.

The fall graphical changes were actually disabled by accident, so there's that.

I have no idea how I would go about this, so no. If somebody else want to do it, be my guest but it's outside of my own capabilities.

That's a neat idea, but I can't promise anything. Yoshi island graphics are an absolute pain in the ass to add to levels.

IAmCaptPlanet

i really enjoy this hack and i was wondering, do you know if it works with the MSU-1 audio patch. Savestates dont work on MSU-1 roms on Wii emulators, so the added saving funcionality would be a blessing.

just now figuring out all this MSU-1 audio stuff now, so would be a fun excuse to re-re-play this thing now!

anyways, maybe you could build the MSU-1 audio patch into this file, and if you dont use it, it still keeps the original audio, so its a win win sitch!

acediez

Quote from: midget35 on October 16, 2017, 12:48:57 PM
1. Could you please make a version without any graphical changes? Love the dragon coin screen idea without artistic changes.

I would love this too. I love everything that has been done with the hack, except I'd rather have the Mario sprite unmodified.

ThegreatBen

Great hack, will try it later, two things that would be cool as maybe optional patches is having the star at Bowser's castle only available after you get there legitimately, and two a fun challenge would be if the gate at the end only appeared after all the Yoshi coins were collected.

IAmCaptPlanet

maybe the best thing would be a hack that changes nothing about the levels in the game

just add the coin collection screen and make it blank out the levels that don't have dragon coins (like it does for Yoshi's House)

and add the save anywhere function.

and also the ability to play MSU-1 music if possible.

Ar8temis008

Alright, it's time for a small update.
-I reverted the changes to Mario's sprite
-I removed the save prompt after level completion, press the start button on the over world to save the game.
-And I created a BPS patch instead of using the xdelta format from Version 3.

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

I don't think I'm going to add MSU1, at least not now. I'm not sure if it'd work with the other changes I've made or the changes I am planning on making.

What I want to do next is implement layer 3 backgrounds which look wonderful, add a completion bonus for collecting all the dragon coins, and implement a mode 7 game over screen. I'm not making any promises, I've got other things to attend to so this might not happen for a while. In the meantime, I'd like to know what you guys would like changed/added.

RealGaea

Quote from: Ar8temis008 on December 29, 2017, 12:53:06 PM
Alright, it's time for a small update.
-I reverted the changes to Mario's sprite
-I removed the save prompt after level completion, press the start button on the over world to save the game.
-And I created a BPS patch instead of using the xdelta format from Version 3.

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

I don't think I'm going to add MSU1, at least not now. I'm not sure if it'd work with the other changes I've made or the changes I am planning on making.

What I want to do next is implement layer 3 backgrounds which look wonderful, add a completion bonus for collecting all the dragon coins, and implement a mode 7 game over screen. I'm not making any promises, I've got other things to attend to so this might not happen for a while. In the meantime, I'd like to know what you guys would like changed/added.

Can you edit the Luigi Sprite to his SMA2 version, I'm not fond of the SMAS+W ones.