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2017 Kaizo Level Design Contest (Discussion)
Forum Index - Sunken Ghost Ship - Old Contests & Events - 2017 Kaizo Level Design Contest (Discussion)
Pages: « 1 2 3 424 25 » Thread Closed
Originally posted by AbuseFreakHacker
So I have it with Asar inserted, everything super only there is a problem Mario freezes, he can not move after he has pushed against a wall. How can I fix this and I'm sorry if I ask too much.


It's because the patch uses the same free RAM addresses that are already used by SMB3 scrolling pipes. To fix the problem, you have to open the patch file and change those RAM.
I modified it for you: http://bin.smwcentral.net/u/1250/wall_kick.asm

For future reference, here's the table of free RAM already used by tools and patches.
https://docs.google.com/spreadsheets/d/1sQCxmD3_vqtuXtnR7MK27HpS4YMxi7236e_1xadJcCo/edit#gid=0
Originally posted by idol
morsels level isnt a good example for this contest.
yeah i noticed that as soon as I said it lol


I guess in the original game sprites started moving as you came out of a pipe (specifically dolphins&urchins), but when you respawn w/ the patch they don't start moving until after you're fully done spawning. It's messing up my timing bro!
(well it's not like it'll be that hard to work around lol. just thought it was weird)

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im dying of hyperbole
Originally posted by Leiras
Additionally, i have no idea how to use the multiple midway point patch and the pictures aren´t very understandable for me, sooo i´m literally fked this year due to my lack of patching and asm-knowledge.

Don't give up so easily, as you can do it. You don't even need any ASM knowledge to do it.
It's not that hard to mess with multiple midpoints. Just go to multiple_midway_settings.asm, pick the corresponding number you want to use from the table and change it in the checkpoint list below accordingly.

In other news, updated the instructions thread with the list of already used free RAM addresses.
Quote
savestateless kaizo only


WHY??? That's extremely limiting, which defeats the purpose of kai-

Quote
Kaizo Mario World 3 style is ok.


...If you consider that savestateless, then I guess it's not that bad...

Still, the harder kaizo levels are prettymuch banned, which makes no sense. I started on my level, knowing this contest would come up, and I literally have to scrap everything now.

Ok... You want to make kaizo-Light? go ahead. But I'm not good at it. So, If my level ends up being too hard... well, now you know why.

(and no, I'm not going to intentionally make a level too hard. I'm worried I might do it by accident, and get penalized for it.)

Legitimate question: can we edit pages 0/1 of map16 for the collab?

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Want to see my Super Mario Timeline?
Originally posted by natnew
Legitimate question: can we edit pages 0/1 of map16 for the collab?

You can paste the tiles of these pages to another page and modify them, but you can't edit the pages themselves. I'll make it more clear in the instructions thread.
Originally posted by natnew
Still, the harder kaizo levels are prettymuch banned, which makes no sense. I started on my level, knowing this contest would come up, and I literally have to scrap everything now.

Make sure to never do this in the future because you will never know the rules.
I think an appropriate difficulty is still a fairly large range.

Lower end: Takes me 2 minutes to get to a checkpoint
High end: Takes me 2 hours to get to a checkpoint. So like kaizo 3... no guarantees that I'll stick it through after that long though.

Morsel's motor was maybe 45 minutes per checkpoint on average for me.
Originally posted by natnew
Quote
Kaizo Mario World 3 style is ok.


...If you consider that savestateless, then I guess it's not that bad...

this is kind of a bad example. kaizo mario world 3's first level is more what we're going for, not the later levels. this is in difficulty only, not design. we encourage people to use the multiple midpoints, and if you have literally any questions for how to utilize that, don't be afraid to ask in this thread or pm katerpie or something.

Originally posted by natnew
I started on my level, knowing this contest would come up, and I literally have to scrap everything now.

sorry but this is your fault. starting contest entries before the rules are out isn't on us.

Originally posted by natnew
(and no, I'm not going to intentionally make a level too hard. I'm worried I might do it by accident, and get penalized for it.)

if you're able to consistently beat it savestateless, then it shouldn't be too hard. you can ask for your level to be playtested or ask people for their opinions on set ups in the discussion thread.
Yeah don't panic about this rule. If you think a level is easy enough, it is probably easy enough.

Not letting people make kaizo hard isn't really limiting at all, in my opinion. You can still make super creative stuff, and make it really hard. I love hard levels. Playing a hard level without savestates is the best way to get a "hard level" experience, in my humble opinion. I know others disagree with that, but don't be afraid to try out this concept of savestateless kaizo. It is in no way "watering down" the kaizo genre. In fact, it is more or less returning to the original roots of kaizo.

Also, no offense, but if we want anyone to play this compilation hack when it is made, barely anyone will play it if it's full of kaizo hard, slowdown and frame-advance required ridiculousness.

e: I think maybe the problem is you are misunderstanding what is meant by savestateless kaizo. These levels aren't easy. My own level of banzai take people a really long time to play, and are really demanding. I would consider kaizo 1 and 2, along with most of kaizo 3, to be savestateless. I still have no clue how the guy on nicovideo beat Heaven from kaizo 3 without savestates.
Originally posted by lolyoshi
Originally posted by natnew
Still, the harder kaizo levels are prettymuch banned, which makes no sense. I started on my level, knowing this contest would come up, and I literally have to scrap everything now.

Make sure to never do this in the future because you will never know the rules.


Fair. I just figured kaizo = kaizo, but... eh. Also exams mean I had to start early, since I would have little time.
I probably would've restarted anyway, since my level wasn't stellar, but It's more so that I can't even incorporate small parts of that level, since it must be done kaizo: light now.

