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The Base ROM, Various Tools & Files (2015-07-19)

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New public update (see first post). I've also changed the date format to YYYY-MM-DD. yay

Some of the changes:
- Lunar Magic 2.32 compatibility
- most layer 3 backgrounds have been migrated to LM
- reduced SRAM size to the minimum (same as vanilla SMW)
- fixed some SMWC coins related bugs
- tweaked the status bar a bit (waiting times, palettes)
- updated Barker Duck (aesthetics, reduced health)
- fixed some Norveg bugs
- fixed title screen
- fixed Hindenbird (mostly)
- "fixed" multi-midway-points
- fixed crashes when eating stuff with Yoshi
- inserted most of the changes that Magiluigi sent me (see his thread)
- fixed some stuff in Musical Mechanisms
- fixed balloons in Balloon Bonanza
- a lot of other minor/whatever fixes to specific levels, too many to list here

Many thanks to HuFlungDu again, who worked (and is working) with me, fixing a lot of stuff.

e: ignore the hub graphical garbage, it's unfinished.

Playing through the base a bit cause its been a while. Going to kinda jot down a few bug and things that I see as I come across them;

-Title screen is missing its animated "press A"
-Hub gfx are glitched (known)
-The musical jingle at the end of each level needs to be shorten since there is no score count or anything and having the long awkward freeze is just kinda pointless.
-Also when you collect the goal sprite, the SMWCcoin counter briefly shows up (and its blank regardless if you collected coins or not).
- Hitting the goal sprite while flying up, keep you flying up forever (known)

-Hitting the pause button while a sprite is in the status bar area will something make some of it disappear
-The face on the latiku cloud sprite sometimes disappear in Plateau pumps
-Coins in hikers hollow show up as collected already
-Silver coins in hikers hollow have a weird red tint to them
-Actual boss doors need to entrance of Trunic
-Fringe forest shows the amount of smwccoins I collected in reclaimed refinery (in-level, not on the overworld)
-In the key path of treetop toss-up, the layer-3 scrolling will randomly stop
-The auto scrolling layer 2 portion of maniac mine, the mine carts should probably be set to act as tile 100, with them currently being fully solid can make for some awkward situations and can get you stuck and killed.
-The bubbles in Lilly swamp romp are suppose to appear behind the water

Will add more as I go on
Layout by LDA during C3.
Playing through Arboreal Ascent, it really looks like the background colors didn't account for the HDMA gradient. (The backdrop is blue in LM, and the colors match, but it's orange-ish in-game.)

Not sure what consequences I want that to have, I'm just saying.


 
I like the new 7/19/2015 base rom. however, there are still some game crashes & some problems that need to be fixed.

Fighting the boss in the Tourou Temple level for a long time (and is not defeated) will lead to a game crash/freeze. Also a "long" battle with the Uni-cycle boss in Nexus Norvegicus level can also crash the game (is there any way to beat this boss?)

The 2nd SMWC coin in Digsite Dangers level is still missing (like where is it? I only found the 1st and 3rd SMWC coins but not the 2nd coin and I looked everywhere).

Some levels in the Sky world (Soaring Stronghold & Stormy Stronghold) are incomplete and don't have the goal exit to end those levels.

And I wonder if the switch palace levels (Countdown Chamber, Emerald Escapade, Dymanic Disarray & Sideshow Showdown) should be replayable (like allow re-entry of these levels). If the SMWC coins are NOT collected in those levels and these levels are beaten, they are no longer accessible. That's another problem that needs to be looked at [play FPI's TSRP2R game; the switch palace levels in TSRP2R are actually replayable by pressing L + R]

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by erpster2
Some levels in the Sky world (Stormy Stronghold) are incomplete and don't have the goal exit to end those levels.


Level leads to a boss that isn't completely fixed yet.

Quote
[And I wonder if the switch palace levels (Countdown Chamber, Emerald Escapade, Dymanic Disarray & Sideshow Showdown) should be replayable (like allow re-entry of these levels). If the SMWC coins are NOT collected in those levels and these levels are beaten, they are no longer accessible. That's another problem that needs to be looked at [play FPI's TSRP2R game; the switch palace levels in TSRP2R are actually replayable by pressing L + R]



They're all supposed to be replayable. Nimono had a brainfart when making the events and forgot that detail. It'll be dealt with along with another OW-related problem.

