Banner
Views: 814,728,192
Time:
33 users online: 00frank, Amine Retro, Anorakun, BootaNoBijuu,  BTD6_maker, chickaDEE Magazine, ChrisHamulak, Darkslayer, DasFueller, Epic_Manky,  Ersanio, Fermín Acosta Jr., Foxy McCloud, GbreezeSunset, Green Jerry, Infinity, Janno27,  KevinM, Knosic, lion, LOLRyan2006 Mario Fan,  MarioFanGamer, MORC,  Nameless,  patcdr, Rammy, Sixcorby, Sokobansolver,  Teyla, WhiteYoshiEgg, yupilongas, yupyup____, Zandro - Guests: 95 - Bots: 175 Users: 43,049 (2,159 active)
Latest: bif-or-hans
Tip: Be sure to drop by the IRC channels to engage with users in real-time!Not logged in.
2017 Kaizo Level Design Contest (Discussion)
Forum Index - Sunken Ghost Ship - Old Contests & Events - 2017 Kaizo Level Design Contest (Discussion)
Pages: « 1 2 3 4 524 25 » Thread Closed
Is it alright to have a completely vanilla level besides the patches?

--------------------
Hack progress: 6/8 exits
Play the demo right here!
That's alright. You don't need to be all chocolate with your level, so I trust you to do your best!
Okay, cool. Sadly .sfc files don't seem to work with the base ROM so I have to look further. Any suggestions, perhaps?

--------------------
Hack progress: 6/8 exits
Play the demo right here!
Originally posted by Katerpie
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.

What do you mean "wrong thread?" I didn't post anything off-topic.

I'm gonna work on my kaizo level now. But I used 7 Bullet Bill shooters and 3 chainsaws in different screens on an SA-1 ROM + sprite memory 10. If I use the same things on the base ROM, it'll cause slowdown. What do I do? What other sprite memory should I choose?

--------------------
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!
Originally posted by Minuy600
Okay, cool. Sadly .sfc files don't seem to work with the base ROM so I have to look further. Any suggestions, perhaps?

You might have to look for a ROM file on Google so you can patch the base ROM (.smc files are the most preferred). Remember that it should be (U) [!].

Originally posted by MasterSkodwarde
What do you mean "wrong thread?" I didn't post anything off-topic.

I meant that you posted your question in the submissions thread when you could have posted it in this thread pretty much.

Quote
But I used 7 Bullet Bill shooters and 3 chainsaws in different screens on an SA-1 ROM + sprite memory 10. If I use the same things on the base ROM, it'll cause slowdown. What do I do? What other sprite memory should I choose?

I suggest you use the base ROM to create your level and remove some sprites, just so it gets accurate as to how it will play in the compilation.
We also applied both the FastROM addressing and the NMSTL patch. I don't recommend spamming a lot of sprites, though.
Got it working with the same file now. Just made the mistake that I used an already patched ROM (The Second Reality Project).

--------------------
Hack progress: 6/8 exits
Play the demo right here!
It seems like this port doesn't work with the baserom (Hot Damned.txt: Echo buffer exceeded total space in ARAM by 0x0100 bytes.) despite working with a vanilla smw rom.
Is there any way to fix this?
I assume the aram space is decreased by the retry menu death sound, which can't be removed, so a change has to be made to the song itself.
I'm not that good when it comes to ports so any answer would be appreciated.
Thanks in advance.

--------------------
My Youtube channel

Currently working on:
Project C

Finished project:
I assume that error happened due to that, since as you mentioned the port works smoothly on a clean ROM.

Anyway, open the .txt file and look for "$F1 $01 $7A $01". Lower the first $01 to about $00. This should fix up the port a bit.
Although I presume it might sound different.
Originally posted by Katerpie
1. When exiting from a pipe, the game sometimes pauses and sometimes doesn't, but the retry system always made the game paused after you died. Now the pausing state is recovered and saved anytime you retry.
are you sure this fix was included in the updated base rom link? I'm still having the same problem I was having before the update, where sprites are frozen upon retrying the level but not when the level first starts, which offsets my dolphins by two whole tiles.
I can probably rework the beginning to not have this problem affect it, but figured I'd mention it anyways

--------------------
im dying of hyperbole
Originally posted by Hobz
Originally posted by Katerpie
1. When exiting from a pipe, the game sometimes pauses and sometimes doesn't, but the retry system always made the game paused after you died. Now the pausing state is recovered and saved anytime you retry.
are you sure this fix was included in the updated base rom link? I'm still having the same problem I was having before the update, where sprites are frozen upon retrying the level but not when the level first starts, which offsets my dolphins by two whole tiles.

