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Author Topic: Super Mario World DX Rebuild  (Read 7699 times)

niuus

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Re: Super Mario World DX Rebuild
« Reply #20 on: August 12, 2019, 08:20:47 am »
ah shit okay I know what caused that.
Easy fix, gonna do it now.
Looks very cool, was it fixed?

lexluthermiester

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Re: Super Mario World DX Rebuild
« Reply #21 on: August 14, 2019, 12:12:48 am »
Just tried the newest patch and it soft locks upon beating a castle with toad also the toad status sprite glitches when transitioning between worlds.
I did not have these problems. ROM problem?

erpster2

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Re: Super Mario World DX Rebuild
« Reply #22 on: August 14, 2019, 05:29:48 am »
I did not have these problems. ROM problem?

not a rom problem, lexluthermiester.

it seems the problem XModxGodX is encountering is happening with me on some of the castles beaten with Toad, especially the castle in world 1.



it seems Toad runs too far to the left of the screen and "misses" stepping on the detonator that blows up the 1st castle and the game does not continue.
this was with a clean SMW ROM.
« Last Edit: August 14, 2019, 05:35:53 am by erpster2 »

Arty

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Re: Super Mario World DX Rebuild
« Reply #23 on: August 14, 2019, 07:03:35 am »
not a rom problem, lexluthermiester.

it seems the problem XModxGodX is encountering is happening with me on some of the castles beaten with Toad, especially the castle in world 1.



it seems Toad runs too far to the left of the screen and "misses" stepping on the detonator that blows up the 1st castle and the game does not continue.
this was with a clean SMW ROM.

This is a very real problem, and happened because i forgot to disable the transitions in the fresh rom. It's fixed, I'm just looking for a fix for the second issue with the world transitions, before I release it. For now I suggest using an older version.

SpringSonic9187

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Re: Super Mario World DX Rebuild
« Reply #24 on: August 14, 2019, 05:47:26 pm »
The Final version can't seem to work to me. The ROM boots up, but I get nothing but a black screen. I even patched it correctly!

EDIT: Nevermind, got it to work.
« Last Edit: August 15, 2019, 01:22:15 pm by SpringSonic9187 »

XModxGodX

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Re: Super Mario World DX Rebuild
« Reply #25 on: August 14, 2019, 06:26:28 pm »
This is a very real problem, and happened because i forgot to disable the transitions in the fresh rom. It's fixed, I'm just looking for a fix for the second issue with the world transitions, before I release it. For now I suggest using an older version.
Out of curiosity does the map issue occur when you patch a clean ROM with the patch needed for the toad graphics?

lexluthermiester

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Re: Super Mario World DX Rebuild
« Reply #26 on: August 15, 2019, 01:45:30 am »
not a rom problem, lexluthermiester.

it seems the problem XModxGodX is encountering is happening with me on some of the castles beaten with Toad, especially the castle in world 1.



it seems Toad runs too far to the left of the screen and "misses" stepping on the detonator that blows up the 1st castle and the game does not continue.
this was with a clean SMW ROM.
This is a very real problem, and happened because i forgot to disable the transitions in the fresh rom. It's fixed, I'm just looking for a fix for the second issue with the world transitions, before I release it. For now I suggest using an older version.
Figured out why I did not have that issue, older version of the patch. Sorry guys.

erpster2

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Re: Super Mario World DX Rebuild
« Reply #27 on: August 17, 2019, 04:34:33 pm »
The Final version can't seem to work to me. The ROM boots up, but I get nothing but a black screen. I even patched it correctly!

EDIT: Nevermind, got it to work.

the "final" version of the patches use IPS files, while the 14.0/14.1 & previous versions use BPS files.  Arty didn't use the BPS format for the final version.



@Arty: where's the "older" version of the SMW DX patch for Toad?

edit: aww never mind, had to go back to the 1st page of this thread to find it (I was kinda in a hurry when typing this)
« Last Edit: August 17, 2019, 04:42:18 pm by erpster2 »

Arty

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Re: Super Mario World DX Rebuild
« Reply #28 on: August 18, 2019, 07:34:29 am »
"There is, however, one fairly noticeable bug to be aware of - the bottom half of the player sprite on the overworld border briefly draws garbage when the windowing overworld transition is active (i.e. when switching maps via a red path tile). Pipes, stars, save prompts and level fades (to and from) all work fine. It took quite some time to sniff out the issue, but it seems this patch is at odds with some code applied by Lunar Magic upon saving the overworld. Applying this patch before or after saving for the first time makes no difference. I've made the decision to approve this update as version 1.2 seems to suffer from the same issue anyway, but a future update to remedy the problem would be welcome."
So, in short, this can't be fixed by myself. The only way it could be fixed is if the 32×32 player tilemap patch got an update.

I'll be sticking with older Toad when I upload this to the site (eventually).

also
the "final" version of the patches use IPS files, while the 14.0/14.1 & previous versions use BPS files.  Arty didn't use the BPS format for the final version.



@Arty: where's the "older" version of the SMW DX patch for Toad?

edit: aww never mind, had to go back to the 1st page of this thread to find it (I was kinda in a hurry when typing this)

I didn't even noticed I hadn't use the right patch format when getting it ready to send here, my bad.