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General Bugs and TODO list [Updated 6-25] (Please report all bugs here; General and Level specific)

Free Space Options:
Originally posted by imamelia
- $068000-$06F538 and $078000-$07EFFF are usable, assuming the level data from the original SMW isn't needed
- $0CD900-$0CF7DE original background tilemaps
- $0CAC29-$0CB7FF, $0C9567-$0C9EB0 and $0DF3A0-$0DFFFF should be usable as well.


Sprites- Normal:
-[ASM]Reusible P-Switch Glitch
-[GFX]Redraw EREPHS EHT RAEF Luigi
-[GFX]KooPhD GFX broken in various levels. (Note: Can be fixed easily via extra bit and LevelASM)
-[ASM]Pansers (fire and ice) don't spawn properly in vertical levels
-[ASM]Hammer Bro GFX show up incorrectly. (Note: Fixable via copy/pasting Fire/Boomerang Bro tilemaps/properties.)
-[ASM?]Air meters/RAM addresses used in Crystalline Citadel and Myrkky Mainline cause Mario to appear over Turn/Question Blocks when hit from the bottom.
-NEW[ASM]Having Yoshi get wings by any means crashes the game


-[ASM]Goal Roulette will give Mario firepower if he gets the Flower while having a cape.

Blocks:
- Certain 32x16 cracked blocks in Crumbling Catacombs do not react to sprite contact.

Graphics:
-Global layer 3 Water need to be inserted/made

Palettes:
N/A

Bosses:
Tanuki (W3)
- Have the Green Koopa spawn in place of the Boomerang Bro
- Don't make the Tanuki stun Mario when she does the ground slam thing.
- Make it take three hits. There is no reason it needs to be more than that.

Boss Jelectro (W4A)
- Add a few more yellow spikes to hurt him with, and remove the outer columns of jellyfish to give the player a bit more breathing room.

Madam Mau (W4B)
- Reduce the number of blocks, and increase the time between them. It's really hard to dodge them right now.

Hindenbird (W6)
- Borked like Bork Laser

Frank (W7)
- Reduce the speed of everything by about #$10 .

Norveg (Final)
- Needs to be done.


SMWCoins:
-Pause Menu is broken and won't show the coins or Status Bar stuff (p4)

Music:
-Need Credits Music

Overworld:
N/A

Title Screen and Credits
-title.asm needs to be fixed inserted
-Start/Finish Credit Roll

Other
-[ASM/GFX]Cutscene ASM is needed from Kipernal and needs to be completed
-[ASM]Lives Glitch up if they go past 99 (p4)
-NEWVarious Level has been known to crash on ZSNES 1.42 (ie. Fantastic Elastic and Cumulus Chapel)


Level-Specific
Code
World 0 (Hub)
Level	Level Name		Bugs Found
001 	 Hub			-[LEVEL]Needs to be completed
				-[ASM]Needs Jukebox 
World 1 (Grass/Industry)
Level	Level Name		Bugs Found 	
002	 Girder Grasslands	- Message Boxes go behind the layer 3 background as they're appearing.
003	 Plateau Pumps		- Message Boxes go behind the layer 3 background as they're appearing.
				- Lakitu ambushes the player when they're emerging from pipe w/3rd SMWC Coin.
004	 Hiker's Hollow
005	 Smoggy Steppe 	
006	 Switch Scamper
007	 Velocity Valves 	
008	 Countdown Chamber 	
009	 Reclaimed Refinery	-fix root gfx
				-slightly too hard, slow the roots down a bit
				- the acorns go behind the closed eye and it looks weird 
					they should go in front of it

World 2 (Forest/Swamp)
Level	Level Name		Bugs Found 	
00A	 Lily Swamp Romp 		 
00B	 Blazing Brush 	 	 
00C	 Floral Fears 			 
00D	 Manic Mine 	 	 
00E	 Fringe Forest 	 	 
00F	 Treetop Tussle 	 	 
010	 Arboreal Ascent 	 	 
011	 Briar Mire 	 	Slow down Dryad Horz speed

World 3 (Oriental)
Level	Level Name		Bugs Found 	
012	 Akarui Avenue 		The Dark room will not light up.
				
