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VLDCX - Preliminary Discussion
Forum Index - Important - Announcements - VLDCX - Preliminary Discussion
Pages: « 1 28 9 10 11 12 13 14 15 » Link - Thread Closed
ikr

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GitHub - Twitter - YouTube - SnesLab Discord
Originally posted by Erik557
you read my post incorrectly kid =.=
Quote
every nerd opposing SA1 sux

Well it sucks in the sense that it removes real hardware compatibility & makes some people get a bit more sloppy with their level design. But I will admit that the SA-1 powered maps are cool.
Layout by Erik557
Hi.
2 main maps #tb{'_'}
Dude, this will be awesome.
I'm already hyped for the final result #tb{XD}
Thanks for the reply regarding the diffrent answers to your questions.
that gave some insight on what will be allowed, so I can already start with my level #tb{;)}
That may leave me with enough time to finish it... exams suck

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Currently working on:
Project C

Finished project:
It doesn't remove real hardware compatibility, if you make a properly set-up cartridge then it'll run just fine on hardware.
What you mean is incompatibility with currently available flashcarts, which is an entirely different deal.

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Your layout has been removed.
Originally posted by Vitor Vilela Admirannistrator
I guess graphics merging shouldn't be a thing at all

Does this mean I can't overlay Lava over a bill blaster or dirt so to say?
Would a large night time city level fit into VLDCX?
Originally posted by IronFoxGaming
Would a large night time city level fit into VLDCX?

About as well as any other theme really.

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Please Jackie would a generic grassland themed level fit into VLDCX?
Originally posted by IronFoxGaming
Would a large night time city level fit into VLDCX?

Keep in mind that VLDC is not a collab at its core, it's just a contest. Make whatever level you want and it'll be worked into the collab afterwards.

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Your layout has been removed.
Originally posted by leod
Originally posted by IronFoxGaming
Would a large night time city level fit into VLDCX?


Keep in mind that VLDC is not a collab at its core, it's just a contest. Make whatever level you want and it'll be worked into the collab afterwards.


C:
Originally posted by Skewer
Originally posted by Vitor Vilela Admirannistrator
I guess graphics merging shouldn't be a thing at all

Does this mean I can't overlay Lava over a bill blaster or dirt so to say?


Yes. Unless if you use multiple layers.

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GitHub - Twitter - YouTube - SnesLab Discord
That's a pretty big change.
Originally posted by leod
It doesn't remove real hardware compatibility, if you make a properly set-up cartridge then it'll run just fine on hardware.
What you mean is incompatibility with currently available flashcarts, which is an entirely different deal.

Basically the same thing at this point. Not many people make custom VLDC carts.
Layout by Erik557
Hi.
Not the same thing at all. One of them leaves future compatibility completely open and up to hardware devs, the other would mean that it's broken in both software and hardware.

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Your layout has been removed.
Sure it may not be broken, but it may as well be. It doesn't seem like any hardware devs care to support it.
Layout by Erik557
Hi.
Originally posted by Wind Fish
Sure it may not be broken, but it may as well be. It doesn't seem like any hardware devs care to support it.

We can't really blame them. SA-1 is definitely one of the hardest chips to work with.
To take the example of the SD2SNES (which is the most advanced flashcart out there), implementing something as simple as the MSU-1 (its function is solely about streaming data fast) was really tricky. And despite full support having been reached, it still requires you to backup the cart with precise storage hardware.
Now imagine what mess it must be with SA-1, which remaps the ROM, has multi-processor functionalities, arithmetic functions, character conversion and even variable-bit length processing. #ab{:S}
Tbh I think they made this cart programmable for a good reason: leaving such jobs to people that know their subject and care about it.

tl:dr MAYBE one day we'll get SA-1 compatibility and won't have to worry about it anymore (and even in that case there might be a long process in recreating its working properly), but for now we'll just have to cope with it.
Originally posted by MercuryPenny
by the way level designers can we have good secret exits in vldc this time :)

I'll make some real fucked up secret exits if you really want me to
Originally posted by Mathos
't seem like any hardware devs care to support it.
We can't really blame them. SA-1 is definitely one of the hardest chips to work with.
To take the example of the SD2SNES (which is the most advanced flashcart out there), implementing something as simple as the MSU-1 (its function is solely about streaming data fast) was really tricky. And despite full support having been reached, it still requires you to backup the cart with precise storage hardware.
Now imagine what mess it must be with SA-1, which remaps the ROM, has multi-processor functionalities, arithmetic functions, character conversion and even variable-bit length processing. #ab{:S}
Tbh I think they made this cart programmable for a good reason: leaving such jobs to people that know their subject and care about it.

tl:dr MAYBE one day we'll get SA-1 compatibility and won't have to worry about it anymore (and even in that case there might be a long process in recreating its working properly), but for now we'll just have to cope with it.

Thing is, you would think they would attempt to support the real chips if it is that hard to implement. I'm guessing byuu pushed or helped them to support it? In which case, Vitor could do the same as he clearly knows a lot about the chip.
Layout by Erik557
Hi.
If someone made a kickstarter to manufacture SA-1 compatible carts for playing SA-1 games, hacks of SA-1 games, and games with SA-1 mods, I'm pretty sure it would get funding lol. There are enough super popular games that already use SA-1 to justify it (kirby and SMRPG - speaking of, no smrpg hacks can be played on hardware by the no support logic.), but I'm also pretty sure it'd need to be pre-funded through kickstarter to happen.
I've been told that tile merging is no longer allowed. While it is totally ridiculous, it doesn't really affect my level, but I do have a question: Does tile merging include changing the transparent color on a 8x8 tile into a solid color, changing the colors of an 8x8 tile, or flipping tiles in a 90 degree angle?

If so, then I'm fucked and will have to start over. If not, then I'm fine. Absurd as disallowing tile merging is, it doesn't affect me as long as what I listed above is allowed.
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Pages: « 1 28 9 10 11 12 13 14 15 » Link - Thread Closed
Forum Index - Important - Announcements - VLDCX - Preliminary Discussion

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