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Dragonsbrethren

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Re: super mario universe 2 help?
« Reply #15 on: August 18, 2009, 01:27:31 PM »
Deathlike, do you know if ZSNES 2.0 will be accurate enough to break these hacks? If so, I'm wondering if that will be enough to finally motivate someone in the SMW hacking scene to make them hardware compatible. (I shouldn't say that, I don't follow the scene, maybe that already is a priority there). I wouldn't doubt it if Lunar Magic itself is the problem; none of FuSoYa's hacks I've tried worked on my copier, although other people have reported getting the SoM VWF hack working (I've never tried that one in bsnes, so I don't know how it fairs there).

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Re: super mario universe 2 help?
« Reply #16 on: August 18, 2009, 01:47:54 PM »
i follow it somewhat, and i've never, ever seen anyone say anything about accuracy/compatibility.  it's not mentioned anywhere on smwcentral as far as i know.  i think they assume things will be played on emulators.

you may very well be correct about lunar magic.  super demo world works quite nicely in bsnes, though(e: .048).  i thought it was expected not to work on real hardware? i thought i read a post from fusoya at some point about him knowing it/his stuff doesn't work.
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Deathlike2

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Re: super mario universe 2 help?
« Reply #17 on: August 18, 2009, 05:16:46 PM »
Deathlike, do you know if ZSNES 2.0 will be accurate enough to break these hacks? If so, I'm wondering if that will be enough to finally motivate someone in the SMW hacking scene to make them hardware compatible. (I shouldn't say that, I don't follow the scene, maybe that already is a priority there).

I couldn't tell you as I haven't been in the loop as of late. I doubt many/most hacks are tested on a console. I would personally think this stuff is most certainly done for translations (at least the later ones anyhow).


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I wouldn't doubt it if Lunar Magic itself is the problem; none of FuSoYa's hacks I've tried worked on my copier, although other people have reported getting the SoM VWF hack working (I've never tried that one in bsnes, so I don't know how it fairs there).

It could be the copier, since compatibility is never perfect across the board in the first place. Lunar Magic at this point in time probably is not good enough for real major hacks IMO (those with lots of custom ASM).

i follow it somewhat, and i've never, ever seen anyone say anything about accuracy/compatibility.  it's not mentioned anywhere on smwcentral as far as i know.  i think they assume things will be played on emulators.

you may very well be correct about lunar magic.  super demo world works quite nicely in bsnes, though(e: .048).  i thought it was expected not to work on real hardware? i thought i read a post from fusoya at some point about him knowing it/his stuff doesn't work.

Lots of the hack incompatibilties had something to do with vblanking when it shouldn't have been allowed (I think) in the emu. J2e's FF4 translation is at the top of the example list (in my head) that would not render correctly with a copier (specifically the ending text scrolling).

Anyways, I suggest you taking a pic of what you see in Lunar Magic... you should take pics referencing the entire level (entrances and exits) and perhaps we may be able to figure what you're missing.... actually.. lemme dl the hack and patch it up and run it through Lunar Magic...
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Dragonsbrethren

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Re: super mario universe 2 help?
« Reply #18 on: August 18, 2009, 05:27:00 PM »
Actually, J2e's translation works flawlessly from what I remember. I may have been playing with an older version, before they did any significant changes, though.

Deathlike2

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Re: super mario universe 2 help?
« Reply #19 on: August 18, 2009, 05:32:49 PM »
As far as I can tell from the overworld map overlays (you need Layer 1 Mario Paths and Make All Mario Paths translucent), there is no secret level as far as I can tell.

You need to open the Overworld Editor Window to see all the secret paths.

The only secret area seems to be the cloud on the same map... it is two spots ahead of your current video's location (it has two paths).
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bond697

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Re: super mario universe 2 help?
« Reply #20 on: August 18, 2009, 09:12:13 PM »
no, there is no secret level. you have to find the alternate exit to be able to advance. beat the stage, you can't go anywhere.  it works kinda like the star world in super demo world.
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Deathlike2

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Re: super mario universe 2 help?
« Reply #21 on: August 18, 2009, 10:01:36 PM »
Ok, I'm looking into the level...