013	 Pon-Pon Palace 	 	 
014	 Onsen Overhang 		 
015	 Togepuku Tussle 	 
016	 Kourai Crevice 	 	 
017	 Shénmì Frica-Sea	 	 
018	 Tourou Temple 	 	-have the green koopa spawn in place of the boomerang bro
	 			-don't make the tanuki stun you when she does 
					the ground slam thing
	 			-make it take three hits. there is no reason it needs 
					to be more than that

World 4A (Water)
Level	Level Name		Bugs Found 	
019	 Tropical Turnout 	 				 
01A	 Beach Ball Brawl 	 Wave section needs a Layer 3 BG. 
				Ninja gfx broken in wave section
01B	 Hydrostatic Halt 	  
01C	 Coral Corridor 	 		 
01D	 Crocodilian Crossing	 	 
01E	 Barathrum Baritis 	 	 
01F	 Stone Sea Sanctuary 	  Hit the P-Switch and pause the game and the water will 
					rise/fall even if the game is paused. L3 water glitches
	 				when entering the underwater portion for a second time

World 4B (Desert)
Level	Level Name 		Bugs Found	
020	 Sunset Split	 	 
021	 Gunky Grotto 		Gas Bubbles are missing correct gfx
022	 Scorching Sepulcher 		 
023	 Emerald Escapade 	 	 
024	 Frivolous Fires 	 	 
101	 Crumbling Catacombs 	Sub level 88 needs a layer 3 bg
				SMWC coin Glitched in Sublevel 8A
102	 Digsite Dangers 	Sand does not stop scrolling when game is paused
103	 Opulent Oasis 	 		 
104	 Jewel Jubilation 	Sand Storm needs recolor.	 

World 5 (Carnival)
Level	Level Name		Bugs Found
10F	 Terrifying Timbers 	 	 
110	 Carnival Caper 	 Glitched jumping shyguys
111	 Sideshow Showdown 	 	 
112	 Coaster Commotion	Light/Fence game crashes ROM. 	 	 
113	 Balloon Bonanza 	 Balloons randomly pop when you are holding an item. 
114	 Playground Bound	 
115	 Fantastic Elastic 	sideways thwomps uses the standard angry face when eyes are closed	
 				

World 6 (Sky)
Level	Level Name 		Bugs Found
116	 Tropopause Trail 	  
117	 Dynamic Disarray 	  
118	 Aerotastic Assault 	 Message box color fix
119	 Radiatus Ruins	 	  
11B	 Cumulus Chapel 	Beating this level breaks the game.
	 			Music for the "Yoshi" part doesn't not activate the drums right away
				Yoshi's appearance in the second half crashes ROM.
11C	 Artillery Auberge 	 A BG needs to be inserted.	 
11D	 Dangling Danger 	 	 
11E	 Soaring Stronghold 	 	 
11F	 Stratus Skyworks 	  
120	 Callous Cliffs 	 Layer 3 Bg Needed, 
				Cave track lost a sample or something


World 7 (Fire/Ice)
Level	Level Name		Bugs Found 	
122	 Lava Lift Lair 	 	 
123	 Crystalline Citadel 	 	 
124	 Shivering Cinders 	 Yoshi Eggs gfx are broken. 
				Rising flames do not hurt Mario, when on Yoshi
125	 Frost-Fried Frenzy 	  
126	 Frostflow Freezer 	2nd half of the level the game locks up.  HDMA is the most likely culprit.
127	 Volcanic Panic 	 	 
128	 Smoldering Shrine 	 	 
129	 Chilly Colors 	 	If you have an item in your hand and press the 
				spin jump button, Mario will normal-jump and flip the red/blue blocks
105	 Ice-Floe Inferno 	 	 
12A	 Pyro-Cryo Castle 	-Bad Info box colors	 
				-Bad Fire ball palette
World 8 (Factory)
Level	Level Name		Bugs Found 	
12B	 Rusted Retribution 	Layer 2 segments needs a Layer 3 BG. 
12C	 Incineration Station	
12D	 Petroleum Passage 	Incorrect sprite gfx
				
