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ColPanic

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A member registered Nov 11, 2018 · View creator page →

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I'll work on that too.

Anyway, longer answers:

  • World mixing is hard because SMB3 worlds are unidirectional and SMW worlds are omnidirectional and frequently have multiple ways in or out, so there's not really a clean way to make it feel like both progression and mixing. One idea I had was mixing Star Road and Warp Zone but I haven't put a ton of thought into making that work. I do want to shuffle SMB3 world order at some point at least.
  • I don't want Switch Palaces to be vanilla forever. I think I want them to be possible rolls for Toad Houses eventually.
  • Stay tuned on SMB3 inventory.
  • I absolutely could implement progress saving, and in fact I think SMW's works by complete accident, but I've poisoned SRAM so bad by stuffing it full of important cross-game memory that I fear trying to actually keep it sane over power cycles. God knows what state information would leak strangely or stop working after a power cycle.

I have more to say about all of this, but firstly I think I fixed the subarea corruption issue - can you retest on the same seed and confirm? If not, please provide the seed and options you chose so I can keep working on it.

I really don't like the idea of allowing pre-patched ROMs because I've really reworked a lot of systems and things aren't going to land in the right places. However if you have patches you'd like me to integrate, definitely let me know. Someone else mentioned the brick bug fix so it's on my list, not sure of any others?

And yes, more is coming soon on the global physics stuff - more than just physics, in fact.

I did recreate the 8-4 death bug while testing on real hardware and will resolve it soon.

I actually originally did skip the SMB1/LL level previews while building the first version, but it caused some weird level loading issues that I didn't feel like chasing down so I just restored it. I actually kind of like the level previews and the only reason they're not in SMB2U is because it's part of the character select screen, but I guess if it annoys people I could work to remove it or hide it.

Yeah, SMW's physics is the main draw for me (I think that's the best feeling Mario game ever) but it absolutely is not the only physics swap planned - in fact there's an early unfinished version of SMB1's physics in the code and playing it is, in fact, pretty miserable! A physics randomizer is my end goal.

Thanks for the heads up on the physics issues, I'll keep tweaking it.

I've been resistant to this because my philosophy has been to make it seem like one cohesive experience - Mario going through each level in each game. But really there's no harm in having it as an option I suppose.

2 Player mode, the bonus games and reserve powerups going into inventory are on my list. Airships should eventually be randomized like every other level. Kuribo's shoe is a special case in SMB3 and hard to use outside its dedicated level, that one isn't likely sadly. I like the idea of secret exits or warps opening the secret toad house or coin ship, going to add that one.

I actually wasn't aware of the hand level issue, that's a new one. Thanks for letting me know. I'll add it to the list.

Hey there. Thanks for the detailed bug reporting. I intend on working on these (and further bug reports) when I have more time to dedicate to this. I appreciate you trying it out!

If you were curious, I have a couple answers to some of your questions/comments.

  • 4F2 should be omitted but isn't, for some reason. I am planning on overhauling how forts, airships and the tank levels work so they open up paths and advance worlds regardless of being Boom-Boom or Koopaling battles.
  • At one point I had inventory stars passing through to all games but something broke that. Not intentional - plan to fix.
  • Haven't decided how I want warps to work in guest games. I'm a little tempted to have them warp between SMB3 maps but this may break things more than I intend. Likely I will make SMB1/LL warps end the level.
  • N-Spade cards are getting overwritten with garbage data (all mushrooms) when a guest game is loaded and a previous card is in memory. The number of matches on the previous card still survives to the new card, so it ends early. I plan on saving the complete SMB3 map to SRAM so it survives game changes - this will fix the map screen issues too.
  • I honestly don't know what to do with SMB2U regarding powerup state. I don't like that it resets your powerup state, and three hearts is a decent compromise but the "memory" of what your old powerup should be when you return to SMB3 feels like discontinuity? Though admittedly the same thing happens between the Cape and Raccoon. This is absolutely a problem I made for myself by deciding on SMB3 being the connecting glue.

I wouldn't mind having the VOD available if you'd like to provide it! Thanks again.

(1 edit)

Hey there. I think I may have made the interface a little confusing, but you check the boxes for the games you want to EXCLUDE. So if you don't want to play SMB1 and LL, you'd check the boxes for those games.

I couldn't recreate your 1P issue in bsnes 115. Do you have the seed for the rom that wasn't working?

Edit: Changed the UI to make more sense. Leave the games you want to include checked, uncheck the games you want to exclude. So you can now just uncheck SMB1 and SMBLL.

REAL?

Hey, nice job on the game. My one big critique is that the controls seem a little strange, I would put both jump and shoot on keys or on mouse buttons. I really like the idea behind the game and how it ties in with the theme - very novel!