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BaseROM Level Design Contest 2022 - Baserom Help & Issue Reporting

If you need assistance with the baserom, have questions about anything in the baserom or have found issues with the baserom feel free to use this thread to address any of those things.

You may also message/ping me on the SMW Central Discord channels for this contest or on here via site PM, especially for problems with the baserom.
A few possible bugs I found while experimenting with the baserom:

-When using the big firebar option on the customizable firebar sprite, the graphics don't seem to load up correctly.




-The pot sprite seems to damage the player if you throw it upwards and it shatters on top of you when it lands, regardless of which sprite was inside (tried it out with a Key and then empty with the same result), not sure if intentional or a bug.
Originally posted by Aeon
When using the big firebar option on the customizable firebar sprite, the graphics don't seem to load up correctly.

Ah yeah, I should have specified that the big firebars don't work under Dynamic Spritesheet Systems, small ones work normally however.


Originally posted by Aeon
The pot sprite seems to damage the player if you throw it upwards and it shatters on top of you when it lands, regardless of which sprite was inside (tried it out with a Key and then empty with the same result), not sure if intentional or a bug.

Not sure if intentional either, not a behaviour caused by baserom assembly so it might be a bug with the Pot sprite itself. I guess don't drop a pot on your head. ¯\_(ツ)_/¯


Pipe sprite spawner will spit out Snifits of different color. Yellow is not even an option chooseable from the custom sprites menu so idek what it is supposed to do. Also their priority seems to spawn them above the pipe graphics, though that may have something to do with level mode 0C for all I know.
If these are not things that are reasonable to expect to be fixed I'm cool with that I can do something else :)


kinda minor but the left and right arrow blocks go the incorrect way when hit. they're just labeled incorrectly.


hi i'm making freak city and idk when i'll be finished <3
Originally posted by Boosius
kinda minor but the left and right arrow blocks go the incorrect way when hit. they're just labeled incorrectly.



Lol, yep they're incorrect.
Originally posted by NopeContest


Pipe sprite spawner will spit out Snifits of different color. Yellow is not even an option chooseable from the custom sprites menu so idek what it is supposed to do. Also their priority seems to spawn them above the pipe graphics, though that may have something to do with level mode 0C for all I know.
If these are not things that are reasonable to expect to be fixed I'm cool with that I can do something else :)



The Snifit has a lot of things defined by extra bytes so I think this will be a problem for any sprite that requires extra byte options (not just the snifit) for their variants being used with the Spawner as you cannot pass along extra byte information. Just something to keep in mind for that resource.
Is it intended that the Wendy/Lemmy bosses are not using the Dynamic Sprite system and therefore not part of the Baserom?

Depending on which sublevel I use the Koopa Kid sprite, it causes the system to act differently as a result (level 25 it loads new sprite graphics at the start of SP3 and overwrites wendys and lemmys graphics, level D3 - vanilla wendy - it starts like a the 2nd bottom half of SP4).
Originally posted by Hiro-sofT
Is it intended that the Wendy/Lemmy bosses are not using the Dynamic Sprite system and therefore not part of the Baserom?

Depending on which sublevel I use the Koopa Kid sprite, it causes the system to act differently as a result (level 25 it loads new sprite graphics at the start of SP3 and overwrites wendys and lemmys graphics, level D3 - vanilla wendy - it starts like a the 2nd bottom half of SP4).


They are in DSS but require particular level uberasm which are only applied to the default levels (D3 and 1F2) in the baserom. Also, starting at SP4 is normal acc. to lx5. I might look into enabling their use outside of those 2 levels via the uberASM object feature but no promises that that might work out.
Yeah had not much success making the uberasm there more flexible so Wendy could be used outside those levels.
Hey, in Baserom version 1.03 and 1.04 you can see fireballs when you spin an enemy. In water you can also see fireballs instead of bubbles. At a certain height in the water, you can see Mario's cap? and score at the top of the screen.


Originally posted by Maw
Hey, in Baserom version 1.03 and 1.04 you can see fireballs when you spin an enemy. In water you can also see fireballs instead of bubbles. At a certain height in the water, you can see Mario's cap? and score at the top of the screen.





Thanks, this issue has been reported to me already. Working on a fix for the next update.
Not sure if this is important, since it's just a visual bug not many will probably see but I though I might as well point this one out...
Landing on a Snifit while using cape flight, generates this glitchy animation, after which it shortly just vanishes:


Big Snifits just stand in place with a single frame before vanishing.
I found a weird behavior about punchy; It can be horizontally flipped but the graphics are not.

Also it seems that the punchy colors doesn't affect the punch power unlike what the description says.

Tested on baserom 1.04


Album link: https://imgur.com/a/s5UOaNn
My 1st romhack in progress (testing avaiable)...
(beta)
Originally posted by Hiro-sofT
Not sure if this is important, since it's just a visual bug not many will probably see but I though I might as well point this one out...
Landing on a Snifit while using cape flight, generates this glitchy animation, after which it shortly just vanishes:


Big Snifits just stand in place with a single frame before vanishing.



I can confirm this is an issue in the baserom but not sure yet if it's a bug in the snifit sprite or not (I suspect it is).
Originally posted by TheKazooBloccGosh
I found a weird behavior about punchy; It can be horizontally flipped but the graphics are not.

Also it seems that the punchy colors doesn't affect the punch power unlike what the description says.

Tested on baserom 1.04


Album link: https://imgur.com/a/s5UOaNn


By flipped do you mean using the left-facing variant? I can confirm the other colors don't seem to be doing the behaviour they should be.
Originally posted by AmperSam
Originally posted by TheKazooBloccGosh
I found a weird behavior about punchy; It can be horizontally flipped but the graphics are not.

Also it seems that the punchy colors doesn't affect the punch power unlike what the description says.

Tested on baserom 1.04


Album link: https://imgur.com/a/s5UOaNn


By flipped do you mean using the left-facing variant? I can confirm the other colors don't seem to be doing the behaviour they should be.

Oh sorry, I should have explained that more clearly...

I flip the punchy with the cape spin/attack which changes the direction of the punch, as shown as the punched ninjis.
Only the graphics didn't flip.
The green tile I put is (I think) the hitbox of the punchy for clarity.
My 1st romhack in progress (testing avaiable)...
(beta)
A late report since I started late but it turns out, the enable SFX echo object actually toggles SFX echo and doesn't just enable it. The idea is that any time the object is called (e.g. reloading the room), the sound effects don't echo anymore. The echo state doesn't reset after death as well: If you die in a room with SFX echo enabled, SFX echo enabled state will now be reversed for the remaining playthrough until you die again in a room past the SFX echo toggle.