SMA2 All Exits Cutscene in SMW
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- เผยแพร่เมื่อ 27 ส.ค. 2024
- This is my recreation of the Super Mario Advance 2 All Exits cutscene in SNES Super Mario World, done on request for LadiesMan217: / @ladiesman217 . It makes use of a framework patch I created to handle cutscenes like this. There are some discrepancies between this and the actual cutscene, but those are either because of hardware differences between SNES/GBA, engine differences between SMW and SMA2, things that would be too obnoxious to recreate, or other reasons.
Here is my patch that allowed me to do this: www.dropbox.co...
Notes:
- The biggest deviation from the original cutscene is the bird flight. I didn't even try to get that accurate because that would have been way too tedious to do.
To think I was one exit away from this cutscene for months as a kid and never found it… I’m so mad
Was it the Valley Ghost House secret exit? That's the last one I ever found.
Me too
was it the forest ghost house? that was my last one
Im sensing a pattern here...
It took me a while to find the alt exit leading to Soda Lake.
This is great! Nice to see this cutscene without the saturation of the GBA.
Thanks!
Imagine seeing this in Super Mario All-Stars + Super Mario World!
Bro just type a different comment
Love how this one turned out. Wondering how you did the flapping on the Congratulations banner. Did you use that one specific BG mode which allows adding vertical offsets to tiles?
I'm glad to hear that!
Also, to move the banner tiles individually, I did not use mode 2, just sprite tiles. When setting the Y disposition of the tiles, I added an additional value to them based on the animation frame and the specific tile.
Oh, I see, that makes sense! I keep forgetting that the SNES actually supports a bunch of sprites on screen at once because the number that can be used in a typical SMW level is so limited. Since you more or less did these cutscenes from scratch, I guess it makes a lot of sense that you have more flexibility.
0:22 I think it would have been cooler if the text said "Mario has completed special world" instead of "Mario and Luigi have found all the goals" but either way this is an amazing recreation!
Yeah, but that's what it said in the GBA version, and the person who requested these cutscenes made the special world trigger upon getting every exit rather than beating Funky.
Regardless, it can easily be changed as that text is a layer 3 tilemap loaded using Lunar Magic's layer 3 handling.
@@Yoshifanatic1 Ah I see.
Just imagine if this was in the real snes game.
All there's left now is that Yoshi coin cutscene
I also recreated that one.
0:03
Is there any way to have only one cutscene inserted and not the others? For example, I only want the All exit cutscene to be patched. Anyways, amazing job!
Nevermind, fixed it.
What Super Mario World game do I use with that patch?
...Why did Luigi do that?
He must have been really bored one day.
@@Yoshifanatic1 Fair 😅
SMB4 Again...
Is it just me or am I not hearing any music?
I can assure you this video has music. You might want to double check your volume settings to see if anything is wrong.
Any way to fix the Hot Air Balloon? It feels stationary.
It's stationary because the balloon is an object of layer 1, while on GBA, it's a sprite. I did it this way because the super koopa holding the banner would have caused sprite overdraw issues, as there would be too many sprite tiles on the same scanline. In fact, if you look really closely at the red super koopa when it's by the left edge, you can see a bit of sprite overdraw already.