The 9th Annual Vanilla Level Design Contest Collab Hack of 2016 features 108 contest submissions, along with various staff, judge, and post-game levels. There are a total of 152 exits spread across 117 levels.
While the levels themselves remain vanilla, we included various other ASM features such as score displays with reset functions, as the point of this collab is showing off the individual levels, and not to be restricted by the switch palaces one has already pressed.
The overworld also features ASM shenanigans en masse, creating an experience you are sure to have never had before in a Super Mario World ROM hack.
Taking all of these aspects into consideration, this is now the largest SMW hack ever made (more than 96 levels that would not fit into a regular 4MB ROM!).
I've been asked how I got it to work on a pi. All I did was install the snes9x 1.54. Can't remember if it was an experimental package. This only runs on snes9x 1.54. Hope that helps. Just note all sa-1 roms tend to lag a bit . This one lags a bit in the overworld and some of the custom music.
No. You can't just remove SA-1 from the hack (it's also locked). SA-1 is needed for... some things. I think World X is one of them. It also allows for more sprites on screen. Just use another emulator (ZMZ, BSNES, etc.)
Total Noob here. Just wondering why is there a need for the SA-1 on this hack. Couldn't there be a version without the need for SA-1? Just a question as i want to learn some more. Wouldn't this work without SA-1 on the SD2SNES? is there a way to remove SA-1 from this? Just want to learn, that is the reason for the question.
Got another question to ask. What is the theme for all the switch palaces? I'm listening to it in my head and I can't get it to leave me. lol I wanna know what that particular song is, and if it's an original composition or if its arranged.
I can't find the last dragon coins in the level call azul fortress.
I found all 5 dragon coins in the Azul Fortress stage, toad64. The first dragon coin is hidden somewhere early in that stage and you can NOT see it. Look for suspicious high ledge or platform to climb on when you first see 3 green koopa paratroopas, bounce off one of them to reach that high platform and then jump to the right and you should be able to get that "invisible" dragon coin.
I'm probably the dumbest person so far to make a comment here, but, exactly what do I need? All I have is the BPS file, and a normal 1 MB ROM. I know the hack uses a 6 MB ROM (am I supposed to use Lunar Expand, and then, which setting should I use?). And then, what exactly do I need to apply the bps? All I have is Lunar IPS 1.02, but no "Floating Lunar IPS" or whatever.
This looks good, but so far I cannot get past the blank screen when I load the rom in SNES9X.
I've made sure the rom I'm patching is headered, and I have to assume I'm using the correct rom because every other rom gives "This patch is not intended for this rom" in Flips. Is there something else I have to do, maybe perform the secret handshake before I can play this game?
this will be the last time to go on about the levels' any more plans for another version with more green doors for levels like cutting in line or great ice ravine or weird at the sky. will the future level that had a pipe go into the endless bonus game get marked down. cutting in line does out stay its welcome.
Chuck/Chuck. Would Charlie Chuck again. How much Charlie's could a Charlie Chuck chuck if Charlie Chuck's could chuck Charlie's? TONS of Charlie Chucks were chucked.
Many Charlie's are in many levels would be my main problem. But it's okay because it wasn't done by a single author so it's understandable. It reminds me of ASMT's item babysitting problem. Almost every level in that game had P-switches & springs to babysit.
Still an impressive collab though. I still enjoyed it.
@ZirexBR: de nada, agora por favor não transforme isso num chat, essa seção é destinada para comentários sobre o hack. Enfim: você precisa ter o DirectX instalado para usar o Snes9x, ele deve vir com o tal "d3dx9" que você precisa.
152 exits the hack longest in history of SMWCENTRAL, I wonder if VLDC10 will be even longer, there is one thing that makes me wonder, in years of SMWCENTRAL I've seen some hack removed with 190, 400 exits?, fake? or really existed so long hack.
But you can really create hack with over 200 exits
Note to MinecraftPro297: are you using flips.exe to patch this new VLDC9 release? Also you need a "headered" SMW ROM for the patch to work.
note to niko: what version of higan are you using? VLDC9 works almost flawlessly with nearly no lags with higan v098. I don't use the later versions of higan like v101 as the lags are very noticable on there.
also note that this game randomly crashes in zsnes and no$sns, so avoid using these emulators.
Why will it not let me patch the IPS patches anymore? I use Floating Lunar IPS and it always tells me, "This patch is not intended for this ROM" for every patch. I try to patch a clean U.S SMW ROM. Can someone help me?
v1.11 - Fixed palette in Divemissile's level.
Fixed yellow level dot for Simple Path.
Removed exit-enabled pipe in LucasRCD's level.
Various stuff in SomeGuy712x's level.
Removed time limit from switch palaces.
Removed F*** You from Streamside (because we can't have profanity
like that on an (illegal) ROM hack on the interenet in 2016)
Changed some names in the credits.
Fixed walking on OW after beating S.N.N.'s level.
Small changes to the haunted OW map.
Fixed 3rd save slot.