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Other stuff you can use (Update Mar. 12th)

Well, I've been asked if you could use these things and hostly, I agree with them being useful.

Berkay's layer 3 graphics:
(link). Since they are basically just the vanilla SMW graphics but for layer 3. We allowed you to convert them so why not use the graphics of someone who already did that.

Custom Mario Palette:
(link). If it was just a level design contest, you could simply overwrite Mario's palettes for good. However, due to the collab, this won't do here, so you get to use this patch to have custom palettes. It comes with these sets of minor rules:

-Name the table your username + mario/luigi + powerup (eg JackTheSpadesMarioBig)
-include all tables you make in the .txt in your submission. If you don't, we won't include the palette in the collab :P

I made this a couple years back. You can use it go generate the tables if you are too lazy to use LM and copy the palettes every time.
Thanks to Vitor for making a quick SA-1 version.

Magikoopa Palette Correction:
(link). Magickoopa has quite the broken palette when appearing... I never even noticed. Ayway, it has been requested that this will be fixed and I see no reason not to.

SFX Echo:
Apparently, AMK removes the echo that you'd usually have in cave levels and so on. Even the vanilla game had this.
So, due to strong requests, and as much as it pains me, you can use uberASM to add the following code in levelinit:

Code
LDA #$06
STA $7DFA


-if you use this, you have to include it in the .txt file on which levels you used it.
-you may not use uberASM for anything else. So, no HDMA, or other shenanigans. We're really only using it because it's the smartest way to go about this.

NEW Dolphin fix (updated):
(link). Removes the glitched dolphin tail if you have dolphins in a level with vertical scrolling.
Update: The old version caused serious bugs with the koopas. New version works as intended. You can download a removal patch here. Apply it to the ROM and it will remove the old version of the patch.
You don't have to have a tool to generate tables. You can export to .mw3 and then use incbin palette.mw3:<startaddress>-<endaddress> in asar.
Thanks for advertising my stuff #ab{8-)}
There's this too (even though most people probably know about it)
So the palette patch isn't in the base rom, correct? I want to use it, but I'm too afraid because idk what free RAM there I can use.
Yes, it's not in the base ROM, and it doesn't really matter which freeRAM you use, as that has nothing to do with the final collab. After all, we only need your tables and then we'll pick some suitable freeRAM for the collab. So it's fine to just leave everything as is.
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Updated, see first post
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
If I saw that - SFX Echoes were also used in another collab project - JUMP(janked up mario party) led by worldpeace( the winner of previous VLDC). I'm so happy that these echoes will be in this hack.
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
Do you have a fix for the high pitch of the jump sound when you insert music with AMK? It would be good to maintain the regular pitch of the jump sound.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

I never even noticed the Magikoopa thing. (even though I hate them, they are the bane of my SMW life, and I always want to spin jump on them unless there's giant walls of turning blocks, in which case it's just almost intolerable torture)
Originally posted by JackTheSpades
Custom Mario Palette:
(link). If it was just a level design contest, you could simply overwrite Mario's palettes for good. However, due to the collab, this won't do here, so you get to use this patch to have custom palettes. It comes with these sets of minor rules:

-Name the table your username + mario/luigi + powerup (eg JackTheSpadesMarioBig)
-include all tables you make in the .txt in your submission. If you don't, we won't include the palette in the collab :P

So this means we don't need to patch this to change the palette?
Can I just change the global palette and give you a table with the color values matching the global palette but made with your tool?
My Youtube channel

Currently working on:
Project C

Finished project:
Originally posted by NGB
So this means we don't need to patch this to change the palette?
Can I just change the global palette and give you a table with the color values matching the global palette but made with your tool?

If you plan to use the custom color in every level and sublevel of your entry... sure.
Also, you don't have to use my tool, it's just an option I felt like mentioning.
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Ok thanks, but I ran into another problem.

The dolphin fix messes up the koopas.
Is there any fix that doesn't do that?
My level actually needs this patch, so it would be nice to have a solution.
My Youtube channel

Currently working on:
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Finished project:
How does it mess up the koopas?
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Originally posted by Frost in the patch comments
For some reason it messes up my SA-1 rom. It horizontally cuts the koopa troopas and the lower half of their bodies appear a screen in front of them.


The patch works as intended, the dolphin bug is fixed.
But one half of the koopa disappears/is one screen in front of them.
The hitbox and sprite itself are still at their intended position, only the sprite tile isn't there.

I would post an ips/video, but if you apply the patch to the base rom and load up the title screen, you'll notice the issue.
My Youtube channel

Currently working on:
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Finished project:
Sorry to bother you again, but I need an answer.

I tried to look into it myself but didn't find anything to fix the dolphin patch.

Will the patch be fixed by someone who has a bit more asm knowledge or do I have to change my level accordingly?
I can change the level, but I need a few hours for that, so I'm asking right now, so there's still enough time for me.

Thanks.
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Currently working on:
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If I can't provide a fix patch in time, just ignore the dolphin glitch, I'll tell the judges not to do so as well :P
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ok thank you #tb{:]}
Guess I'll start to put all my submission files together #tb{;)}
My Youtube channel

Currently working on:
Project C

Finished project:
It would be nice if this was applied to the ROM, even though it's a minor aesthetic thing.
I'd also like it if there was a way to fix the Pokey head duplication glitch (whose name I just made up):

What happens is that, when you hit a Pokey with a throwable object from a certain angle (like from above kinda), its head just creates a "dead" copy of itself instead of actually getting cut off. It's very easily reproducible, in case someone wants to try their hand at fixing it.