ShaneM wrote:
I set the release date of SMB2J FDS on Jan. 02, 2015. --ShaneM, the Master of ASM
Here you all go, as promised. I now present you a list of every glitch that has been fixed, glitches due to technical limitations and customizations (Many glitches present in SMB1 were present in SMB2J, too. The ones fixed by Nintendo themselves in SMB2J marked with an *):
List of fixes present in this build:
Vine of the dead
*
Bullet on a string
Double jump
Koopa Troopa factory
Mario Copperfield
Mario's double death
Mushroom magic -
my code used for "Jumping Damage Glitch" fixes this since Super Mushrooms share normal enemy code.
Jumping Damage Glitch
Mushroom through the blocks
Small and Fiery
Starman kills fanfare
*
Stuck underwater -
Nintendo now adds block at the end of water levels. This is also done in the EU version of SMB1.
Thank you dead Mario!
The magic Koopa Troopa -
Could originally be done on stages like 1-1 and 8-2 in SMB2J.
Un-Fiery Mario
Invisible platform
Points for the patient
Powerful wind
Blue Bowser Glitch
Instant Game Over
*
Invisible Piranha Plant
*
Over the Flagpole -
Scroll stops have been added at the end of each level. They were messy and caused flag cut off at times so I neatened them by manipulating data.
Corruption
Disappearing Power-Up
Disappearing Springboards
Fireball Through Compact Space
Hammer Immunity
Hammer through the Pipe
*On 2-3 and 8-2 it was previously impossible to get 5000 pts. on the flagpole due to it being too far from the previous platform. This has been fixed.
Flagpoles need to be exactly 8 blocks away from the jumping platform.
Platform glitch
Invisible Block Glitch -
Also makes the player fall through like on 3-1.
Stuck at the flagpole
3-4 Glitch
Koopa Moonwalking Glitch
*
Disappearing Trampoline
*
Vine teleport
Things not glitches but have code present to avoid issues:
Disappearing Power-Ups
Things due to FDS limitations:
Harmless Enemy
Walk through walls
New Features:
*SRAM saving of high scores when choosing "Quit" on Game Over or when beating 8-4
*Hard Mode taken from the SMAS version for Worlds A-D. Buzzy Beetles replace Goombas, ehemies are faster and platforms are smaller
*Aggressive Hammer Bros. on Worlds A-D
*Bowser as his own identities on Worlds A-D, just like the Allstars version
*Springs code on A-D no longer share 1-9 code so their structure taken from SMAS
*The lettering cutoff on Worlds A-D has been fixed on the status bar
*World A-1 extra bricks from SMAS redone
*Ability to pause on 8-4 and D-4 fixed and recoded
*Various level inconsistencies fixed according to the SMB Deluxe and SMAS versions
*New hidden 1-UP has been added to A-1, since the original forgot to assign one for this stage (every X-1 stage has one)
*Luigi now has his official palettes and has his own fiery form
*Balance lifts redone and more realistic
*Proper palette assignment taken from SMAS
*Some sprites such as Koopas ripped from SMAS
*Skid sfx plays while wind blows and player skids
*When the player is defeated by an enemy while wind is blowing, the wind stops, just like in the SMAS version
*New underwater currents can be found on stages like 9-4
*Three-headed Piranha Plants found on World 9
*Fuller bars found on stages like C-3
*Three new bonus rooms added; one on 9-4, one on B-1 and one on C-1
*New Sunset palette added for cloud levels (similar to SMAS)
*Snow on ground added to snowy levels
*New lives concept; cannot exceed Crown19, just like the original programmer intended
*Bowser now throws hammers on Worlds A-D, just like the SMAS version
*Player now starts with 5 lives, just like in the SMAS version
*The message on 9-4 has been translated into American English
*Collision added for enemy-to-Piranha Plants
*Collision added for shell-to-Piranha Plants
*Improved enemy buffering
*Improved collision with shrooms/Starman
I have two guys helping me beta test this. I am also testing this myself. I'm releasing this as-is at the moment in good confidence that it is glitch-free. If nothing is found, then this will be the final. Remember also, the contest is due on the 5th. Patch it to an SMB2J headerless ROM with a CRC16 of BA55. --ShaneM, the Master of ASM
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