TEST NOW - Super Mario World Widescreen Patch (16:9 + SA-1 Pack) - Beta v0.1
Finally after a long time, almost 5,000 lines of code, 100 KB of ASM files and many days improving the game I'm happy to bring the first beta version of the game.
This is an exclusive download for patrons. Thank you all for the support! Hope you all enjoy.
A few important notes:
This version is made for 16:9 or 16:10 screens. The ultrawide version is work in progress.
This version uses the SA-1 chip (10.74 MHz) as the main SNES processor. This version requires a more powerful device to play, but the game will play much better, with no slowdown and more sprites on the screen.
You can report bugs directly here or you can message me via Patreon or Discord.
Download bsnes_hd here: https://github.com/DerKoun/bsnes-hd/releases
The ZIP file contains the BPS patch. To learn more about BPS patches: https://sneslab.net/wiki/How_to_apply_ROM_patches
Let me know if you liked it and/or your experience! Let me also know if the game ran at a decent speed (specially phones) and/or if you had any performance issue.
Known issues I forgot to note on readme:
Ludwig (castle #4) battle background is broken
Some cluster sprites (boo buddies) and castle backgrounds (candles) are not rendering on widescreen region
Line guided sprites may wrap around the screen when spawning, making the game more difficult.
If everything goes right, I might post the beta 2 on Tuesday/Thursday and the final version will be released for everyone on next Friday, June 18.
Have fun!
Comments (25)
Sorry first time doing this. I think I’m getting confused with where the files should be located. Does the patched rom and bso file need to be in the same folder when launching the rom with the emulator ? (To answer your question yes I named them the same)
Correct, they need to be on the same folder
Sure, here is a screenshot let me know if you need anything else https://imgur.com/a/b2kdpwq
I noticed that the ROM is the widescreen version but the emulator widescreen settings aren't getting applied. Does the "bso" file has the same name as the smc/sfc file?
Hi Everyone, for some reason I can’t get the patched time to go full screen. Is there a specific version of the ROM that I need to find? I’m pretty sure it is a USA version ROM but no luck.
Hi Mikhail, if you have patched the BPS file into the ROM and it loaded successfully, it should be working. Probably there is something else to be looked on. Can you share with me a print screen of your problem?
Hi Vitor, first and foremost, congrats on the beta release and I look forward to a public release and your future projets! I did a fast playthrough tonight and everything seems pretty good, no game breaking bug encountered. I did though encoutered some small issues during playthrough: https://clips.twitch.tv/ConfidentIcyBasenjiPeteZarollTie-lWEYBRrWeoLJ3W0b - At 00:19, sprite will appear on right side after stomping, maybe original game glitch? Can't remember. https://clips.twitch.tv/RespectfulBillowingLaptopHassaanChop-Y6lFYMYWCp7c2M2e - Glitches appears instead of Xup after end goal. Can't remember again if it's in original game or not. https://clips.twitch.tv/HeadstrongBrightPlumDoritosChip-Nq6oKDItgBk5pJsr - White squares appear at 00:18 after Sunken Ghost Ship No other particular issues. I was playing on Retroarch 1.9.5 with bsnes-hd, with a xbrz filter. No issues also using autopatch. Cheers!
Hi z384, thanks for testing! I have annotated all issues mentioned and I'll take a test. I think the 2nd scenario wasn't possible on the original game due of the sprite limits, but SA-1 increases it to 22 sprites. I think it's giving a 5 up there. The white square on Sunken Ghost Ship might be an issue on the fade path, maybe caused by original SMW but I'll investigate it.
Really minor one this - but you can see a brief flash appear to the left side of the world map when Butter Bridge (upper) first appears upon completing Vanilla Fortress https://streamable.com/5gif44
Looks like the game can't handle displaying widescreen 'fade paths', I'll take a look on this issue soon
Hit an issue with Donut Plains 2 - where the level starts off ok, but the camera centres and you see area beyond the wall https://streamable.com/70bpfd. Same happens at the end of the level too (before you go in the final pipe)
Weird, I thought this was fixed. Probably Lunar Magic 3.30 screwed up it. Thanks, I'll take a look
I also have not been able to get this to load on my GPD Win 3 (I get a black screen) in Retroarch with bsnes-hd core (whereas it works on my desktop PC). Other games load on my GPD Win 3 with the same core. Any ideas?
Are you using softpatching feature or are you using the applied ROM image directly?
Have you got a bug tracker Vitor? I spotted a really tiny viusal issue in Donut Plains 1 where there are transparent stripes above the pipes. I've got a screenshot that better explains this, but not sure how to send
You can comment directly here, message me via Patreon, send a Discord message at Vitor Vilela#1930 or email me at vitor.vilela.mario@gmail.com, any of them works for me
Just tried it with the BSNES-HD libretro beta 10.5 core in retroarch 1.9.0. Performs extremely well and during gameplay didn't experience any anomalies. I rushed to the game ending via star road, and there were two things that happened. 1. During the final boss fight, Mario is able to fall off the platform (an interesting design change), but Bowser's boss patterns don't accommodate this. The cannon balls don't drop off the platform, and Bowser's third phase stomping attack can stomp on ground that isn't there. 2. During the credits sequence, where Mario, Yoshi, and Peach arrive back at Yoshi's house, Mario and Yoshi appear on screen too far to the left and as a result go off-screen when the rest of the objects get in position for the following egg hatching and thank you animation. I also noticed that during the character roll part of the end credits, that the windowing effect for having two rows of windows, would wrap the windows around the screen. This doesn't affect instances of single-window displays like Reznor. Was this just a limitation of how those windows were originally implemented? This is really cool though, I'm going to play through a bit more of the game and look forward to a public release!
The cannon balls indeed doesn't seem to fall at all. I don't know what to do since it involves doing a lot of object interaction changes, so I dunno if we should stay as is or redesign the arena to make everything filled (that is only possible with the SA-1 chip). I think the third stage is not really a big concern since part of the bowser car is still on the arena and making it fall though will be a disaster :p The credits scene is indeed a thing that I need to work on. I haven't looked on the code yet, I believe the Yoshi scene should be easy to correct but the character roll will probably require some more work which I'll analyze more carefully when all other details are done. Thank you for the feedback!
It loads on bsnes hd on macOS. Though I'm getting a header size mismatch, music is then a bit glitchy. I'll try again later on Windows.
Probably the BPS patcher failed to take in account the header on the ROM file. Most of the SMW ROM images contains header, because of Lunar Magic. You can try using FLIPS or some other patcher that takes the ROM header in account
It's so cool to play a full screen SNES game! Feels native! Nice work!
For those with the option, please test the automatic patching in both bsnes-hd standalone and RetroArch, thanks. (EDIT: Please only do so after testing according to the readme.)
Just for the safety, I have noted in the readme to not try using the autopatching option for now, but you have a point that it's actually worth testing.
Wow, I've never been so glad of having trouble sleeping early lol, thank you so much for your hard work man!
P.S.: UN Squadron is 96.15% disassembled
