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Mario's Final World

Mario's Final World

I wasn't ever planning on releasing any demos for this hack, but I changed my mind. This is a demo of the first world (without the castle), but there are at least 10-15 minutes of gameplay. Download link below the screenshots.


(imgur album)

If you found any of these images pleasing, you can try the demo by downloading this BPS patch and applying it to your nearest clean ROM.

Let me leave you with my favorite thing about this hack:
Whoa, nobody commented this one yet?

I kinda liked the screenies provided. And you've even placed pipes on slopes in the third pic. Not everybody does that, and this makes the design differentiated.

Right now I'm from job and can't play your demo, but I'll download it. Should be able to post a review by tomorrow, in case threads are still open to posting. It looks like a good hack.
MK2TDS
Originally posted by Blind Devil
Whoa, nobody commented this one yet?

I kinda liked the screenies provided. And you've even placed pipes on slopes in the third pic. Not everybody does that, and this makes the design differentiated.

Right now I'm from job and can't play your demo, but I'll download it. Should be able to post a review by tomorrow, in case threads are still open to posting. It looks like a good hack.

I honestly can't believe someone replied!
I'm always open to feedback and criticism. I'm pretty sure threads will remain open after C3 ends, but if not, you can always PM me. Thanks in advance for playing!
Yup, threads will stay open for comments for a week or so after thread submission itself is over.
Plenty of time!
Your layout has been removed.
Here's the promised review, bro.

First thing I'd like to point out is that your hack will likely break on real hardware, since you've used the old Romi's Addmusic. In songs that use echo, I could hear clicks/noise before the song started playing while playing in higan. As for the hack itself, it's pretty basic, yet still very fun to play. It also made me happy to see how you worried about fixing cutoff by merging GFX, as seen with slopes and pipes, but also columns and lava, the goal post and donut bridge railings. Now for the little details that warrant revision.

Pictured issues:
> Pretty minor and optional, but the lava animation is desynced where the column is placed. This also applies to palette animation of this level.
> Also minor, but powerups are having priority over brown blocks. Either tweak Ice Man's HDMA patch that you've probably used, or add priority to brown blocks.
> If I eat a blue or yellow Parakoopa, and spit them, they act weirdly. Either remove Yoshi from the level or remove the custom Paratroopas.
> (using your own pic I haven't noticed before lol) Weird tree placement where the pipe is located. Move or remove it. Also other hint: try adding more terrain variety to your overworld, putting some more little hills here and there to spice stuff up.

Not pictured:
> Koopas have inconsistent frames, especially shelless ones, as they flip from vanilla to the alternate SMW style.
> The Green Switch level was kinda pointless, because as soon as I entered it, I basically went starightforward screens and pressed the switch. Other than that, there's a pretty simple, optional puzzle to do in order to get an 1up. I recommend making this level somewhat challenging instead of bonus-like, though do as you wish.
> It's tricky to backtrack carrying a P-switch in Platforms of Mush to get the secret exit, especially where a vine is located. Try revising this level and tweak a bit the offending section.
> The layer 3 cloud effect on Land's End is pretty neat, but it obstructs the player's vision. I took several hits from enemies because of that. Perhaps make it translucent?
> The already mentioned Addmusic4 issue. It's likely most accurate emulators will crash at some point. Switch to AddmusicK, as it's a requirement for today's hacks to be accepted in this site.

Aside from these things, it was a cool demo. I loved the gimmick of Wet-Dry Cave, and liked Land's End's cloud effect as well, even though it made the level a bit hard to see. I also liked the intro cutscene with the little event added in there.

