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14th 24hoSMW Contest - Discussion
Forum Index - Sunken Ghost Ship - Old Contests & Events - 14th 24hoSMW Contest - Discussion
Pages: « 1 2 » Link
Feel free to discuss about this contest but submissions only get counted in this thread.

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Rest in peace, Near.
I have patched the rom everything is great but why is this happening?


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In case you have already downloaded the baseROM: Please do so again because I have forgotten to include a SSC file which would otherwise glitch up every sprite display in Lunar Magic.

Originally posted by AbuseFreakHacker
I have patched the rom everything is great but why is this happening?

That looks like the layer 3 graphics are broken (I used a custom overworld border to remove the X from the lives counter). No idea how that happens on your side, though.

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Rest in peace, Near.
I tried the new rom but the sprites are not displayed while playing,
they are invisible in emulator but visible in lm.

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this hex edit doesn't seem to be applied on the base rom, meaning the portable pipes turn into yellow p-switches when carried through level transition pipes. are we allowed to apply it ourselves?
"You Must Not ....
This includes overwriting SMW's code with level data with Lunar Magic.
"

What? what does this statement even mean?

Id like to enter but i guess I'm having issues understanding the rules of what i can and cannot do.
Originally posted by Wolfguy423
"You Must Not ....
This includes overwriting SMW's code with level data with Lunar Magic.
"

What? what does this statement even mean?

manually inserting levels at specific rom addresses to overwrite non-level data from the original game. i'm guessing this is something that's been done by an incredibly pedantic loophole abuser in the past or something added out of paranoia, i.e not something you have to worry about unless you're deliberately skirting the rules
Originally posted by MercuryPenny
this hex edit doesn't seem to be applied on the base rom, meaning the portable pipes turn into yellow p-switches when carried through level transition pipes. are we allowed to apply it ourselves?

Hm... that's something I didn't consider. Either way, it's too late to add in the bug fix to the ROM so you'll have to use a different idea.

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Rest in peace, Near.
Originally posted by MercuryPenny
this hex edit doesn't seem to be applied on the base rom, meaning the portable pipes turn into yellow p-switches when carried through level transition pipes. are we allowed to apply it ourselves?

Hm... that's something I didn't consider. Either way, it's too late to add in the bug fix to the ROM so you'll have to use a different idea.

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Rest in peace, Near.
I noticed something wrong when using the 'Money is Life' UberASM: if the player hit a message box, the coin count continue to decrease and kill the player when the message is still showed.
That's... a limitation I didn't consider but makes sense in hindsight since the object-based UberASM system bypassed the message box routine which otherwise prevents the game from running level code. It should be possible for you to put the message in a room without Money is Life, though, shouldn't it?

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Rest in peace, Near.
Would it be okay if I used these Koopas instead of the regular ones?

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Working on Super Mario Adventure 3 and over less important stuff.
That's custom graphics and it's allowed to add new graphics or replace existing graphics. Be aware that you need to edit the included ExGFX files and not the original graphics since the baseROM is using DSS. As a result, you have to manually copy and paste the tiles from the graphics you linked to ExGFXD02 in the with the same format as the destination.

Speaking of sprite ExGFX: That list contains all the graphics of the vanilla sprites as well as those of extended SMW sprites (Piranha Plants, Timed Lifts, Spiny, Creating/Eating Blocks, Thwomp and half of the Mechakoopa).
For the other custom sprites, they use these ExGFX:
  • Boost Platform: D62 (same as the falling platform)
  • Carryable Pipes: D7C
  • Falling Leaf: D7D
  • Portable TNT: D7E
  • Bouncing Spiny Egg: D08
  • Mechakoopa: D60 (same as vanilla Mechakoopa), D7F
  • Spike: D80
  • Wacky Mole: D81


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Rest in peace, Near.
Originally posted by MarioFanGamer
That's custom graphics and it's allowed to add new graphics or replace existing graphics. Be aware that you need to edit the included ExGFX files and not the original graphics since the baseROM is using DSS. As a result, you have to manually copy and paste the tiles from the graphics you linked to ExGFXD02 in the with the same format as the destination.

Speaking of sprite ExGFX: That list contains all the graphics of the vanilla sprites as well as those of extended SMW sprites (Piranha Plants, Timed Lifts, Spiny, Creating/Eating Blocks, Thwomp and half of the Mechakoopa).
For the other custom sprites, they use these ExGFX:
  • Boost Platform: D62 (same as the falling platform)
  • Carryable Pipes: D7C
  • Falling Leaf: D7D
  • Portable TNT: D7E
  • Bouncing Spiny Egg: D08
  • Mechakoopa: D60 (same as vanilla Mechakoopa), D7F
  • Spike: D80
  • Wacky Mole: D81

Okay, just making sure.