12E	 Musical Mechanisms 	 
12F	 Synchronized Sector 		 
130	 Myrkky Mainline 	 	 
131	 Perilous Paths 	 	 
132	 Nexus Norvegiocus 	 
	 			
13A	 Asteroid Antics 	 	 

World 9 / Bonus (Abstract / Dream)
Level	Level Name 		Bugs Found	
133	 Reverse Universe 	 	 
134	 Candy Calamity 	 	 
135	 Monotone Monochrome 	 	 
136	 EREHPS EHT RAEF 				
137	 Crystal Conception 	 	 
138	 Euphoric Eminence 	 	 
139	 Bedazzling Bastion 	
13B	 Abstract/Dream Final 	
		Phase 1: 	missing some tiles
		Phase 2: 	
		Phase 3: 
		Phase 4: 	Missing a block
		Phase 5: 	
The blarggs hit box should be adjusted. It's kinda annoying.

Mind giving an example? The coding for it is the same as the original, and I don't recall an issue with it...
Layout by LDA during C3.
Sometimes, pausing the game causes half a sprite to appear (or just completely disappear)



Pressing the start button on the overworld causes it to glitch out graphically.

Originally posted by maro
Pressing the start button on the overworld causes it to glitch out graphically.


Looks like something mangled the pointer to the scroll arrow stripe.

org $0084E5 : dl $04819F
<blm> zsnes users are the flatearthers of emulation

Fixed. Thank you Alcaro. ^_^

As for the other bug, I'm waiting on p4 to give me the final version of that pause screen.
Layout by LDA during C3.
Originally posted by 2dareduck
The blarggs hit box should be adjusted. It's kinda annoying.


That's a complete non-issue.
When Blargg re-enters the water and Mario is near where the eyes appear you get hit. Also you get hit right under the blargg. You should only get hit as he attacks.

Originally posted by Punk Sarcophagus
That's a complete non-issue.

Originally posted by Lightvayne
The coding for it is the same as the original

I mean they never were meant to be out of lava. So changing the way mario interacts with it in water should be necessary. Right?
Originally posted by 2dareduck
When Blargg re-enters the water and Mario is near where the eyes appear you get hit. Also you get hit right under the blargg. You should only get hit as he attacks.

Originally posted by Punk Sarcophagus
That's a complete non-issue.

Originally posted by Lightvayne
The coding for it is the same as the original

I mean they never were meant to be out of lava. So changing the way mario interacts with it in water should be necessary. Right?


I agree with 2dareduck, granted it's how it is in SMW but seeing as this is hack why don't we tweak it?

Yeah, I had forgotten about that level. I'll place it on the list
Layout by LDA during C3.
I found a bug in the level Cumulus Chapel. Having beaten this level once before, I have no idea what happened, but it needs to be looked at.

After knocking down all the flyers in the small room and getting the paper, I left that room to continue the level, only to be thrown into a bonus room where I have no control over what direction I take and inevitably lose a life.




Vanilla Twist!
Someone overwrote a secondary exit(again). It's a pretty simple fix.
aran - Graces of Heaven
In several levels I tested the "on/off" switch will cause problems.

for example in "Playground bound" (switch to "on" and you will reach heaven when you enter another room.)



the same with "Fantastic elastic" (you wont be able to go to de door while bouncing on the roof.)

I saw it also happened with other levels but I forgot to make a "print screen."

Edit: by the way, on the main screen it says "Press start". in fact you should press B.
Î was told to post my bug report here. So here I'm#w{=3}

I used the Base rom 3.30 so don't wonder if some bugs are already fixed. Now i use the newest version #w{=D}

-Pon Pon Palace: Wow, just wow.

-Onsen Overhang: The thermometer looks glitchy


Uhm.... there are half chucks......
and there and they can fly or go through walls #w{=|}

-I thing the textures for this enemy aren't done or?


