Originally posted by underway
What's your favorite map16 tile?
Thought on that for the entire day and I ended up not answering any of the questions. As you noticed, I don't have any favorite tile at all. They're all important for the well of the SMW Hacking!
Except 025. Without 025, Mario wouldn't have air to breath!
Originally posted by Hobz
Realistically, how long to do you think assembling the collab will take? Do you have a team of people that can help you assemble the pieces if you think you need it? If you're doing it solo, is this a task you are guaranteed to be okay to do alone?
I wasn't around last year so I don't know all the specifics that caused delays, but it'd be really unfortunate for that kind of dev cycle to become a vldc staple
I wasn't around last year so I don't know all the specifics that caused delays, but it'd be really unfortunate for that kind of dev cycle to become a vldc staple
I really don't know right now. It will depend on the number of entries and the implied complications I may have. For VLDC7, S.N.N. had to reserve map16/level/etc. for every entry. For VLDC8, with Lunar Magic new map16 remapping capabilities, it allowed much more flexibility to insert the levels, but you still had to do them manually. For VLDC9, JackTheSpades made a couple of tools that automate the process of level insertion. He still didn't give me the tools yet (apparently he's still improving them?), so for now I'm assuming I will have to do manual labor or make my own tools, too. I don't have a team right now, but S.N.N. recently offered me help to do the compilation ROM and I believe other people may offer too. Of course I can do the job alone, manually, without any tools, but it would be a hell to do it.
My plans for VLDCX is to make the assembling part fast as possible, by applying parallelism and automation principles, but there's nothing done so far. So I can't make promises that it will be done like as soon as the overworld gets done, but really it will get done before Winter, for sure.
I heard VLDC9 suffered with bugs and huge delays ASM and post-game (x world) wise. I'm hoping to that don't happen to VLDCX.
Originally posted by GbreezeSunset
Yeah, and going off what Eminus said, how do you check for the legitimacy of gameplay elements? If something appears super not vanilla but actually is, in terms of glitches and gimmicks?
Originally posted by Eminus
Do you and the judges check the legitimacy of the graphical resources used in a level in some way? Like, do you have any way to make sure it's all from the vanilla game? Or is it all down to the participant's trust and the fact that it "looks" vanilla? If there were to be doubts regarding the legitimacy of a specific graphical resource in a level, what would you do?
Yeah, and going off what Eminus said, how do you check for the legitimacy of gameplay elements? If something appears super not vanilla but actually is, in terms of glitches and gimmicks?
During the judging phrase, any suspect non-vanilla resource detected by some judge or tester will be checked in the post-judging discussion. There's no specific procedure for checking the graphics or patches other than playing and viewing the entries in Lunar Magic.
In case of doubts even after the post-judging discussion, the question will be brought up to the community.
Originally posted by Grugi
From the rules thread:
So, my question is: What is the dimension of the said tile on YY-CHR? One square (1x1)?
There is a color I want to remap and I don't really understand how deep I have to replace it on the ExGFX file.
Originally posted by Vitor Vilela
You can color remap (recolor) tiles. Note that every instance of a color in a individual tile must be remapped. So for example, if you want to remap color 1 to 2, every instance of color 1 must be replaced by color 2 in that individual tile.
You cannot use recoloring to reduce the number of colors in a tile, which is to say you cannot remap both colors 2 and 4 to color 4, for example. The exception for this rule is when converting 4BPP to 2BPP, for usage in layer 3.
You cannot use recoloring to reduce the number of colors in a tile, which is to say you cannot remap both colors 2 and 4 to color 4, for example. The exception for this rule is when converting 4BPP to 2BPP, for usage in layer 3.
So, my question is: What is the dimension of the said tile on YY-CHR? One square (1x1)?
There is a color I want to remap and I don't really understand how deep I have to replace it on the ExGFX file.
As leod said, it's always 8x8 pixels, for all graphics operations. If it was 1x1 pixel, let's be honest: you can make completely new graphics with it.
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