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The 8th Annual VLDC: Hack release thread! [ZSNES USERS READ THE FIRST POST]

Working peachy keen for me.

Did you ever redownload it?
Originally posted by MercuryPenny
And mix the terrible and outright atrocious with the half-decent and good?

Well...yeah, actually. Having a worst world didn't stop that from happening in the 7th VLDC, after all.

Originally posted by Milk
*stuff*

You raise a lot of good points, and I'll admit that I didn't put a lot of thought into my suggestion other than what GeminiRage and MrDeePay and others have stated about low-hanging fruit along with the perceptions I've garnered from this and other threads. It's really more something to think about than an outright demand or what-have-you; that is, the idea that if there is no worst world to shoot for, then level quality would improve. ...but then again, the fear of dropping into the "worst world" in and of itself should improve level quality. Hrm.
Redownloading it didn't help.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
Redownloading it didn't help.



I dunno I just tested it in 1.53 and it ran fine. You probably set a config setting wrong or something, check those to see if they help.
Originally posted by imamelia
Is anyone else having problems getting the ROM to work in SNES9X? The emulator just freezes when I try to load it. It seems to play just fine in higan 0.92-accuracy, but I'd rather not use that because...reasons.

I'm using ZMZ right now which is just SNES9x with a ZSNES skin over it. It seems to work fine for me.

Maybe you accidentally patched it with a dirty ROM? I would doubt it since you're more experienced than I am, but you never know.

Unless maybe you're using the autopatching capabilities? In that case I'd just use flips and try like that if I were you.
I've become very grumpy these last few years, and have been biting my tongue here in SMWC's forums quite a bit. I just want to let you all know that if ever I come off as harsh, I still care about you all. You guys are great.

(Avatar by http://reyleias.tumblr.com/, butchered by me)
As promised:

Secret Exit Guide

**Skip this post if you want to avoid spoilers**


GRASS WORLD:
none

FOREST WORLD:
Trunk Trouble: Shortly after the midway is a green pipe. Enter it - the key and keyhole are at the end of that room.
Eating Block Ruins: Enter the first white pipe you see in the level, then exit through the orange pipe on the left. This will reset the cement block wall near the start of the level. Get on top of that, and hit the turn block to receive a P-Switch. Take that switch back through the white pipe and into the cave area. Use the throw blocks here to hit any of the ? blocks, then step on them to cause the block snake to activate. Make sure you "fill out" the trail by jumping to reveal hidden note blocks in the gaps, then make sure you hit the P-Switch so that the trail eats away the blocks guarding the key. Take the key through the orange pipe, then hit one of the ? blocks near the start of the level. Step on them to cause the stone wall to be eaten away, then take the key to the keyhole.
Kind Timber Biome: Shortly before the midway is a series of four blue pipes. Enter the tallest one, making sure you have a mushroom. Spin jump on the blocks to get the key, then take it to the keyhole just after the midpoint.
Tragic Revolution: Just before the first white pipe in the level are two Chucks. Use them to get up on the vertical logs above them, then enter the black door. Hit the ON/OFF switch, and then proceed to the end of the area. The line guide should now take you to the lower pipe. Enter it, and you should land on another line guide platform. Ride it to the end to enter another black door. You'll now be in a "ruined" version of the first area - simply run all the way to the left and you'll find the key + keyhole.
Purple Pyre: Make sure you've activated the Green Switch, then reach the end of the area with the Fishin' Lakitu. You should see a gold/green colored pipe on the ceiling - reveal the hidden ? blocks under it and enter it. Grab the feather from the small bonus room, then head back to the area with the Fishin' Lakitu. Keep going right, and you'll see a trail of coins leading through a whole in the roof. Fly through them, enter the pipe, and you'll be at the secret exit.

