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/vr/ - Retro Games

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>> No.8762000 [View]

Looks like this thread is going to die soon so I should give an update. I'm still here, I've been taking a break after v1.09 but I still plan to work on v1.1. I may release v1.091 with some changes before then.
Thank you for all your support and art!! I'm not sure when another /v/3 thread will be made, but I'll be lurking there too.

>> No.8728174 [View]

v1.09 https://anonfiles com/d01bl6P5xe/vorldNV_zip
/v/inale boss nerf, fixed midpoints in 2 levels

>> No.8723069 [View]

v1.08 https://anonfiles com/Jc8cM2O0x3/vorldNV_zip
/v/inale changes

>> No.8722117 [View]

v1.07 https://anonfiles com/z3DbJfObx9/vorldNV_zip
final update until v1.1 unless something major comes up

>> No.8720970 [View]

v1.06 https://anonfiles com/d0Z6FcOcxe/vorldNV_zip
pause item is fixed, update is compatible with old saves
credits are updated, nerfs added

>> No.8703606 [View]

>>>/v/591543398
mario if he real

>> No.8703417 [View]

>>8703332
Found the problem. My code started checking at $1F2E instead of $1F2F because I really need to sleep. Release soon, if this quick test goes well. Sorry for the wait, everyone.

>> No.8703332 [View]

>>8703063
/v/ coins don't get counted in the shop unless you get them in a single deathless run. I've been trying to solve this problem for the past few hours now but it's giving me a lot of trouble.
If ANYONE knows how to fix this please let me know, this is the only thing holding up release.

>> No.8703161 [View]

Release is coming in an hour or so

>> No.8702671 [View]

>>8700191
Kino, it's fully added into the hack now.

>>8702426
>>8702637
Sure, that'll work.

PROGRESS UPDATE: Every cutscene is done. All that's left is fixing the shop pipes. which I'm trying to figure out how to actually do right now.

>> No.8700163 [View]

Thanks for the responses. Just a couple more things to finish now.

>>8699852
>>8699860
I like these ideas and they're technically possible to add, but I'm really crunching for time. I'll try to add them in the v1.1 update.
For the release time, I want to aim for sometime between 12pm-1pm EST, but I might take as long as 3pm.

>>8699896
Yes, the release thread will be on /v/. I'll be sure to post about it here when it happens.

>>8699950
I only plan to make a /v/ thread.

>> No.8699828 [View]
File: 610 KB, 256x224, clcutscene.webm [View same] [iqdb] [saucenao] [google]
8699828

Release date is still looking like tomorrow. For now, here's a cutscene I needed some feedback on.
Also, if MisterShu is still lurking - do you still have that 3D render of Moot? I thought it'd be nice to have it for a special "The End" screen after beating Cancer Lord.

>> No.8670669 [View]
File: 20 KB, 676x431, shazam.jpg [View same] [iqdb] [saucenao] [google]
8670669

There is a known bug that's still present in the finalfinalbeta that causes certain message boxes to randomly give you 5 dragon coins. It may have something to do with storing to $13BF - the level number - so the game ends up loading the dragon coins you picked up from whatever level it's loading the message from. This doesn't make the hack impossible to beat, and it will be fixed by release. For now, I've remapped some message boxes as a temporary workaround.

The credits are currently being worked on. If you'd like to be credited with a name, you can ask here in the thread or via email. I might be slow with replies, as I'm feeling under the weather again, but I'll try to keep up when I can.

>> No.8670665 [View]
File: 18 KB, 256x224, smv nv title.png [View same] [iqdb] [saucenao] [google]
8670665

Hello, /vr/. I am the organizer for /v/'s latest Super Mario World collab hack. The FINAL BASEROM is finally here, and it includes many tweaks, fixes, and the last few bosses. Below is a NEW version of the final build - not to be confused with the one posted in the previous thread, the current build now contains even more fixes.

This thread is for discussing testing and bugfixes before the hack is released. No more edits will be considered unless it prevents 100% completion. The hack is set to release on March 10. The last things needed before a v1.0 release are finishing some cutscenes and the credits, and fixing any glitches found during testing. After the hack releases, there will also be a future v1.1 update that contains the extra character skins and a boss rush level.

Testing doc: https://docs.google.com/document/d/1qE7rOQxkSmKv2FRFwByp445oOz0sRxgEsWk_I9z1IQo/edit#

Email me at: vhack2020@gmail.com

BASE(D)ROM:
https://anonfiles com/Ba9dO5K0x3/vhackFinalFinalBeta_zip

Download links for Super Mario /v/orld and Super Mario /v/orld 2
http://longc.at/vhacks.html
https://mega.nz/file/T4hkwAhA#SKAqXkkEp5XnBnRtS_yVV1wlqbY_7cjRGfCvVlfd2bs

>> No.8665782 [View]

>>8664758
No promises but I'll try to look into the possibility of it. Right now it sounds maybe possible but tedious, too tedious before release.
Also, for the thread: sometime later or maybe tomorrow I'll start the last thread, and drop a second final baserom that has more fixes. Sneedzoid hasn't been modified yet.