-Togepuku Tussle: I love the red puffer fish, I don't know why, but I like him.

-Shenmi frica seaI very loong level. Too long in my opinion, maybe more middle points?

and he frecked me out. He don't move, just stands still. What happened with him? I really thought the next room will have a new kind of enemy who make mario freeze or something #w{:s}. He is creepy...


-Koura Crevice:Maan to play as yoshi is somehow annoying...


and in the end, mario sits on yoshi. I don't know what happened. Mario is now yoshy, then he goes into a pipe and ride yoshy???? Maby there should be a scene who show how thy switch???


-Torou Temple:I love this level and I love the boss. The idea to make a ninja raccoon.(I woould love to see the racoon suit like in smb3 in this world #w{=3}. It would fit better as the feather or the fire flower.

Oh and maybe there are too many sprites? Sloooow dooowns!


-Beach Ball Brawl: The middle points looks strange....


and the part who mario flew from the tsunami, ehm the background is black and white and the musik is the original super mariop world opening soundtrack.


-Barathrum Baritis:I can go up up up o I die xD


This fire ball is somehow in tha wall, glitch!


So thats it, I hope I help you with this again.
Update #w{=)}:

-Barathrum Bartis: Maybe you should write what I should do x). This isn't a bug, but I thought I should post this...


this spiky balls loocs glitchy, but when I swim up they look normal:


And there was a fromp. He want to slide to the left, and was gone....


-Hydrostatic halt: This piranha plant don't work, the fire who are spied disapear in the ceiling.


-crocodilian crossin: The blocks obeve the pipe who mario is looks in my opnion uggly, just grass would fit better:
also there

and I thing a shoubox would be really helpfull in this area. The normal gamer who never played sn smwc production don't know that there will be a beast who eat you, when you aren't fast enough in reaction.... it is just, oh a shield, something dangerous is there, WTF was that o i died, how stupid. It is just kind of unfair #w{=D}. I died too, because I forgot the connection betwen this enemy and the shield #w{=P}:


I don't know why. But I feel like this enemy isn't really necessary, he can't die like a muncher can't move like a muncher and throw fireballs. I remeber a enemy who are used just in one level, and I thing this enemy would fit better.

Here the original in the level:
and here my suggestion: They are better #w{:>}

a coopa wants to go in the wall:


and this crocodile is too deep in the water, I didn't think he can see me x).


-Stone Sea Sanctuary:This item is the best underwater item ever

Please add this item in more Water levels. You throw soo much potential away, by just using it one time.

here i died and I don't know why, the jellyfish was only yellow and pow, I died...


soo thats it again.
Was playtesting my level, Patroleum Passage, and found something serious... not in the level mind you. The Green Cyborg Koopas seem to kill the music when they go into their shells and roll towards you. I believe it has something to do with sound or something.

The jelly fish thing should be taken care of in the next base rom. it was missing gfx.

Barathrum Bartis is a disaster zone and I'm looking it to getting someone to redo it
Layout by LDA during C3.
Originally posted by DundG
this spiky balls loocs glitchy, but when I swim up they look normal:

That's no one's fault but ZSNES's. Nothing that can be done about it.


 
Yesterday I played through Cumulus Chapel in the new base. Well, the secondary exit I mentioned before was fixed, but I found something else.

When I beat that level, I get transported to a part of the overworld where there is no level tile.

Please check the end of Cumulus Chapel in Lunar Magic. I encountered something like this before when I beta-tested another hack, and it turned out that an overworld warp was the cause of that problem. There could be an overworld warp as a goal point in Cumulus Chapel too. Just throwing it out there.


Vanilla Twist!
Trying out Perilous Paths and found something:

OH GOD ITS A MIRAGE (Read: These blocks don't work properly.)

EDIT:

I can't see a thing in this level. It looks just fine in Lunar Magic...Is this what it's supposed to be? (Perilous Paths)

EDIT2:


Sprite Memory Issues. (Plateau Pumps)
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.