Glad to see progress is still being made.
Btw if you guys see levels with missing map16 tiles it's because I'm a dumbass and forgot to send lui the pages they're in |-O

Thanks for releasing the new version. I am glad to see it still being updated.
I played a couple levels of the new base and there's a couple things in Togepuku Tussle

-The message boxes ended up in the wrong order again.
-The palette is a bit... weird, for the mini-puffers and red-puffer. I can fix that pretty quick though and submit a new palette.
-The fall-colored leaves replacing the cherry blossoms look odd since it is obviously springtime
-(Nitpicky) My old modified ninji graphics had a mask to go along with the snorkel, it was nice to see the snorkel was not forgotten for the new graphics but his mask is missing! Not a big issue, but I can re-add it and just wanted to point it out.
- The red puffer is supposed to come back (like lakitu) when killed, I killed him by hitting a block and he never came back. Not sure what's up with that.

Otherwise from the semi-random set of levels I've gone through nothing stuck out as especially odd, besides the face on Lakitu's cloud disappearing sometimes.
Are you saying that there was a new update on this game? I honestly thought that the game had been long abandoned. Please know that I am very great full that people are still working on this.

I'm been following the progress for years and would really really really REALLY like to see it finished.

I may download the newest beta and give it a test. Also what ever happened to smwcp 1.5? Was that project abandoned?
Yup, for lack of interest mostly.
I'm late but keep it up guys #smw{:peace:}
It's easily the best thing I've done
So why the empty numb?
Originally posted by Final Theory
Are you saying that there was a new update on this game? I honestly thought that the game had been long abandoned. Please know that I am very great full that people are still working on this.

People have been telling you for months that there's work being done behind the scenes whenever you made a thread in this forum, maybe reading the replies to your thread would've given you that hint??
Your layout has been removed.
Bug Central over here, reporting back because leod complained at me enough to make me come over here

9-3 Reverse Universe:

Going past this point, the game / emulator crashes (due to a corrupt sprite) like so.

9-7 EREHPS EHT RAEF:

Fadein has glitchy sprites before completion.


The 'boss' fight is either broken or unimplemented, as killing the Nose with a throw block leaves you stuck.

9-8 Phantasmagoria:
All sprites are missing from section 3, leaving jumps like this uncompletable without adding platforms (and the bells at the end are non-functional, so you also need to hack in a door)


Fourth section has corrupt Map16 data here, preventing the level from being completed (solid platform added in LM) - as well, there is no exit at the end of the section (it leads to level 1 anyway, so...)

5-4 Soaring Stronghold:

Jumping up here (at the end of the level) dumps you

here, and you immediately fall and die.


Also minor nitpick, but Thwomps do not check both blocks underneath them for collision.

8-4 Musical Mechanisms:
Moving geometry sometimes fails to crush Mario if it's going upward.


The level still has an 'S' coin graphic in the HUD instead of the SMWC coin graphic.


Infinite 1-up farming spot is bad m'kay.


Game still locks when hit while caped and offscreen.


Entering this level before any level that has a KooPHD in it causes them to load egg graphics.

Major Bug
The Nexus Cannon crashes the game after a while.

REASON FOR THIS CRASH (mind the debugging script):

Normal cannonballs fired by the boss, like this one, are deleted when they exit the screen as usual.

However, red cannonballs are NOT deleted when they exit the screen,

and continue existing in a sprite slot.
Eventually, the cannonballs reach critical mass, and we run out of sprite slots -

and then the game crashes. (It oddly does not crash when a new cannonball is fired, it crashes shortly after the cannonball leaves the screen.)


Also obvious blind spot.
thx to e r i k for layout
Originally posted by Samario


Also minor nitpick, but Thwomps do not check both blocks underneath them for collision.

It was like that in the original game, no?
The base named 2015-07-19.bps file downloads for me as a Text Document (.TXT) file! And I want a IPS version of that base (my patcher doesn't support BPS patches (i'm on Android).
My Android ROM patcher is named "UniPatcher" (it's on the play store).
My emulator name: Snes9x EX+ (Android port of Snes9x)



Originally posted by Gregor
Originally posted by Samario


Also minor nitpick, but Thwomps do not check both blocks underneath them for collision.

It was like that in the original game, no?

Bugfix by Lui37
Give thanks to RPG hacker for working on Asar.
Which collab took longer to finish, SMWCP or SMWCP2??
I support:

There is a story behind every pair of eyes.
SMWCP2 by far, considering it still isn't finished.
Your layout has been removed.
Originally posted by Luansilva12
The base named 2015-07-19.bps file downloads for me as a Text Document (.TXT) file! And I want a IPS version of that base (my patcher doesn't support BPS patches (i'm on Android).
My Android ROM patcher is named "UniPatcher" (it's on the play store).
My emulator name: Snes9x EX+ (Android port of Snes9x)


Transfer your clean SMW.SMC ROM to your computer. Then, use Floating IPS to apply the patch. A patched duplicate of SMW.SMC will be made. Transfer the duplicate patched SMC and your clean ROM back to your device and try to load the duplicate.

I hope I've been helpful.
I support:

There is a story behind every pair of eyes.
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