>> No.8664741 [View]

>>8654163
>>8657141
>>8657431
>>8658312
>>8660861
These will be fixed in the release version. No nerfs, graphics, levels, etc. will be changed unless it prevents 100% completion.

>>8656631
P-Switch music was removed because it cuts off longer songs like in /v/inale. I thought that would be annoying but it'd be easy to put it back if everyone would prefer it anyway.

>>8663798
This is what's intended. What I forgot is that there's no way to get the exit in /f/ortress after beating Bowser's Castle which can cause problems if you didn't already beat /f/ortress by then. This will be fixed by simply adding a goal sphere, but everything else is exactly how I envisioned the revamped puzzle to be.

>>8664126
The dose mechanic was supposed to be explained during the cutscene between phase 1 and phase 2. I'll make the fire attack faster in phase 2. Not sure how I should fix the walls attack, open to ideas.

>>8662930
Based, I'll add these in.

>> No.8654029 [View]

>>8653993
ONE IMPORTANT THING I forgot to mention, you'll need to start with a NEW SAVE or some major things are going to break.

>> No.8653993 [View]
File: 3.42 MB, 498x373, goku.gif [View same] [iqdb] [saucenao] [google]
8653993

https://anonfiles com/r8S0DfJexc/vhackFinalBeta_zip
The FINAL BASEROM is finally here! The last couple of bosses are in, along with the puzzle, Bowser's Castle, and many fixes and tweaks. Every level is final with the exception of Sneedzoid and Snacks. No more fixes, ideas, or the like will be taken into consideration unless it's absolutely game-breaking.
Thank you for your patience everyone, we're right at the finish line. And mark your calendars - the hack is planned to release on March 10!

>> No.8651357 [View]

Alright, it's settled then. I'll start putting together a dev build, then post it when I can. I'm not sure if the time until this thread dies is enough for testing and potential bugfixes, so we may be looking at one more /vr/ thread.

>>8650917
>>8650941
Sure. I'm also waiting until release to implement the credits, so if anybody else wants to be credited with an actual name, feel free to ask in the thread or by email.

>> No.8650684 [View]

Still alive and working on the final baserom. The cutscenes are the last thing I have to finish, and they're only thing preventing the baserom from dropping. I'd like to hear everyone's thoughts on what should be done next.
>cutscenes at release along with credits
>drop the baserom >>>>>at the end of the thread

>> No.8631734 [SPOILER]  [View]
File: 2.19 MB, 256x224, 1644958893537.webm [View same] [iqdb] [saucenao] [google]
8631734

Just a heads up, there won't be anymore level changes. My entire focus now is just getting the last things needed for a release.

>>8622532
>>8623360
Yes.

>>8624090
>>8629332
Maybe.

>> No.8620903 [View]
File: 6 KB, 256x224, v.png [View same] [iqdb] [saucenao] [google]
8620903

>>8620734
The port came out great, it's been added to the baserom.
And to the anon who edited the super training port, that's been inserted too.

>>8620593
>>8620596
A final baserom will be dropped by the end of the thread and I'll have a release date by then.

>> No.8557695 [View]
File: 178 KB, 256x224, switch.webm [View same] [iqdb] [saucenao] [google]
8557695

Update: Getting the hack released ASAP is the top priority, so the initial release will be missing a few extra things. The boss rush and playable characters are not dead - they WILL be added in an update.

Sneedzoid is complete except for the port. But if you've been curious enough to look through the files in the cancer baserom you've likely noticed a currently unused port called "super training". This was intended for the boss rush, but for now I'm considering using it instead of Adventure's End until the update is released. I didn't want to make this decision on my own, so I'd like to hear everyone's opinion on this first. You can listen to it here: https://vocaroo.com/1kJqTopjYWqV

Snacks boss has been in a limbo state for the past couple of months but it's mostly finished. I just fixed a few nasty bugs it had and it'll be done soon. It will be released alongside Sneedzoid. And lastly, Bowser's Castle is complete, and the puzzle is also nearly complete.

>> No.8542489 [View]
File: 8 KB, 256x224, sneed.png [View same] [iqdb] [saucenao] [google]
8542489

Hi /vr/. I'm still alive. I'm truly sorry for freaking everyone out. /v/orld is NOT dead - I know how much it means to everyone involved that this gets finished.
I just didn't want to post without anything to show. I know no one's here to hear my life story so I'm just trying to work in silence and get it done when I can.

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