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Author Topic: Super Mario World DX Rebuild  (Read 4562 times)

Arty

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Super Mario World DX Rebuild
« on: April 09, 2019, 11:10:38 pm »
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!

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?

-(V14-1 addition) New sprites for Peach and Luigi! Special thanks to falchion22 for allowing me to use his smw styled Peach sprites!

-(V14-1 addition) A new ending for Peach! Again, credit for this goes to falchion22.

-(V14-0 addition) If you dislike the additional music I've added, then use the (Vanilla) marked patches, they are designed to be closer to Advance 2 then the (Special) ones

-(V14-0 addition) The cape feather is bugged when used by Peach and Toad, so instead they get the returning and fully functioning tanooki leaf!

-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.

-(V14-0 addition) Toad and Peach are now playable characters! Toad has the worst jump but best speed, and Peach has the worst speed but gets both a float and a small dash ability.

-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?
I do eventually want to give backgrounds more depth, add hdma effects, and give it msu1 support. However, this may never happen. I am busy with other projects currently.

Screenshots





Download (V14-0)
https://mega.nz/#!mSwRxaRJ!UvtnX-Q_gqtIcqgH1DBGq4WpSAW5nLwFIP0uZeDhBzc

Download (V14-1, Currently only the Special variations, Vanilla has not yet been updated)
https://mega.nz/#!qHQzzIrK!nKOQHgqeL6J9fjdrNJURlaac7__iHSsbnz_aoQeuNFw

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. Checksum information is available in the read-me.

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, along with Peach's abilities and the raccoon ability.

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 pre 14-1 sprite set

Bensalot - Luigi's 14-1 sprite set

Construct101 - Toad's sprite set

Falchion22 - Peach's 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.
« Last Edit: May 10, 2019, 10:10:21 pm by Arty »

Vanya

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Re: Super Mario World DX Rebuild
« Reply #1 on: April 10, 2019, 02:32:40 am »
Awesome. his does a lot of the stuff I always wanted in a DX SMW.
I'll give it a go as soon as I have some free time.

dm0x

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Re: Super Mario World DX Rebuild
« Reply #2 on: April 10, 2019, 11:05:50 am »
I played through the first half of the game with Luigi, and in some cases he was super overpowered, in others that required tiny hops and precision, he was quite challenging. I didnt run into any glitches so far, and am quite happy with everything ive seen thus far. Great work! I appreciate the work you put into the fandom.

Arty

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Re: Super Mario World DX Rebuild
« Reply #3 on: April 10, 2019, 11:18:59 am »
Very minor update, just fixes a few text oversights. Link in OP has been updated.

TripleDaGOD

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Re: Super Mario World DX Rebuild
« Reply #4 on: April 17, 2019, 12:00:00 pm »
I was thinking about this hack a couple of weeks ago and couldn't remember exactly what it was and now here it is!

Congrats on all the work so far and here's to a speedy finish!

XModxGodX

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Re: Super Mario World DX Rebuild
« Reply #5 on: April 19, 2019, 05:55:33 pm »
Pretty good but I noticed a few... questionable enemy placements for example: yellow koopas by next to ledges in donut plains 3 (they function differently than red or blue) and a random shell-less koopa among all the climbing ones in castle one. Also this may be because I cleared special zone asap but one of the boo frames on the boo ceiling in the regular donut ghost house has a portion of their face go dark but other boos with the same frame don't have that problem.

Arty

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Re: Super Mario World DX Rebuild
« Reply #6 on: April 20, 2019, 02:56:36 am »
Pretty good but I noticed a few... questionable enemy placements for example: yellow koopas by next to ledges in donut plains 3 (they function differently than red or blue) and a random shell-less koopa among all the climbing ones in castle one. Also this may be because I cleared special zone asap but one of the boo frames on the boo ceiling in the regular donut ghost house has a portion of their face go dark but other boos with the same frame don't have that problem.
I did not modify enemy placement, so that's strange. I'll give it a look. With the boo circle, do you mean the blushing frame? I fixed that, but it might have cause a different issue. I'll check it out.