WATER WORLD:
Crystal Reef Garden: Proceed through the second room of the level (pink colored) until you see a pipe that is blocked by invisible coin blocks. Shortly after this is a series of three throw blocks and three turn blocks just after that - the middle one has a P-Switch. Activate it, then enter the pipe. Feed the baby Yoshi a bunch of enemies in this new room, then proceed through the pipe on the right. Pass the midpoint room and progress through the green colored room until you each a P-Switch stuck in the ceiling (it's fairly early). Use Yoshi to grab it, then hit it right away. A tunnel should open up below you - enter it, then enter the pipe. The secret exit is at the end of this new room.
Log Jammer Jog: In the underwater area right after the midway - you can't miss it. Make sure you're small, grab the key, swim back a bit to lure the Rip Van Fish out, then swim into the keyhole. Watch for the invisible blocks below the opening.
Zone 434: Hit the P-Switch as soon as you get it in the forest part, then enter the blue door that appears on the lone cloud.

CASTLE/FACTORY WORLD:
Nephe Court: Near the end of the level before the last Dragon Coin. You'll see a 2x3 set of coins on a platform. Stand in the middle and jump up to enter a hidden pipe leading to the secret exit.

MOUNTAIN WORLD:
Variety Path: Right after you exit the castle room with the yellow and green blocks, you'll be in an outdoor area. Directly to your left is a horizontal pipe guarded by a Chuck. Progress through this level until you reach the P-Switch, and then bring it back to this pipe. Hit it to revel a hidden ? block, allowing you to enter the pipe.
Cobalt Quarry: As soon as you enter the cave area, jump above the pipe and grab the blue coin. Stand here for a second and a flashing shell will come out of the left side of the screen, allowing you to hit the turn block and spawn a vine. This leads to the secret exit route.

ICE/SKY WORLD:
none

FIRE WORLD:
Barren Badlands: At the end of the green cave area, stay on the skull raft instead of jumping off. It will lead you to a pipe with the secret exit route.
Doritos Desert: Right above the start is a series of grey blocks. Jump up from the rightmost one to reveal a hidden note block, leading to ANOTHER note block that contains a star. Grab it and start dashing through the level. The next star is in the first ? block you'll see after this (to the left of a Volcano Lotus). The star after that is near the end of the level in the ? block below two Pokeys. Go down after that, cross the Muncher pit, and enter the door. It's now a straight shot to the key (though you'll have to fly a bit - don't worry, a cape is provided).
Castle Collapse: The last area of the level (outdoors) contains five turn blocks. One of them contains a P-Switch. Grab it, and drag it to the door you entered the level from. Hit it, and a new blue door will appear in its place. Once you enter this new room, grab the key, hit the turn block, and climb with the key. Note that the camera won't scroll here, but when you reach the top of the vine, keep jumping right and over the wall to reach the keyhole.
Searing Stronghold: Right next to the midway is a block with a P-Switch. Grab it, then run back a screen or two and up the few flights of stairs. You'll see a pipe guarded with brown blocks - hit the switch here, enter the pipe, and get through this new area to reach the secret exit.
Normal Ghost House: Enter the first door you see in the level. Right above you will be another door - lure the Eeries slightly off-screen back to this door and then spin jump on them to reach it. Enter it. You'll be back in the first area next to a shell. Grab it, then carry it a few screens through the level until you see the keyhole and a ? block next to it. This has the key.

CAVE WORLD:
Archaic Art Archive: Head directly left of the midway (with the picture of two Fishbones) and take the upper route. The door at the end of this hall leads to the room with the key/keyhole.
Cakewalk Cavern: Progress through the level normally until you reach a 2-tile high tunnel and pipe blocked by a bouncing star ball. Hit the Koopa directly above it to grab a shell, then destroy this star ball. Progress through this new rooms with the P-balloons to reach the secret exit.
Caloric Crater: Make sure you've activated the Blue Switch, then grab the springboard from underneath the first Chuck in the level. Grab it, then cross the lava pit with the three grey platforms, and place it at the first red Koopa you see after this (should be two jumps away from where you got the springboard). Spring up and grab the P-Switch from the turn block. Hit it, and an arrow will appear and point you to the door to the secret exit.
Matrix Mines: About one screen after the start of the level is a springboard. Grab it, and drag it a bit to the right where the shelless green Koopa it. Above you is a box with a black door in it - spring up there (you'll have to land above the box/door and fall in). The "real" key can be found on the right side of the little key pyramid. The "real" keyhole is the third from the left.

