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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - SMB and TLL Beta Testing | |
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XPeter

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Posted on 08-05-05 08:19 PM Link | Quote
Originally posted by Rain Man
Thanks for making me beta tester.

A glitch i've found at the mo is in world 3-4 the tiles which take you back to the beggining of the castle and that sound the right or wrong sounds are glitched. This is a major glitch and would be noticible to fix.


That reminds me, the right, wrong, and teleport blocks are visible for testing purposes, they'll be invisible in the final release.
stag019

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Posted on 08-05-05 08:22 PM Link | Quote
Thanks for picking me! I have downloaded it and am ready to go. So how long do we have?
XPeter

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Posted on 08-05-05 08:31 PM Link | Quote
Originally posted by stag019
Thanks for picking me! I have downloaded it and am ready to go. So how long do we have?


as long as you need, i'm not releasing either until SMB1.5 is finished, and that might take a month or so. So yeah, take your time and test everything properly.

EDIT: Sorry MKM, the positions are all taken, you'll just have to wait for the final release.


(edited by peter_ac on 08-05-05 11:34 AM)
Golden Yoshi

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Posted on 08-05-05 09:04 PM Link | Quote
Well, I just played 1-2 and there are a couple of problems...

1) The bounce gfx for the brick blocks is orange, which really looks very bad with the blue color of the blocks. Did you plan on fixing that?

2) In the warp zone exit, the lantern in the back does not fade out when the flag is touched.

EDIT: Played 3-1, big problem...

In the bonus pipe area of the level, the bullet bills are invisible and don't hurt you. I know you said there were problems with the bullet bills but that's really bad.


(edited by Golden Yoshi on 08-05-05 12:10 PM)
XPeter

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Posted on 08-05-05 09:21 PM Link | Quote
The brick sprite is on palette 8, i want to change it to 9 which the goomba uses, because the goomba is always the game colour as the brick. The lantern is using a palette animation, so I really don't know how to fix that, unless i can some how completely disable the fade out. (Calling BMF ) I'll take a look into that bullet Bill problem later, it might be a problem with where i placed the generator, or it might be a sprite memory setting problem. @ All testers: I need some ideas for W8-4 in both games and WD-4 in TLL. At the moment, you'll see that I ripped all of the last screen with the cage properly, but i can't think of a good way to end the level.
Teundusia

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Posted on 08-05-05 09:42 PM Link | Quote
Aww... I didn't get picked

Ah well, can't wait for the actual release. Plus then it won't be glitchy!
Rain Man

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Posted on 08-05-05 09:52 PM Link | Quote
Theres a pipe in World D - 4 that leads to Level 0 (The bonus room game.) The pipe that leads out then takes you to World 1 - 1. Please fix this. (Unless Intentiall)
XPeter

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Posted on 08-05-05 09:55 PM Link | Quote
Whew! That was quick! You're at W D-4 already? No that wasn't intentional, tell me where the pipe is so I can fix it.
Rain Man

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Posted on 08-05-05 09:58 PM Link | Quote
Yeh, Im at World D-4. (Didnt use warps eaither ) . . . Its the third pipe in the castle, in the Cheep-Cheep area.
HyperLamer
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Sesshomaru
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Posted on 08-05-05 10:12 PM Link | Quote
Originally posted by peter_ac
7. The Hammer Bros. [...] disappear instead of falling off the screen.
13. The Buzzy Beetle can be killed with a fireball.


MarioWorldReconfigurator should be able to fix these.
The Kirby

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Posted on 08-05-05 10:57 PM Link | Quote
Here are a few problems I noticed in my test-play.

1. Hammer Bros. don't respond to being hit from the bottom. Meaning that if you hit a ? block while a Hammer Bro is on top, he won't die.

2. Lava tiles aren't correct. This is more cosmetic then anything else. In the SMAS: SMB, Mario/Luigi would fall through the lava and fall into a pit and die as if he fell into a bottomless pit. However, you have a death tile below the bubbling lava that kills Mario/Luigi in the "looked surprised and fall down" fashion.

3. Orange pipes on the overworld map show Mario/Luigi at destination for a brief period before the transition effect.

When a character walks to one of the orange pipes, they will be warped to another orange pipe. However, as soon as the game warps Mario/Luigi, you will see them at the destination for a brief period before the screen pans out and follows Mario/Luigi to the new location. This can only be seen if the destination is on the same screen as the pipe warping to it. This only happens on the main overworld map.

4. Mario and Luigi's colors on the overworld map aren't quite correct.

5. Able to jump out of the water in water levels. Fixing this would be wise. A lot of the challenge from the original was the fact that you had to stay under the water and avoid all the obstacles. Here you can jump and easily avoid almost everything. If you fix this, make it so that the area above the surface is a water area that pushes Mario/Luigi down, instead of a invisible ceiling.

6. If you can do it, I suggest making it so that enemies die by falling off the screen when hit with a fireball, instead of coughing up coins.

7. Fix the title screen demo. The way the screen moves to the right looks a little jerky. Try to mimic it from SMB by having Mario just stand there or make a little play demo your self.
Cardcaptor Yoshi

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Posted on 08-05-05 11:06 PM Link | Quote
Things that vaguely resemble bugs (first playthrough):

1-1: The first power-up block disappears when I hit it (but it's still there and the mushroom still comes out). Is it my emulator?

1-2: Bricks turn orange when hit (bounce color, reported by Golden Yoshi?). Welcome to warp zone text? Lamp stays on when level cleared (reported by GY also?)

1-3: Moving platforms too wide, but probably unfixable? (due to Mario World technical stuff, i.e. SMW platforms look like that) Waterfall in BG stays/flickers during level clear countdown (same as lantern?).