On the initial level load (12A), there are two exits... one goes to FF, the other goes to 14A. The pipe at the end is one of the warps.

FF leads to an exit.

14A branches to two exists... a pipe leading to 14B, the other is a secret door that requires a POW switch... that leads to 192.

192 leads to some classic mario coin area with the exit looping back to 14A

14B leads to 14D...

14D leads to an exit.

That's about it.

The only thing I can think of is that you may have that Super Demo World issue...where completing a level prevents you from completing the same level again (via a different exit).
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Re: super mario universe 2 help?
« Reply #22 on: August 18, 2009, 10:09:25 PM »
ok, i was reading lunar magic right.  

ff is the secret exit and it's pretty much completely inaccessible for some reason.  

i could see that being the case, but that means that a good part of the game would be inaccessible after that.  i can't believe that someone would intentionally cut at least a full world because of that.

:edit:

btw, once i turned off the sound plugin, it started running in bsnes.  go figure on that one...

i really wish this guy was still around.  i'd love to ask him about it.  maybe i can pm him on the smwcentral boardds and he'll eventually get it.
« Last Edit: August 18, 2009, 10:16:38 PM by bond697 »
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Deathlike2

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Re: super mario universe 2 help?
« Reply #23 on: August 18, 2009, 10:20:26 PM »
The only thing that seems out of place is the stuff on top in 14B.
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Re: super mario universe 2 help?
« Reply #24 on: August 18, 2009, 10:25:50 PM »
you're right, but other 2 of those in the level are just "air" tiles according to lunar magic, so that probably is too.  he did screw with a few "unseeable" p-switches like that in smu 1, though.  i should go check it out.  i also found a platform just now at the bottom of the water under the blue p-switch door in 14A.  it seems to be just plain land, though.

:edit:
also 192 isn't accessible from anywhere in the level.  i'll figure this thing out someday...   :shadow:
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Deathlike2

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Re: super mario universe 2 help?
« Reply #25 on: August 18, 2009, 10:35:48 PM »
For a thought... did you save after completing the level?

The thing is, sometimes the emu will not properly let you continue on your way.... it happens rarely (but randomly) and sometimes you want to revert to a previous state (before even completing the level) and see you need to start the level clean to complete it.

It's happened to me once with an SMW hack, so, I dunno what else to tell you.

Edit:

The secondary exit actually is simply a #, but warps to a different location on the same map... so if you scroll past the pipes in 12A and 14A, you'll see where you end up.
« Last Edit: August 18, 2009, 10:43:04 PM by Deathlike2 »
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Re: super mario universe 2 help?
« Reply #26 on: August 18, 2009, 11:00:20 PM »
my save that i posted is from before the level was ever attempted.

and, yes, i saw that about the secondary exits.  i think he screwed up the one in the part with the little greyish mole thing.  they both lead to the summer area.  eh, i'll track him down somehow.
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Deathlike2

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Re: super mario universe 2 help?
« Reply #27 on: September 16, 2009, 04:44:45 PM »
I'm not entirely impressed with his first hack to be honest. When parts of the levels mirror the original, it's not that unique. Additionally... some of the "different" enemies are over-rehashes of the older ones.

There's a few levels worth speaking about, but otherwise I was a bit disappointed for the most part.
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Re: super mario universe 2 help?
« Reply #28 on: September 16, 2009, 06:41:30 PM »
it gets better with the second one, but you can't get all the way through it, which sucks.

some of the stuff is pretty cool, though.  like i mentioned above, the metroid and some of the other ripped  graphics are neat and so are some of his originals.
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Deathlike2

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Re: super mario universe 2 help?
« Reply #29 on: September 16, 2009, 08:00:03 PM »
Well, you start at the last levels... so you technically "can" finish the game... just not completely.
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