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0 users currently in SMW Hacking. |
User | Post |
purplebridge001 Posts: 4/15 |
ZONE 1: Start at YOSHI'S HOUSE.
ZONE 2: Start at DONUT PLAINS 1. Yellow switch palace already cleared. ZONE 3: Start at VANILLA DOME 1. Yellow and Green switch palace already cleared. ZONE 4: Start at CHEESE BRIDGE AREA. Yellow, Green, and Red switch palace already cleared. ZONE 5: Start at FOREST OF ILLUSION 1. Yellow, Green, and Red switch palace already cleared. ZONE 6: Start at CHOCOLATE ISLAND 1. All switch palaces already cleared. ZONE 7: Start at SUNKEN GHOST SHIP. All switch palaces already cleared. |
Alastor Posts: 4902/8204 |
Uh, no.
I play Mario World hacks with friends all the time. Entering destroyed castles is easy. Hold L, cancel the screen, hit R. Or the other way around. |
asdf Posts: 2256/4077 |
Originally posted by Smallhacker Actually, you could enter them in two-player games in the original, too. The timing of pressing the buttons was critical, however. If you messed up, the live exchange box would show up. You have to press the buttons at EXACTLY the same time. |
Smallhacker Posts: 495/832 |
When playing a 2 player game, Mario and Luigi can't give lifes to each other. This allows one to enter destroyed castles in 2P games as well. When one of the players gets a Game Over, that player is out of the game until the other player also gets a Game Over (and the game returns to the title screen).
A lot of the code and data in the ROM seems to have been moved around. |
Stifu Posts: 323/647 |
You can skip more sequences indeed... Some things feel also faster.
However, there's a big lag after having completed a switch palace, as switches fly through the map... |
Chickenlump Posts: 97/154 |
I think you can also skip the castle beating event sequences also, though I'll have to recheck the original now... my memory isn't what it used to be... |
Sgraff87 Posts: 134/176 |
Pressing start gets you through the intro message quicker than the SNES version.
That is all that I noticed. But perhapse collecting powerups seem different for some reason. Like Mario collects them at a different place. Like they get closer to him before getting collected. Might be my imagination though. |
smwedit Posts: 40/62 |
in this one, there is a break between the two lines in the yellow switch palace at the end message that say: -SWITCH PALACE- and The power of the switch.... and it doesn't say "your progress will also be saved" obviously because it can't save.
And this one can't be opened in LM. |
ghettoyouth Posts: 265/332 |
you don't have to wait at the welcome message
edit: |
asdf Posts: 2255/4077 |
It's four in the morning, I'm bored, and you're asking me to find all the differences between normal SMW and something else?
Okay, I'm in. *downloads* I've played the arcade cabinet version before...or rather, seen an arcade cabinet version. The version I saw was quite different from the one shown here (it only had three ZONE choices (called AREAs), and other games (specifically, a modified F-Zero and Actraiser) were present in the cabinet as well. One thing I noticed right away is that you can't START+SELECT out of completed levels. Which means that the coding for it has either been disabled, or isn't present at all. |
BMF54123 Posts: 352/876 |
...and it works in SNES emulators! (Super System = SNES in an arcade cabinet, for those who don't know)
Since you can't save your game, a "Zone Select" was added, which allows you to start at the beginning of any world: Aside from that, the game appears to be the same, though there are a lot of differences in the code. I've made an IPS patch that will convert a clean, headered SMW ROM into the NSS version. Help me find all the differences! nss-smw.ips |