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SMW Widescreen b02.zip 65.1 KB
June 17, 2021

TEST NOW - Super Mario World Widescreen (16:9 + SA-1) - Beta v0.2

As promised on the first beta thread, today I'm releasing the 2nd beta patch of SMW Widescreen.

Thank you everyone who played and tested the first beta version. I got a lot of feedback and some issues were improved or fixed compared to the previous version. Here is a summary of changes compared to the previous version:

  • FIXED: Fixed some invisible tiles flashing on the screen while Valley of the Bowser is appearing, after beating Sunken Ghost Ship. This was a mistake made by me due of not having proper knowledge of invisible layer 2 reveal events. - Thanks z387 for reporting

  • FIXED: Fixed Koopa Troopa's eyes (when on stunned state) appearing outside widescreen area, including when the shell is shaking. You can see a demonstration of the issue here. - Thanks RupeeClock for reporting

  • FIXED: Donut Plains 2 was flickering at the beginning due of a conflicting Lunar Magic 3XX hijack. - Thanks Adam Londero for reporting

  • FIXED: Vertical level horizontal scrolling limits going more than one píxel than it should. Fixes Vanilla Secret 1. - Thanks z387 for reporting.

  • FIXED: On Forest of Illusion 2, it's possible to beat the level with so many rip-van-fish on screen that the goal point might give you more than 3-ups and display glitchy score values. You can see an example of the issue here. - Thanks z387 for reporting.

  • FIXED: A bug present on original game where shaking dry bones can make its base tile end up teleporting to the wrong spot. - Thanks z387 for reporting.

  • FIXED: Another bug present on the original bug where if layer 2 event tiles is larger than the remaning horizontal screen space, it will wrap around the other side and affect widescreen region. This only (apparently) happens when you beat Vanilla Fortress and likely affects other SMW ROM hacks. - Thanks Adam Londero for reporting.

  • IMPROVED: Now Bowser's giant bowling ball (from phrase 2) falls from the battle arena if it reaches one of the sides and Bowser itself is now smart enough to figure out if there's a risk of jumping out of arena on third phrase and now it changes direction of the clown car.

  • IMPROVED: Bowser's battle arena is now rendered by SA-1 Pack's MaxTile engine, eliminating possible sprite<->sprite rendering limitations present when it's running on widescreen mode. You can read more about the extremely powerful SA-1 MaxTile engine I coded for SMW here and I'm glad that I found an usage that it would only be possible with the engine.

There is some issues to be fixed, which are the sprite backgrounds (Candles background present on some castle and Ludwig's battle arena), some cluster sprites such as the boo clusters from Donut Ghost House and Sunken Ghost Ship that doesn't appear on widescreen area. In addition, Mario still dies on title screen and there's some visual glitches on the credits. If you find anything that is not listed here, let me know!

Hopefully everything will be fixed by Friday or Saturday.

Have fun! I'm always open for feedback. Message me!

Comments (13)

M
Mr. Pippet · June 20, 2021

oh...and any suggestions on how to remove the BSNES source size mismatch error message? It goes away after a few seconds. The rom still loads. Thanks!

M
Mr. Pippet · June 20, 2021

Hey Vitor! Awesome work! I had a question regarding the optimal BSNES HD settings. I have a blazing fast PC, but the game runs a little choppy for me with some additional lag. Any suggestions?

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Adam Londero · June 18, 2021

Still unable to get this working on my GPD Win 3 on Retroarch for some reason (the same rom works on my desktop PC). It works on the standalone bsnes-hd. The unpatched Mario World rom works on the libretro core. I tried changing the driver from Vulkan to glcore but no luck. Anyone have any ideas?

V
Vitor Vilela's Laboratory · June 18, 2021

It doesn't boot at all?

O
Olivier Cahagne · June 18, 2021

It's really a herculean task, I'm wondering if you'll document how many hours you spent on this.

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Adam Londero · June 17, 2021

One more for you (sorry). The circular saws in Wendy's Castle (#6) spawn erratically (and too much) https://streamable.com/ny5r0a

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Vitor Vilela's Laboratory · June 18, 2021

Yeah, everything that seems to run by line guided sprites seems to have the same behavior. I'm not sure if I will have enough time to fix it since it's a complex mechanism but I'll do my best!

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Adam Londero · June 17, 2021

Also I think someone mentioned before but there's a few glitches in the credits too - namely when the enemy names pop up you see the boxes pop in and out, and when they are at Yoshi's house at the end the characters pop in and out too. I forgot to record but I can create one if my description is not too clear.

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Vitor Vilela's Laboratory · June 18, 2021

I have not worked on them yet, but hopefully by Friday I will have them working as intended

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Adam Londero · June 17, 2021

Hey Vitor, I should have attached a video for the end of the Donut Plains 2 level too (I mentioned there was a problem at the end of the level too before, but didn't put a video https://streamable.com/8iadwn

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Vitor Vilela's Laboratory · June 18, 2021

I have forgotten about it. Thank you for reminding, it should be fixed now!

R
RupeeClock · June 17, 2021

Awesome stuff, I look forward to trying it out! The ultra-wide screen version just feels so right too, seeing it in motion even if you get letter-boxing as a result.

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Olivier Cahagne · June 17, 2021

I just did two levels on bsnes for macOS. All good. I'm now worried to go back to non-widescreen. This feels just natural.