Arty

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Re: Super Mario World DX Rebuild
« Reply #7 on: May 08, 2019, 07:09:47 pm »
New update! Check the op for more info. I decided to do the vanilla versions and additional content update all at once, so i apologize for the delay

gamingcat02261991

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Re: Super Mario World DX Rebuild
« Reply #8 on: May 08, 2019, 10:15:48 pm »
Can't wait for the finalized version! ;)

Arty

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Re: Super Mario World DX Rebuild
« Reply #9 on: May 10, 2019, 10:05:31 pm »
Did another quick update
I gave Luigi and the Princess new sprites, fixed Toad's hud, and altered the Princess's ending, along with fixing a few small bugs.

One I have not been able to fix, and any help is appreciated, is the yellow koopa issue.
Issuw being there are random yellow koopas spawning in various levels. These do not show in the editor and I am very confused.

Vinci2000

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Re: Super Mario World DX Rebuild
« Reply #10 on: May 18, 2019, 11:06:19 am »
 I have some suggestions, change the colors of the title logo to more closely resemble the logo used in the Mario World 3DS Bundle, change Mario and Luigi's colors to be more artwork accurate. The Status Screen should have darker colors, not bright washed out colors


superfantendo

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Re: Super Mario World DX Rebuild
« Reply #11 on: June 12, 2019, 12:14:18 pm »
This is wonderful. Thanks for providing this.

Is there any chance of implementing/providing compatibility with a patch like this: https://www.youtube.com/watch?v=hDiMl0JSR_4 where we get those extra toys but it doesn't have to impact the game?

moritasan2040

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Re: Super Mario World DX Rebuild
« Reply #12 on: June 15, 2019, 11:29:56 pm »
Once Super Mario Maker 2 is release'd, are you going to modify Toad's sprite to match his official SMW-style sprite?
And are you going to add in any new music from it? Like, there's the forest music, snow music, sky music, and night music officially made (by Koji Kondo!) for the game now. :D

gadesx

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Re: Super Mario World DX Rebuild
« Reply #13 on: June 16, 2019, 03:55:00 am »
Looks very good. I usually see a lot of smw hacks but don't play anything. Ultra hard hacks and demos...

But this one looks a enhancement of the original that I must try.
(Seriously you can play with luigi, toad or peach?) :beer:

Arty

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Re: Super Mario World DX Rebuild
« Reply #14 on: June 16, 2019, 12:35:40 pm »
Once Super Mario Maker 2 is release'd, are you going to modify Toad's sprite to match his official SMW-style sprite?
And are you going to add in any new music from it? Like, there's the forest music, snow music, sky music, and night music officially made (by Koji Kondo!) for the game now. :D

Yes! This is absolutely something I want to do, when it releases. Whether or not I *can* is another story, but I'll look into it.

This is wonderful. Thanks for providing this.

Is there any chance of implementing/providing compatibility with a patch like this: https://www.youtube.com/watch?v=hDiMl0JSR_4 where we get those extra toys but it doesn't have to impact the game?

I can look into this, however I know for certain it would break the save compatibility I'm trying to maintain, so no promises.

Looks very good. I usually see a lot of smw hacks but don't play anything. Ultra hard hacks and demos...

But this one looks a enhancement of the original that I must try.
(Seriously you can play with luigi, toad or peach?) :beer:


Glad you like it!

I have an update in progress right now, just have been busy with other things. Sorry for the delays!

ThegreatBen

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Re: Super Mario World DX Rebuild
« Reply #15 on: June 16, 2019, 01:27:18 pm »
You said you were looking for something to do with the Yoshi coins, having the end goal only appear once they're all collected would be fun.

Someone actually did it with DKC and the K.O.N.G letters.

gadesx

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Re: Super Mario World DX Rebuild
« Reply #16 on: June 17, 2019, 08:40:55 pm »
I didn't find the rom exactly with the sha1-md5, I try from no-intro, goodsnes, and others
without headersa and nothing,
I try patch the No intro common rom with BPS and works fine

No-Intro Name: Super Mario World (USA)
(No-Intro version  20130701-030720)
ROM/File SHA-1: 6B47BB75D16514B6A476AA0C73A683A2A4C18765


The info about the rom from readme:
SHA1
e7c9d2954aed2814fbb43f259aefc25404da8463
MD5
48f5b924fbad956c8e14e20b34bfa305