pellsson / smb Goto Github PK
View Code? Open in Web Editor NEWThe SMB Practice ROM.
The SMB Practice ROM.
Title.
Even if I clone a .sav file, I cannot do so. Help
Using Pellsson v5.6 on an emulator is completely fine, but whenever I load it up on my Everdrive, the xpos is stuck at 000.
Why am I using CHR-RAM? Wouldn't it be easier to fit more faces if that stopped...?
Only on physical?
Seems to be to do with sprite0 when scrolled, but not confirmed. Could be nametable banking too.
Write some credits screen?
recently found your ips patch and started playing smb speedrunning (little league) with a neighbour. we are nowhere near doing a full speedrun so we compete on a per level basis. so it would be nice to be able to retry a level and have the counter start at 0. now we have to reset to title, choose the world and level, press start for each try.
but still a great patch without it, having so much fun playing smb again and have something to try and beat a friend with (since i can't beat his gb tetris hiscore anymore). keep up the good work!
...since it has no Intermediate afterwards. Add some hack to register it @ axegrab.
Make sure that none of the new features merge introduced lag. I am a bit worried about the enhancements made to the top statusbar, there is a very limited time-window in which to do work there.
I'm not sure how else to do this since it doesn't seem that you have an active twitter, but I was wondering if you had some time to talk about how you are able to change levels for the game? I'm trying to work on a project for SMBJ2, and one of the current hiccups is that we don't know a method to "start" the game at like 4-1
...also think it runs in slowmotion before it finally dies.
periwinkle:
Woah, nice!
One thing I've wished for for a little now is for the B button to not be able to select anything in the pause menu. I often run into scenarios where I want to be holding right+B out of the pause menu, but doing so causes me to inadvertently change my powerup state, or spam "Load State" a bunch of times, or things of that nature. Any chance you could make this happen? ❤️
Hi! Thank you for this awesome rom hack. Is it possible to host the IPS somewhere else? The link in the readme is no longer valid it appears.
Title.
When loaded in FCEUX tas editor, when I select original SMB, the frame count only increments by two every other frame. Is it feasible to increment by 1 every frame?
On line 476 in practise.asm, if you change from 'cmp' to 'lda' you can fix a bug where the character select on the title screen does not show M/L regardless of whether or not the special 'P' mode has been activated! :)
Not an issue, but here's something I did.
https://gyazo.com/bb0b91848afe2644da0a4c9fda038179
Doesnt load the correct level pointers or something
Just use the next CHR-BANK if a different font is requested...
This issue does not seem to happen in any emulator, and it doesn't happen on the Everdrive N8 PRO nor the Powerpak. The issue started happening when the change of graphics bankswitching was made to account for more faces in the title screen, instead of the old way of rewriting them. As you'll see, it affects the title screen graphics, the whole entirety of the 2j graphics, and how peach's graphics are loaded (only the palette is loaded but mario's graphics are the same). SMB1's graphics are unaffected by this issue, other than selecting peach in the title screen since that is caused by the bankswitching issue.
I have tested the 2 latest OS versions of the base EDN8, aswell as v1.16 which used to be the most used version in the past. All of them had the exact same behaviour. Validusername16 has also tested the 6.0 build in his base EDN8 and the behaviour is also the same.
One somewhat curious thing is that, a beta of version 2.2 that was reported to use the bankswitching feature is not broken at all. Not sure if that has to do with the code using different features (or revisions) of the MMC1 related to bankswitching, or if the amount of banks is screwing up with things.
https://youtu.be/HKoj6LJcs7A This video shows everything I talked about here.
As a github issue? From the speedrun forum somewhere?
Essentially have people contribute their own face.
In v5.x, the R value that tells the number of frames remaining in the framerule shows the wrong value at the end of castle levels. It should probably be displayed when the WorldEndTimer
($07A1) is set, not when touching the axe.
Sometimes finishing a level with a faster time than the personal best will not be recognized as a faster time. see photo for this problem occuring on level 3-4.
I have also had this happen 3 times on world 2-4. PB is 29.76 and each time I managed to improve on it the time was the same, 26.97 (i think). The time was not recognized as a PB and not entered into the PB records.
Hey, I made a little port of this to PAL SMB: https://github.com/threecreepio/pallsson since I was testing some things out there, and I missed having your rom for it..
No issues just figured I'd let you know in case you want me to get rid of it or anything!
I don't expect it'll be used by more than a couple of people, the PAL SMB community is pretty nonexistent.
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