Language…
19 users online:  Atari2.0, DanMario24YT, Dennsen86, derv82, drkrdnk, eltiolavara9, h.carrell, Isikoro, krizeth, masl, Maw, MorrieTheMagpie, Serena, Shomi, sinseiga, sparksplit-smw, StarWolf3000, steelsburg, trihex - Guests: 288 - Bots: 337
Users: 64,795 (2,375 active)
Latest user: mathew

Ask Vitor Vilela!

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 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
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:

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.


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.
GitHub - Twitter - YouTube - SnesLab Discord
Another music related question: Will the slight pause issue when the music changes in the OW be fixed this year? I know the issue is minor, but you always hear LPers mention it.
Layout by Erik557
Hi.
Originally posted by Wind Fish
Another music related question: Will the slight pause issue when the music changes in the OW be fixed this year? I know the issue is minor, but you always hear LPers mention it.


Some people are working in an improved AMK version. If it comes out before the VLDCX release, yes, otherwise, it may be unlikely to happen.
GitHub - Twitter - YouTube - SnesLab Discord
Alright, well thanks for the answer!

It would certainly be neat if a new version came out along side VLDCX.
Layout by Erik557
Hi.
What now once i done my vldcx level.
Userbar made by Green Jerry




Originally posted by toad64
What now once i done my vldcx level.


Send feedback to the other levels, so you cheer up people and help improving their entries.
GitHub - Twitter - YouTube - SnesLab Discord
when will start the music remixing claiming thingy?

I'm actually inspired to compose something so I'm looking forward to it lol
Originally posted by Pinci
when will start the music remixing claiming thingy?

I'm actually inspired to compose something so I'm looking forward to it lol


Just make it and showoff in the music thread.
GitHub - Twitter - YouTube - SnesLab Discord
Originally posted by leod
One "tile" in Super Mario World is always 8x8 pixels.

Originally posted by Vitor Vilela

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.


Thanks for answering, that's what I was wanting to know. I actually expressed myself wrong though, since the 1x1 square I said was refering to the tile on YY-CHR main window and not to 1 pixel. And it turns out this 1x1 square (tile) has 8x8 pixels as you both said.

We still have 1 months? I´m so exciting now. I wanna the result!!!
-------------
My hacks:
Bowser's Castle (finished)
Bowser's Castle 2 (finished)
Super Mario World - Mushroom Revolution (Work in progress)
Layout by Koopster
There's still lot of room to go.
GitHub - Twitter - YouTube - SnesLab Discord

Originally posted by Grugi

Thanks for answering, that's what I was wanting to know. I actually expressed myself wrong though, since the 1x1 square I said was refering to the tile on YY-CHR main window and not to 1 pixel. And it turns out this 1x1 square (tile) has 8x8 pixels as you both said.

By this do you mean the solid color 8×8 tiles in graphics file 17?
Switch: SW-2766-9108-9399Twitter: @Vine_STYouTube: that ivy guy
Not sure if this has been asked already, but if our level has vanilla music in it and we want to keep it that way, how do we request that it stays vanilla and doesn't get replaced with one of the remixes?
Originally posted by Ivy
By this do you mean the solid color 8×8 tiles in graphics file 17?


No, I wasn't referring to that. But the way I understand it to be, you can remap those colors, as far you remap that specific color on the entire tile (8x8 pixels).
Are any of the ideas from the preliminary discussion being considered for implementation into the hack?
Originally posted by LHB
Not sure if this has been asked already, but if our level has vanilla music in it and we want to keep it that way, how do we request that it stays vanilla and doesn't get replaced with one of the remixes?


There were some discussion about that in the judging forum. I honestly don't have much idea. I don't know how much people tolerate SMW music today nor if people will end up interested into the new remixes. The judges for now suggested the logic of "if we judged with that music, then it must stay the same for the compilation ROM". In other words, once the deadline passes and you still kept original SMW music, it will be kept in the compilation ROM. That includes also other tracks too. Some levels had their music replaced in VLDC9 due of AMK issues, but I will make a special effort to that don't happen in VLDCX.

However, some people are pretty tired of the old VLDC music tracks and I really wanted to this one have only the unique remixes included too, with exception of some underused ones. So I really don't know, this is still up to discussion in my opinion.

But either way, in case of vanilla music, if you really want to use vanilla music, just note in your submission and I will not change it.

Originally posted by Quantix
Are any of the ideas from the preliminary discussion being considered for implementation into the hack?


Really lot of ideas were discussed in the preliminary discussion, so I can't really answer this if you don't bring what ideas exactly you're referring to from the discussion.
GitHub - Twitter - YouTube - SnesLab Discord
Greetings Mr. Collab Host. I am looking forward to playing the game when it comes time to play. Here are my thoughts on the VLDC hacks

I started with Series 7, 8 and 9. Although I only began to play the collabs, I find them to be an assortment of levels made by different people. I play the levels at any order I choose, I point and laugh at the Bottom of the Barrel, I head to the variety of stages as I fight on to experience everything I can.

I will soon study the Best of the Best, the Top Bananas to see what works so that I can make sure I won't let you or any organizers down.

Forget about the Video Game conventions or any convention in general. I am ready for action to try and beat the VLDC series!

Thank you, all of you for making the greatest show on the SNES Retroarch emulators.
Originally posted by Vitor Vilela
Originally posted by Quantix
Are any of the ideas from the preliminary discussion being considered for implementation into the hack?


Really lot of ideas were discussed in the preliminary discussion, so I can't really answer this if you don't bring what ideas exactly you're referring to from the discussion.

Well, specifically I'm referring to exiting unbeaten levels, the fancy score chart, the level badges, and having a reward for the dragon coins (forgot what the reward was).
To my knowledge most of these should be a definitive yes. The reward for collecting dragons is still to be decided (it will exist), but we're still not fully decided on how the postgame content will work exactly either, so yeah!
It's easily the best thing I've done
So why the empty numb?
Originally posted by Quantix
Originally posted by Vitor Vilela
Originally posted by Quantix
Are any of the ideas from the preliminary discussion being considered for implementation into the hack?


Really lot of ideas were discussed in the preliminary discussion, so I can't really answer this if you don't bring what ideas exactly you're referring to from the discussion.

Well, specifically I'm referring to exiting unbeaten levels, the fancy score chart, the level badges, and having a reward for the dragon coins (forgot what the reward was).


Exit unbeaten levels: yes
They will counted as "suicide" in the stats.

Score chart: yes
The chart will be on the OW and will depend how the final OW ends up coded.

Level Badges: yes
As well judge's favorites, we will have some additional badges like "most fun", "best design", "most creative", "best puzzle", "best aesthetics", etc., determined by vldcx staff during post-judging discussion.

Reward for Dragon Coins: yes
I don't really have any idea for this yet. Many possibilities. I'm also giving a reward for 3-up moons, but it will be something pretty minor for the haxors happiness.
GitHub - Twitter - YouTube - SnesLab Discord