Hm? I'll look into it, but I'm pretty sure that issue was fixed last time I checked.
minor spoilers but

this is from the base rom zip i downloaded like half an hour ago from the Rules&Submissions thread ¯\_(ツ)_/¯

in other news i think I'm almost done what i want to be the first section of my level. So that's exciting. Once I polish it up a bit I'll probably throw it in here for some testing. rn the difficulty's a little wonky but I'll get a second opinion

--------------------
im dying of hyperbole
So far, it's going relatively well with my level, even though I think it may not be good enough for a high classification in the contest. Oh well, this is the first hack i'll finish anyway, so it will probably get better from here on out. Mind if I put the first part here for a bit?

--------------------
Hack progress: 6/8 exits
Play the demo right here!
I think I'm gonna enter. I've got an idea, hopefully I can stretch my gimmick into a full level! Will be fun to design without having to abide by the standards I placed on myself for Gracie World.

Also @gbreeze, if you haven't seen it, you should look up Dodechehedron's Kaizo 3 low% run on youtube. No checkpoints, and no powerups or switch palaces unless required to beat a level. #smw{:TUP:}

--------------------
YouTube | Music
Originally posted by Minuy600
Mind if I put the first part here for a bit?

Feel free to. Just make sure to put it within spoilers.

In other news, the maximum amount of secondary exits has been increased to 32. That means you can take advantage of them now, but be reasonable!
Before downloading the base ROM, I wasn't even aware it was possible to just have the one ROM file and not have to copy it into whichever tool folder you wanna use next.

--------------------
Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
hi I thought I'd let you guys know that since mediafire sucks I rehosted the base ROM here (with Archie's permission). Also edited the link in the rules thread.
Originally posted by Hobz
Originally posted by Katerpie
1. When exiting from a pipe, the game sometimes pauses and sometimes doesn't, but the retry system always made the game paused after you died. Now the pausing state is recovered and saved anytime you retry.
are you sure this fix was included in the updated base rom link? I'm still having the same problem I was having before the update, where sprites are frozen upon retrying the level but not when the level first starts, which offsets my dolphins by two whole tiles.
I can probably rework the beginning to not have this problem affect it, but figured I'd mention it anyways


I fixed the code, but forgot to apply the modification to the base rom (oops). The base rom link will be updated again anyways, but you could apply it yourself right now by executing "save_common_patch_settings.bat".


e:
Originally posted by NGB
It seems like this port doesn't work with the baserom (Hot Damned.txt: Echo buffer exceeded total space in ARAM by 0x0100 bytes.) despite working with a vanilla smw rom.
Is there any way to fix this?

Removing an unused brr file can fix the problem.
1) Open Hot Damned.txt, 2) find "../optimized/0A SMW @9.brr" (at line 16), and 3) replace it with "../EMPTY.brr". It's a piano sample used by the death jingle, and it won't be used due to the retry thing with the default settings.

If you want to disable another sample instead of piano, these are good candidates too:
- "../optimized/10 SMW @12.brr": if you're not using a p-switch
- "../optimized/12 SMW @15.brr": if you're not using a yoshi
- "../optimized/13 SMW Thunder.brr": if you're not using thunder/blargg
Should I change the overworld as well? I already have changed the 'welcone' screen up a bit.

--------------------
Hack progress: 6/8 exits
Play the demo right here!
If you want to, but it's not necessary.
Thanks to both of you.
I didn't test your suggestion Katerpie, because the solution worldpeace mentioned works fine.

I have another question about resources that are not covered by the base rom instructions. Are we allowed to use cluster sprites by using the cluster sprite tool and "sacrificing" one of our sprites/generator slots to insert it as a sprite?
I'm sorry that I'm asking so much stuff, I just want to make sure the level stays compatible with the baserom.

--------------------
My Youtube channel

Currently working on:
Project C

Finished project:
Pages: « 1 2 3 4 524 25 » Thread Closed
Forum Index - Sunken Ghost Ship - Old Contests & Events - 2017 Kaizo Level Design Contest (Discussion)

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 13

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy