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  • These issues are why quality control was such an issue with all those rom hacks getting expensive cart versions from all these sites.



    Sadly only a handful of really good hacks avoid such game breaking issues.



    A game that got way overhyped was the recently released Zelda: The Legend of Link. On the surface it's an impressively done hack, but it's so riddled with glitches, bugs and crippling slowdown that it rendered it almost a joyless experience to plow through. And the cart versions are expensive and selling like hot cakes based off of production values and slick presentation of the CIB package.



    Hope you can find a fix!

  • Originally posted by: ifightdragons



    These issues are why quality control was such an issue with all those rom hacks getting expensive cart versions from all these sites.



    Sadly only a handful of really good hacks avoid such game breaking issues.



    Having made a big ROM hack myself (Super Mario Land 3), I can attest to the high challenge of eliminating bugs. No matter what you do, issues big and small are bound to happen during the content creation process.



    I haven't managed to play through Super Mario Forever to level 1-2, so I don't know.
  • One final bump before I give up
  • Could you conjure up a screenshot of the problem area? It's possible the block isn't appearing because there's too much stuff to load in that area, I've seen SMB1 do that before while messing with editing tools. If you want, I could try editing the hack in SMB Utility to ensure that block always appears, or maybe create a workaround.
  • Originally posted by: Guntz



    Could you conjure up a screenshot of the problem area? It's possible the block isn't appearing because there's too much stuff to load in that area, I've seen SMB1 do that before while messing with editing tools. If you want, I could try editing the hack in SMB Utility to ensure that block always appears, or maybe create a workaround.



    Sure...



    Here's the screen in question:



    image



    Here's a speedrun, so you can see where it is accessed (NA's embedding does not seem to want to allow the offset, but the point in question starts at t=81):





    That block in the middle, containing a 1UP mushroom, will just not be there sometimes. Without it, there's no way to get up unless you can pull off a lucky wall jump. That doesn't seem like too much on the screen to me.



    My buddy and I saw this during emulation once in a while too, which leads me to believe that something else might trigger its existance (e.g. if you die on the level, if you got a mushroom in the first level, etc). However, that's all wild speculation.





     
  • Ok, so it's not a hidden coin block. It's also in a sub-room. Well, that's very strange. Unless SMB's memory stack carries over even into sub-rooms, I can't think of a reason why that block disappears on a real cartridge.
  • Game realizes it's running on real hardware and does the block issue bc of it?
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