Tip: If you're patching a BPS/IPS file to a ROM, make sure that your ROM is clean (unmodified) before you patch it. If it's not clean, use ROMclean to fix it.
Bout time I made a (non-C3) thread for this. One day I thought “how could the resources within the BLDC base ROM be used in Kaizo scenarios” and that's pretty much the gist of how this came about.
Opening. Instead of Mario dying, he's just simulating his own death in VR, making this the safest hack ever, even safer than the easiest of non-Kaizo hacks.
YOSHI'S ISLAND 1?
YI1 wishes its beginning looked like this.
Chasing Rex and Chomp rock
Banzai tower
Offscreen Banzai
Donut Aggravation
Flame War
Fire Swoopers
Fire Chucks
A Shell of a Time
This sublevel has a gimmick where you can't let go of items you're holding
Previous screen was a practice for this part
Shell Mario in an autoscroll, but only for a relatively brief portion, as it is kinda hectic.
Can't you just toss the shell up while standing on the grey blocks in the shell level? You could add a pair of ropes to make it more difficult.
Nope. There's a levelASM that disables being able to drop, kick or toss items, and somewhere there's a tunnel with a diggin' Chuck's rock blocking the way.
Deepfried Fish Styx. Random fact: I had started a level that revolves around the electric blocks plus layer 2 for the actual BLDC but never got around to finishing it and it also had this same name.
Layer 2 smash
Due to the kinda learning as I go process as well as feeling somewhat more than usual like things are subject to change, I wonder if I might end up releasing the hack before posting the TAW videos, rather than my usual posting the TAW of each level and then releasing the hack (assuming it does get released at all).
i havent been looking at this forum much at all in the past several years but this caught my attention and i'm intrigued to see what you end up doing with the bldc baserom resources if you finish the hack, especially since i'm sure there's quite a bit of untapped fuckery involving the custom powerups. i should take a moment to say that even though kaizo: hard is not nearly as popular of a style as it was in the early to mid 2010s, i'm glad that you as well as several others (you know who you are) continue to carry the torch, and still find fresh things to make. i think kaizo: hard still holds its niche and there is still plenty of value in letting your creativity go the fuck off without needing to be concerned about rta viability.
This sublevel has a gimmick where you can't let go of items you're holding
Previous screen was a practice for this part
I have no idea why the Nippers spawned earlier on, given that lately anytime I mess with this level I'm lucky if only 1 of them will spawn (same with if I add some Nipper plants to a blank level even on a fresh BLDC ROM even tho it has SA-1). As a result, this sublevel's inclusion in this ROM is not guaranteed. The fact that this ROM has a literal mind of its own and is smarter than me or any human ever is kinda sapping my motivation.
And now this level doesn't wanna spawn sprites even when I copy it to a fresh ROM so starting over won't work (it used to spawn any amount of sprites at all and I don't believe I even changed a single thing).
Lunar Magic:
In game:
I miss back in the day when I could actually reliably spawn at least one sprite in a level. I also miss when I could ever actually be able to provide updates that aren't just me raging and ranting about the game randomly deciding on its own to not spawn sprites that it used to be able to spawn. I guess we can look forward to the release of this hack (maybe) in 2035.
Huh, that's... strange to say the least, as SA-1 is meant to mitigate these kinds of issues. Is your sprite header set to 08 by any chance?
Yes, it is. Also, restoring to a previous state seems to work (so far, and the key word being so far because I'm not prepared to count on that) and many other (sub) levels are still perfectly fine, no issues.
Also, restoring to a previous state seems to work (so far, and the key word being so far because I'm not prepared to count on that)
Actually even that doesn't seem to reliably work. I restored to a previous state to a level that looks like this in LM:
And it shows everything like normal:
BUT...
I modify anything at all (Mario's starting position one tile later, for example) and save and this happens (even when I undo my change):
I seeked for help in our SMWC Discord's #help channel, and the response I was given was:
- Rerun PIXI if your version of Lunar Magic is recent
- (Re)apply Kevin's VRAM patch
Did you also try rearranging the sublevels by number? If that still doesn't do it, I'll look for other solutions. The BLDC base ROM doesn't have an editable sprite list, unfortunately.
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