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Working on Super Mario Adventure 3 and over less important stuff.
Originally posted by Aram
Everything is crashing as soon as I use PIXI after patching the Base ROM. Why is this happening?

Besides the fact that you can't use PIXI in this contest anyway ("You must not: Add any patch as well as blocks, sprites and UberASM codes to the baseROM."), you're using vanilla PIXI on a ROM with a customised PIXI (Dynamic Sprite Sets) and both are incompatible to each other.

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Rest in peace, Near.
Originally posted by MarioFanGamer
Originally posted by Aram
Everything is crashing as soon as I use PIXI after patching the Base ROM. Why is this happening?

Besides the fact that you can't use PIXI in this contest anyway ("You must not: Add any patch as well as blocks, sprites and UberASM codes to the baseROM."), you're using vanilla PIXI on a ROM with a customised PIXI (Dynamic Sprite Sets) and both are incompatible to each other.


I just realized everything was already inserted. I'm such an idiot.
Originally posted by le4che
what uberasm is in which level and which sprite is what number?

For the next time, post discussions here as your non-submission post will get removed in the submission thread.

Edit: I was called that the original answer was quite harsh. Honestly, I agree with that one, though I'd also blame the stress I had lately with. Either way, here is a more mature answer: The baseROM comes with an instruction manual which contains information to each sprite including sprite number as well as UberASM but more importantly, how to use the latter as well due to using a non-standard way of insertion.



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Rest in peace, Near.
Originally posted by MarioFanGamer
[image]

Real mature answer there leader man. Maybe next time have a non-intrusive and very non-orthedox way of inserting uberasm that more than 5 people understand without reading the literal pdf instruction manual.

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Not trying to knock on the contest organizers for this one, but for future 24hr contests, could we consider bringing back some of the vanilla-oriented and unusual ideas that we had back in the day? I never got to participate in those, but I always wish I had. Lately, all of the 24hr contests have either been boxes or one-word themes, and I just think it would be nice to have some more original and unique contest ideas (similar to what we had in the past). I'm not sure if others would agree, but consider this a request to the staff to maybe bring those back someday.
So as i've been saying on discord, this contest has some issues, some big ones and a bunch of tiny things which really end up building up to just, an unpleasant experience.

First of all, the boxes. They've got a twofold issue:
1) The sprite boxes are arbitrarily categorized and lead to some downright frustrating limitations.
2) The uberasm box completely overshadows the others and will
instantly become the gimmick of the level once its picked.
The fact that picking something from every box exacerbates both of these issues, if someone hates all of the sprites in one box but loves all the sprites in another then they're just stuck making a level they aren't having fun making. The fact that you have to choose a sprite from each of the 3 sets of sprites is going to lead to some very unfocused levels, because it's hard to give each sprite enough screentime except in a few specific combinations which are either going to appear more often or are just gonna float to the top due to just being more workable.
A better way of handling this would've been: Put all the sprites into the same box, and let people choose any number between 1 and 3 of them. Because some of these definitely don't carry levels themselves, but some of them aren't really apt to be combined with others, so having a choice when it comes to how many you can use would've gone a long way.

Now, the uberASM box... eugh.
So, almost all of these are gamechangers and completely make the level about them, this lowers the importance of the other boxes significantly, and will inevitably make levels feels same-y. While this is still an issue for the creators, this will prove to be a bigger issue during the judging as the judges are just gonna end up exhausted because it feels like they're playing the same 5 levels over and over again. The only one of these which doesn't completely fuck with how you have to design your level is the megaman scrolling, but oh! That one only works in vertical levels, really unfortunate. The fact that one of them also only works with one specific set of blocks is also fairly problematic because that's an extra limitation which is just frankly unnecessary.
A better way of handling this would've been: Honestly, i would remove it entirely but just making it optional would've sufficed.

As for some minor miscellaneous issues, I'll just list a few because they don't really need any elaboration:
-The contest thread needed some proofreading
-The host should lower the amount of sass when responding to genuine confusion
-Having a big manual is always going to turn people off from reading it, especially in a setting where the time limit is the key.
-You can easily get makeshift sprite-only blocks which are gonna work in a high number of cases if you just use 1f0 instead so the sprite-only block, and you can use the red question mark as the mario-only block, thus making that choice significantly worse than the others and not worth picking
-While looking through the sprites window in the baserom it frankly just feels bad to look at all the cool things you can't use because of the layout of the sprite boxes

That would be all, thanks for reading
Pages: « 1 2 » Link
Forum Index - Sunken Ghost Ship - Old Contests & Events - 14th 24hoSMW Contest - Discussion

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