WORST WORLD:
MariYOLO Adventure: This level does in fact have two exits, but as the main level is "Kaizo" in nature, you do not need to get through it to complete the game.
Holyoke World: Enter the first vertical pipe you see. The key and keyhole are at the end of this room (note: you'll probably want to be big, as the Muncher jump you have to do is very challenging. There is a hidden note block there, but it's only a one-way deal).

BEST WORLD:
Municipal Swimming: Beat the level normally by reaching the key and keyhole. Now re-enter the level. The "blank" midway at the start will now have a turn block in it that has a P-Switch. Grab that, and enter the pipe to the left of it. Swim against the current to enter the horizontal pipe in the underwater area. The "secret" exit will toggle automatically as you swim across this room.
Throw Block Heaven: Right at the start of the second room as you land in the Lakitu cloud, move downwards. You'll see a hidden white pipe once the layer 2 clouds scroll away. Enter this, and go right until you see a lone Mechakoopa. Grab it, and hit the turn block that is out of reach to get the key. The keyhole is at the end of this area.

WORLD X:

Starlight Shore: Directly after the midway is a double-ended pipe. Enter the bottom to reach an underwater area. The third last block in this sublevel has the key (second last ? block). Grab it, exit, then progress to the right about through the level a couple of screens. The keyhole is on a slope underwater.
Platinum Ruby Fortress: At the end of the second room of the level (with the orange right-moving platform) and before the five turn blocks is a vertical wall. A Spike Top will climb up this. Spin jump off of it and "climb" this wall under you're offscreen, then move right to find a hidden pipe. You'll come out below the midway. Hit the turn block to get a P-Switch, then carry it to the next room. Hit it as soon as you enter the next room and then go left. Grab the Koopa on the orange pipe and use it to hit the ? block containing the key. Just carry the a few screens to the right from here to find the keyhole.
Chasm of Scales: Directly after the keyhole are two scales and a horizontal pipe at the bottom. Ride the rightmost scale down until you're lined up with the pipe, then enter it. You'll now be in a "fake" level 0 - go to the right wall, jump to reveal a note block, then spring up and to the right. You'll now be in a "fake" version of the 3 ? block mini-game room from the original game. Jump up until you're standing on the platform with the three O's (directly below the pipe), then right through the wall on the right to find the key. Grab it, exit this room, and you'll land righ at the keyhole.
Originally posted by S.N.N.
MariYOLO Adventure: This level does in fact have two exits, but as the main level is "Kaizo" in nature, you do not need to get through it to complete the game.

Actually, the "Kaizo" way has a glitch with one of the line-guided saws a good ways into the level (which I pointed out in an earlier post), which appears to make that part of the level unwinnable. (Here's the video link again.)

I wonder if that'll be fixed, for anyone who cares to try completing it that way just for the heck of it...
It looks like there is a major design oversight in MariYOLO adventure that makes completing the second exit impossible:



The two stacked munchers on the right hand side of the screen prevent the chainsaw from continuing along the line guide. Which is pretty amazing because it means that the author didn't test this area even one time.