Originally posted by Katerpie
Originally posted by natnew
Legitimate question: can we edit pages 0/1 of map16 for the collab?

You can paste the tiles of these pages to another page and modify them, but you can't edit the pages themselves. I'll make it more clear in the instructions thread.


Welp, I'm out of the collab, then, since I have no real ideas left. I have one, but... Ugg, more trouble than it's worth, but... I don't know. If it's in the collab, it may be limited, but if it's not, few people besides the judges will play it... decisions, decisions...

Originally posted by GbreezeSunset
Also, no offense, but if we want anyone to play this compilation hack when it is made, barely anyone will play it if it's full of kaizo hard, slowdown and frame-advance required ridiculousness.


This is the kind of thing I was planning. Far from pit, but not exactly savestateless; I could barely get that far at full speed. It's that kind of limbo that I'm uncertain about. Take the jump at the beginning; is that alright? I have no idea! adjust it? No, that might make it too easy... I don't know what to do!

--------------------
Want to see my Super Mario Timeline?
why does your gimmick need to use the first two pages of map16?


Also, I would start over completely. I don't know how to feel about the disco shell part, it doesn't seem fun. Also, sliding into 1 tiled spaces is not fun. Maybe try something with those disappearing note blocks? People like to be challenged and enjoy being rewarded when something is demanding, but super hard precision isn't very fun.
Originally posted by GbreezeSunset
why does your gimmick need to use the first two pages of map16?


Also, I would start over completely. I don't know how to feel about the disco shell part, it doesn't seem fun. Also, sliding into 1 tiled spaces is not fun. Maybe try something with those disappearing note blocks? People like to be challenged and enjoy being rewarded when something is demanding, but super hard precision isn't very fun.


Oh, that was last year's level. I was just using it as an example. But yeah, I'm 100% ditching this year's level.

As for the gimmick,

Thought: use the eating block with the coin train as the ground. They move at the same speed, so it would be cool. Also opens up new design possibilities.

With editing of 1st 2 pages: I'll just make the train spout brown blocks instead of coins, yay.

Without: I need p-switches every few feet & to have the p-music playing 24/7. Not exactly ideal.

I have no idea how to insert a custom sprite, so...

--------------------
Want to see my Super Mario Timeline?
Just one question: would my level have docked points if there are skips/sequence breaks/easter eggs that require harder glitches to pull off? I mean technically the level would be beatable without save states, it's just that you'd have to play through the entire thing (which is what the judges want to do anyway).

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Originally posted by natnew
With editing of 1st 2 pages: I'll just make the train spout brown blocks instead of coins, yay.

Without: I need p-switches every few feet & to have the p-music playing 24/7. Not exactly ideal.

That sounds like a good idea, but even then you can't edit the first two pages because doing so will affect other levels in the compilation. Unless you don't wanna take part of it.

There's a disassembly over the sprites section you can use to make the directional coins generate brown blocks instead of coins, so you can achieve the gimmick you want. It's not too hard to edit the file.

Quote
I have no idea how to insert a custom sprite, so...

Download SpriteTool and paste the contents in your hacking folder (it's also included among the base ROM contents). Create a .txt file with the sprites you wanna insert in the same folder as your ROM and SpriteTool. It can be any name, but let's go with sprites.txt for easier comprehension.
You should use 00 to BF for regular sprites, C0 to CF for shooters, and D0 to DF for generators. Pick a sprite from the corresponding section and paste it onto the folder it's supposed to show up, both .asm and .cfg (there are 3 folders named "sprites", "shooters" and "generators"). Open the .txt file you just created and write the id for the sprite you plan to insert. Open SpriteTool and it will ask you for the name of the ROM and then the .txt file. Do as it tells you to and it will appear that the sprites were inserted successfully.
Alternatively, there's a .bat file in the base ROM file named insert_sprites.bat that does all the inserting work for you.

If a red X shows up, then you should activate the sprite inserting mode and hit the Insert button. Type your custom sprite's id in the first box, and in the last box ("Extra Bits"), type the extra bit you want your sprite to have (but it depends on the sprite and whether it really uses an extra bit, as the same sprite might act differently).
Insert it in your level, and if it shows up and acts correctly, then everything is good to go!

Originally posted by Daizo Dee Von
Just one question: would my level have docked points if there are skips/sequence breaks/easter eggs that require harder glitches to pull off?

Your level won't be penalized for that, since not all people can pull off the harder glitches. Just make sure they aren't mandatory.
Since i don´t find anything about this:

Is it allowed to team up with someone?

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Originally posted by Leiras
Is it allowed to team up with someone?

Yes, that's allowed.
I'm split on entering because the guidelines are kind of confusing. "Make it hard but not too hard but not too easy or it's not kaizo" feels like a huge confusing gray area to me, but I can always change my mind if I feel less lazy. Good luck to everyone else participating though!
The guidelines aren't that confusing if you think about it. Basically just do a light kaizo level and don't make it too hard to be done without abusing tools and savestates, that's a given.
It's simple, it's just Kaizo Mario hard, rather than Mario Must Die hard. And you should take savestateless runs in consideration (so slap in a lot of midpoints and stuff, be reasonable)
Originally posted by MasterSkodwarde
Why'd ya upload it on MediaFire? That website's bad for a file like this.

Because the file bin threw me a warning about the file being empty and it was the most efficient way I found to upload it. Also, wrong thread.
Pages: « 1 2 3 424 25 » Thread Closed
Forum Index - Sunken Ghost Ship - Old Contests & Events - 2017 Kaizo Level Design Contest (Discussion)

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