1-4: Bowser doesn't move/can't be fireballed to death. (due to more limitations, right?) Is he based on the Bowser statue?

---

Update:

2-1: Blocks look funny when hit, IMO. It doesn't really look like it bounces, just another off-color (orange) block coming out of it.

2-2: Don't pirhana plants come out of the exit pipe? (i.e. the one you come out of next to the climb to the flagpole) I thought that was in the original SMB. Might want to check that out.



(edited by Cardcaptor Yoshi on 08-05-05 02:12 PM)
(edited by Cardcaptor Yoshi on 08-05-05 02:18 PM)
XPeter

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Posted on 08-05-05 11:26 PM Link | Quote
1. I'm not sure how to fix this yet. 2. I know, that was intentional. I thought it would be nice to add extra features like that. Similarily, it snows in World 5. 3. Once again, I don't know how to fix this. 4. I'm not sure I understand. Elaborate. 5. I guess you're right. 6. I like the coin thing. I think I'll keep it. Unless a lot of other people disagree? 7. Okay! I'll do that.
Kario

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Posted on 08-05-05 11:39 PM Link | Quote
Originally posted by Cardcaptor Yoshi
2-2: Don't pirhana plants come out of the exit pipe? (i.e. the one you come out of next to the climb to the flagpole) I thought that was in the original SMB. Might want to check that out.



In the original, there was no pirahna plant if you went the normal way, but if you went through the bonus area, there was one when you came out of the pipe.
The Kirby

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Posted on 08-05-05 11:43 PM Link | Quote
2. It's not a bad thing by any means; I just assumed you wanted this game as close to SMB as possible. On a similar note, when Mario/Luigi crosses the goal in snowing levels, the screen fades out and you see a bunch of blacks specks all over the character. You don't really need to fix this, but if you do, I suggest having the snow beyond the flagpole to appear behind Mario/Luigi instead.

3. I suggest keeping those pipes away from each other or replace them by having bridges connected to other worlds.

4. Mario's shoes are peachy colored. I might be a little too critical, as the overworld Mario sprite palette isn't as easy to convert as the in-game Mario sprite palette is.

6. Same thing as #2, depends on how close to SMB you want it to be. Perhaps you can facilitate both the audience and your self by having it so that the enemies fall off and die AND you get a coin! That would look cool. Might slow the game down, though.
XPeter

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Posted on 08-06-05 12:07 AM Link | Quote
If you exit from a pipe with a Pirhana Plant, the Pirhana Plant hurts you.
Golden Yoshi

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Posted on 08-06-05 12:09 AM Link | Quote
Well, I'm playing levels at random but I'm finding problems with mostly every level I come across.

1. In 9-1, why is there just a stray flagpole in the middle of the level?
2. In 9-4, the fireball is messed up. It jumps from the bottom, then when it gets to the top it disappears, then floats above the water.
3. In D-4 sometimes the falling platform disappears in the fish jumping fiasco.
4. The Hammer Bros. have bad squish gfx in D-4 in the room outside.
5. The save screen letters on the world map have bad palettes.
6. In B-3, there should be a platform below the two bricks so that the player can get the fire flower in one of them.
7. Waterfalls in the BG don't fade out when the levels are defeated.
8. In C-3 there is a part when the space between one of the spring boards and a falling platform is too wide to jump, or maybe it isn't showing up due to sprite memory problems.
9. In B-2 one of the red fish disappears when the Ball n' Chain appears.

There are many problems lingering around here and there and I hope you're able to fix them because they won't go over so well when it is released, so this still needs plenty of improvements.
KATW

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Posted on 08-06-05 12:17 AM Link | Quote
I played worlds 1-9 so far... pretty good from what I can tell, despite all the limitations.

Thoughts and suggestions from an overall point of view so far.

1. World nine was not available for players who took warps. With clever manipulation of overworld events, you could make the path inaccessable if a "secret" exit is taken.

2. Hammer bros cant be killed via block beneath them... very evil.

3. Water over pits originally sucked luigi and mario down... possible use of movement blocks could emulate this.

4. The same with the leafy wind. Movement blocks (I know I saw it once in there, but not everywhere it could have been)

5. Yes, I know the bullet bills are screwed up, but all you really need to use is a straight bullet bill generator, right?

6. When you end a level, the music keeps playing... might it be possible to play a different set of music when you pass the goal? (The end level music from SMB3 comes to mind.) It just comes off as... strange.

7. Nice use of pipes on the overworld... keeps things interesting. Nice overworlds as well.

8. Underwater, the gravel at the bottom of the level doesnt have a "Corner" piece. I know that youre going with exact rips here, but that doesnt men Nintendo didnt have its own graphical mistakes that you cant fix.

Pretty much, all of the other glitches I wanted to mention are in the previous list

Once I get finished, Ill bust out a notepad for some real critiquing.
The Kirby

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Posted on 08-06-05 12:22 AM Link | Quote
Originally posted by peter_ac
If you exit from a pipe with a Pirhana Plant, the Pirhana Plant hurts you.


Are you sure? I used Lunar Magic and put a Pirhana Plant in an exiting pipe and I didn't get hurt at all (and that was for both small and big Mario's, mind you.)
SoNotNormal

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Posted on 08-06-05 01:23 AM Link | Quote
1. In SMB1, in cave levels, I noticed when you hit blue bricks, the colour screws up on them.
2. In 8-4, like D-4 in SMBLL from what I've heard, the second pipe takes you to a bonus room then 1-1 again.
3. In 8-1, when I pick up the second koopa after it's been squished, I die. Just by touching the shell.
4. In levels with snow, the snow vanishes when it hits coins - looks kinda odd ..

These are all I have spotted so far.


(edited by SoNotNormal on 08-05-05 04:28 PM)
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