You might want to update the hack so that that top muncher is removed. I know it is not expected that the player slog through this, but it should still be *possible* if he/she wants to.
This is probably why only one checkmark is assigned to completion of the level.
Yeah, I'll add that MariYOLO bug to my list to fix up this weekend. I'm not sure if it's actually the author's fault - along the way, there were a few fixes applied to the hack, one of which included allowing line guides to be placed as any Map16 tile. Although I'm not sure if this is the particular cause of it, it may have definitely had some sort of effect.
I found a small difference in my level (the section around the midway point with the message box). It's a minor thing but I'm not a fan of invisible ceiling that I would avoid when I design any level. If there's a technical reason to do so, I wouldn't mind. But if possible, could you extend the horizontal pipes so there's no invisible ceiling at least? (also it would eliminate the one tile high space between the message box and the ceiling)

Regarding the compilation, it was well constituted and I enjoyed all the components so much; the maps
I especially liked the layer 3 + HDMA in world X, it was just fantastic
and the extra levels were great. And the hack probably contains one of the greatest OST among smw hacks. I was really happy to hear those songs. Thank you composers for taking time to compose/port them, and providing a pleasant experience.
I have to say I feel highly honored to be in the position. I was so lucky. Thank you very much, and also thank everyone who devoted time to the hack.
Originally posted by MelodicCodes
Originally posted by imamelia
Is anyone else having problems getting the ROM to work in SNES9X? The emulator just freezes when I try to load it. It seems to play just fine in higan 0.92-accuracy, but I'd rather not use that because...reasons.

I'm using ZMZ right now which is just SNES9x with a ZSNES skin over it. It seems to work fine for me.

Maybe you accidentally patched it with a dirty ROM? I would doubt it since you're more experienced than I am, but you never know.

Unless maybe you're using the autopatching capabilities? In that case I'd just use flips and try like that if I were you.

Nope, I used flips, and I used (a copy of) the same base ROM that I've been using for everything.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
On the subject of MariYOLO Adventure, there is a message block at the very end of the level for those of you who manage to get there. Here's what it says:



By the way, I'm sure somebody pointed this out already, but was that message block at the end of
Chasm of Scales
supposed to say something? Because it apparently has no text in it.
Your layout has been removed.
Why don't you keep power-ups from stage to stage?

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

To prevent cheesing through other levels and/or breaking them.

I'm playing it right now and can't wait to unlock the secret world. I'm rediscovering SMW hacking, there are so many great levels and gameplay ideas #tb{:p} Fantastic work!
Originally posted by MrDeePay
To prevent cheesing through other levels and/or breaking them.


Yeah, because God forbid we have powerups for the more difficult levels.

Anyway, my analysis so far on certain levels:

Good;

the POW Perspective gimmick was real cool reveling the floor with a P-switch.

Bad:

Yoshi's Starvation: Way to hard (big surprise). Decent idea, bad execution. Do the autoscroll HAVE to be super fast? Medium speed could've got the job done. Sheesh.

Lightning Lands: I read the message box on this stage and skipped it. Sorry but #tb{XD}

The rest of the Grassland stages was OK for the most part. I would've ranked stages differently than this, though. Some stages with low rank we're way better than others with high rank. But that's just my taste in level design.
All levels were designed to be started with small Mario, so being a collection of levels that's how the VLDC has you play them.
Your layout has been removed.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by RedRose64
Originally posted by MrDeePay
To prevent cheesing through other levels and/or breaking them.


Yeah, because God forbid we have powerups for the more difficult levels.


This is a compilation hack of one level "hacks" submitted for a contest- this is not a site collaboration for an overall package of a single game. Carrying power-ups over to levels will go against one of the points of this thing to begin with and trivialize more things than necessary.

Originally posted by RedRose64
Yeah, because God forbid we have powerups for the more difficult levels.

Those levels really should've gone for adding powerups themselves, because that's also the path we went for last year. There are usually levels with gimmicks where a cape simply doesn't work, and yoshi even, so it's better that we treat them all individually - as they were as entries.

Also, I'm almost sure this is not the first time I hear about Yoshi's Starvation. I dunno, I didn't find that one that hard...
It's easily the best thing I've done
So why the empty numb?