Keep going, and good luck with this hack.
MK2TDS
First of all, let me start by thanking you for the review.
I'm pretty sure the music won't break, seeing as I've tested most of the hack in the latest version of bsnes. Works just fine (save for the little crackling, which is really just an annoyance). It still uses HuFlungDu's Addmusic (which is supposed to work on real hardware). The only reason I haven't switched to AddmusicK is that every single time I decide to do it, I either find a new patch which crashes the game (e.g. the Leave Yoshi patch) or doesn't work with it (granted, I could probably fix it) or something odd that it does (such as the jumping SFX which really irks me for whatever reason). Granted, the newer versions of it work with the VWF dialogues (as proven by this monstrosity that I created just to test them) and that's what's most important for me. Now to address every issue you mentioned individually.
The uneven columns are a fairly new addition to castles and frankly, I know very well the lava desyncs and I've got no idea why I haven't fixed it. I definitely will. I'll be honest, the palette animation in Wet-Dry Cave was an accident (it uses consecutive ExAnimation slots, which is what causes this; there's information about it in the help file), however I ended up liking how it looks and decided to keep it (to me it looks like the water is flowing in).
The powerup priority is a known problem of the HDMA patch. I'd rather not add priority to the brown blocks, but I didn't know you could change the patch to fix it. I'll look into it.
Ah, yes, the custom parakoopas. They're really buggy and I'm way too scared to touch their code. Weird Yoshi interaction is definitely a thing with them (along with their weird hitbox, bad ground interaction, not being flammable and probably other things). I might make them inedible, as I really want to keep both them and Yoshi (worst case scenario, Yoshi's going, considering the level more or less revolves around them).
I agree, the pipe is weird. There are unused reveal tiles on the overworld, I'll make it hidden by default.
The Koopas are a mix between vanilla and alternate graphics. Their shells use the alternate graphics, whereas their bodies don't (I don't like how they look). I thought I'd made all shelless Koopas use their vanilla graphics (looking at Lunar Magic, the sliding one is the only one I've missed). I'm not sure what you mean.
My main goal with the switch levels is to make the puzzles optional. The Yellow Switch (technically not in the demo) is a little more complicated and I might make the later palaces harder.
I was playing through the demo this morning and I thought the same thing about Platforms of Mush. The switch is basically useless item babysitting. It's going away, that's for sure.
Land's End is really the place where the difficulty peaks in World 1 and the cloud effect is actually intended to obscure your view. In most places the clouds are way lower down, so all you really need to do is wait if you're uncertain about a jump or an enemy. It seemed a little unfair at first, but then I actually liked the idea of it.
Thanks a ton for all the feedback. It's really helpful and I'll take everything you said into consideration.
Originally posted by telinc1
The Koopas are a mix between vanilla and alternate graphics. Their shells use the alternate graphics, whereas their bodies don't (I don't like how they look). I thought I'd made all shelless Koopas use their vanilla graphics (looking at Lunar Magic, the sliding one is the only one I've missed). I'm not sure what you mean.


The inconsistency is noticeable when you jump over a Koopa. The stunned shelless Koopa frames animate between the vanilla and the edited alternate SMW.

e: forgot to explain, but Koopas themselves have odd shading between frames.
MK2TDS
If I throw a Goomba or Koopa shell in the slope after the first 2 purple pipes and the row of 5 ? blocks, this happens:




Originally posted by Luansilva12
If I throw a Goomba or Koopa shell in the slope after the first 2 purple pipes and the row of 5 ? blocks, this happens:

I've noticed that happening in Land's End, turns out it's a global issue. Slopes seem a little broken, not sure if this happens in the original game or not.

Side note, I tried switching to AddmusicK. I ended up porting to a new ROM and rage quitting after trying to change the Nintendo Presents sound. Addmusic 4.05 works fine for now and I'd rather not making a change which will break more things than it'll fix. I reread the hack guidelines a couple of times and the only requirement is that it works in all emulators (which probably includes real hardware). So far that requirement is met.
Might be intentional, but if you get a game over it restarts you with 256 lives.
Layout by Erik557
Hi.
Originally posted by Wind Fish
Might be intentional, but if you get a game over it restarts you with 256 lives.

Just checked it out. That's the 999 lives patch, more specifically a side effect of my trying to save the RAM it uses. I'm not sure if there's a way to save it properly, maybe someone can help with that.
I could always remove the patch itself.
Originally posted by telinc1
Originally posted by Wind Fish
Might be intentional, but if you get a game over it restarts you with 256 lives.

Just checked it out. That's the 999 lives patch, more specifically a side effect of my trying to save the RAM it uses. I'm not sure if there's a way to save it properly, maybe someone can help with that.
I could always remove the patch itself.

It would probably save you the effort of figuring out how to fix it if you did.

I forgot to say this earlier, nice hack! #tb{:)}
Layout by Erik557
Hi.
I have gotten the hack to completely work with AddmusicK. I'll switch as soon as SpriteTool Super Deluxe gets fully released (I might as well upgrade both tools). I'm currently looking into the 999 lives patch.
Seeing as C3 threads will soon get locked, I'm going to make a thread in the Works in Progress forum. This will be the third (and probably final) thread for this, as I am a little reluctant to bump a 1-year-old thread. I'll update the userbar in my post footer when I make the thread, so if this hack interests you in any way, feel free to check it out.