Views: 959,709,074
7 users online: Koopster, melvin_r, RPG Hacker,  RussianMan, Sokobansolver, SuperBeastGN, TheJank - Guests: 54 - Bots: 128 Users: 53,127 (2,224 active)
Latest: Peter Games_Br
Tip: You should be able to consistently clear your own levels without ever relying on tools like savestates, slowdown, fast-forward, and so on.
Not logged in.
2017 Kaizo Level Design Contest (Base ROM Instructions)
Forum Index - Sunken Ghost Ship - Old Contests & Events - 2017 Kaizo Level Design Contest (Base ROM Instructions)
Pages: « 1 » Link - Thread Closed
Please read if you're going to make a level for the compilation and work on the base ROM!


If you want your level to be in the compilation hack, you have to abide by the following rules. If not, it's fine to do whatever you want.

1. Your level must be made in the base ROM. Anything not made in the base ROM will not be accepted for the compilation.

2. Please include all additional files you may use, such as sprites, map16, music, uberASM, etc.

3. Please include your changed copy of global_settings.asm and multiple_midway_settings.asm if you have changed them.

4. You can use:
  • 1 main level
  • A maximum of 6 sublevels
  • A maximum of 32 secondary exits
  • One Map16 page for FG and BG respectively (total of 2 pages)
  • A maximum of 8 ExGFX files, including layer 3 files
  • A maximum of 3 custom songs
  • A maximum of 10 custom sprites, including generators and shooters
NOTE: The number of sprite slots supported by Romi's SpriteTool is obviously restrictive.

5. You are allowed to insert/modify the following as you want:
  • Global settings such as the number of initial lives: options are provided in "global_settings.asm"
  • Multiple midway points settings: options are provided in "multiple_midway_settings.asm" and also some screenshots for clarification in the "common patches" folder
  • LevelASM and patches can be used, but no global changes. If you are concerned about a patch you want to use, ask in the discussion thread for clarification
This is also a list of what you have to submit.

6. You cannot modify but use the following:
  • Shared map16 (page 2 and 3) and pages 0 and 1
  • Patches or blocks already inserted to the base ROM
  • Global palettes
  • Global ExAnimation
  • GFX00-33
  • ExGFX60
tl;dr Don't change stuff that globally affects other levels.
You won't be allowed to use ExGFX61-63. Since we only have a limited number of such things, we are going for communist's method.

7. A few notes:
  • Some of your global changes such as custom hud, custom global songs (e.g. P-switch music), etc. won't be applied in the final compilation hack, both for uniformity and for the technical difficulty.
  • The number of lives will be infinite in the compilation hack.
  • Here's a list of the already used FreeRAM in the base ROM.

Base ROM Instructions

1. Some shared custom blocks take up FG3 space and part of palette 6. In case you need extensive graphics and want to disable them, just uncheck "Enable Lunar Magic's global animations" (#lm{aniset}).

2. There are shortcut batch files (*.bat) in the main folder.
They will insert corresponding stuff into the base ROM at the main folder directly, so you don't need to copy paste the ROM file to the subfolders everytime.
(.dsc and .msc files will be automatically generated in the main folder too)

3. You may change some settings for your level:
  • global_settings.asm (misc stuff)
  • multiple_midway_settings.asm (see the file for more info)
Those files are in in the "common patches" folder. To save your changes, execute save_common_patch_settings.bat.

4. Level 105 and some sublevels show some examples of usages:
  • Level 105, 1CB: basic custom blocks
  • Level 1FF: screen scrolling pipes (based on GHB's but they behave like traditional FuSoYa pipes)

If you have any questions, ask ahead in the discussion thread.
This thread will also serve for future updates of the base ROM.

A new version was submitted with the following changes:

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.
2. The sprite initial facing state was executed only when you reset, and not when your entrance was on a door or a pipe. Now it's also executed whenever you enter a level whose midway value is $02 and $03. That's pretty minor, but it's more for the sake of consistency actually.

Redownload the base ROM in the submissions thread's OP with the changes. It's the same link.

Now we are the kids from yesterday 💣
A new version was submitted, this time with Hobz's issue (the first one from the previous post) actually fixed.
Sorry for the inconvenience!

Now we are the kids from yesterday 💣
Here comes another version of the base ROM coming out of the oven!

What's new:

1. Fixed the sample loading bug that happened when the death jingle SFX was used instead of the original death music.
2. The retry system is now compatible with this version of the individual dragon coin saving patch, meaning it now saves the dragon coins upon retrying.
3. The pausing issue that screwed up the music is also pretty much fixed.

Now we are the kids from yesterday 💣
Pages: « 1 » Link - Thread Closed
Forum Index - Sunken Ghost Ship - Old Contests & Events - 2017 Kaizo Level Design Contest (Base ROM Instructions)

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

Copyright © 2005 - 2022 - SMW Central
Legal Information - Privacy Policy - Link To Us


Follow Us On

  • YouTube
  • Twitch
  • Twitter


  • Super Mario Bros. X Community
  • Mario Fan Games Galaxy
  • sm64romhacks