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

Does Monocloud Castle activate the Special World flags? If so then that's probably the culprit.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
It doesn't. Level 0 and level 9 activate the special world flags (but even then, this has been considered and the flags themselves don't actually do anything).
So how does one get to the dragon coins in Dorito Desert? I've found a few exits to the garden area where I can see the coins behind the walls from the secret exit room, but none that seems to allow me to actually reach them.
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YCZ:
You have to run under the goal to get a couple of them, as the platform with the grass on it can be passed through. As for the others .. partway through the main area, you'll see a black door next to a Sumo Bro. The purple wall to the right of that is actually made of throw blocks. This leads to the others.

It's a bit unintuitive, and part of the reason why Yoshi coins weren't required for 100% completion.
Originally posted by S.N.N.
As for the others .. partway through the main area, you'll see a black door next to a Sumo Bro. The purple wall to the right of that is actually made of throw blocks.

Oh what in the hell. Yeah, that's definitely more than a bit unintuitive. Walkthrough tiles are one thing, but that's something else entirely. Still, thanks.

Also, I noticed that there seems to be a pipe and some enemies on top of the ceiling of the secret exit room. Out of curiosity, is there any way to get there for a bonus or something?
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No idea about that one. I know the secret room is technically below where the normal exit path, but aside from that, I'm not sure.
Milk:
No combination in Manic Mechanisms, that Yoshi coin just has a few problems.

As for Monocloud Castle .. this is question better addressed at Lightvayne. I'll direct him to this thread.
Originally posted by S.N.N.
Milk:
No combination in Manic Mechanisms, that Yoshi coin just has a few problems.

That's unfortunate. Assuming from your answer the exact cause is unknown? After running it so many times because of that one issue really killed the level for me. Guess I was unlucky considering no one else has seemingly had the same issue though. Oh well.

Quote
Also on the topic of Yoshi Coins. Are there supposed to be two Yoshi Coins nearly stacked on top of each other in the second room of Monocloud Castle after you use the springboard to the far left - one behind the cloud/one not? Based on coin spacing throughout the rest of the level, I couldn't help but feel like I potentially missed one somewhere else as opposed to finding two coins that were literally 16 pixels apart. If that's the intended coin layout, then please ignore.


Its intended. There should be one on top of the cloud and one near the bottom behind it. While they are pretty close together, the routes to get to both are I think a decent amount apart.
Layout by LDA during C3.
While still on the topic of dragon coins: where is the last one in Sea Side Course? I've found three in side rooms and one out in the open behind a turn block wall, but I have no idea where the last one is (and I'd rather not slog through that level more times than necessary).

(if it turns out it's just above the screen somewhere you can't see it due to the camera not scrolling, I may be slightly annoyed)
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It's in another sublevel. Just before the goal, there is a platform of sorts with a bunch of spinies under it leading up to a pipe. It's a bit tricky, but just get a fire flower or something to get rid of the spinies with and jump low enough, but above one tile (you'd see what I mnean, you can't miss it).

After that, you'll end up in a sublevel with a bunch of ladders and flying blocks. The yoshi coin is easy to get to, just jump off to the side.
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Originally posted by KTBHacking
It's in another sublevel. Just before the goal, there is a platform of sorts with a bunch of spinies under it leading up to a pipe. It's a bit tricky, but just get a fire flower or something to get rid of the spinies with and jump low enough, but above one tile (you'd see what I mnean, you can't miss it).

After that, you'll end up in a sublevel with a bunch of ladders and flying blocks. The yoshi coin is easy to get to, just jump off to the side.

No, I found that one; it was fairly obvious that it was something in that pipe, tricky to get to as it was. The three sublevel ones I have are the one in the midpoint room, the one where you press a P-switch and jump up some stairs, and the one in the pipe guarded by spinies. Did I somehow miss one in the room with the turn block bridges or something?
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Yes. Jump towards the very right when you are on the bridges.
It's easily the best thing I've done
So why the empty numb?
Well then that's certainly a hiding place. Thanks.
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Sea Side Course has given me the most issues so far due to the horrid placement of the midway point. The autoscroll section is also painful because of all the hidden enemies.
Mario's Vanilla Journey

Progress: 22/72 levels complete
Originally posted by Lightvayne
Its intended. There should be one on top of the cloud and one near the bottom behind it. While they are pretty close together, the routes to get to both are I think a decent amount apart.

Hrm. Then I have no idea what the intended method for the bottom one is. I got both while jumping for the top one, but then, I may have used a slightly incorrect method to get the top one as well. That's why it seemed like such a odd placement to me.
I noticed VLDC8 was updated to v1.2 but still the same problem with the I.C. Castle level with that first "reset" door going to the partly messed up bonus game room as shown in the picture below.



Entering THAT reset door above leads to this:



and I'm stuck there until time runs out. This should be fixed as well as the Yoshi coins problem in the Manic Mechanisms level.
Let me guess. Is that door on the leftmost tile of that screen?
If yes, move it one tile left or right (your choice), or set up an exit from the previous screen. Doors may trigger the exit one tile left of themselves, depending on where exactly you are. Considering the wall nearby, that door seems very likely to trigger on wrong tile.
<blm> zsnes users are the flatearthers of emulation
I just found what I think is a glitch: Video

I think Buzzy Beetle's stun timer continues going while it's in its "kicked" state, and doesn't properly reset when it's stopped with a stomp, which can result in Buzzy waking up unexpectedly quickly, like in that video. Also, if I waited a bit longer before stomping Buzzy out of its "kicked" state there (so that the stun timer would've already expired), then Buzzy would remain permanently stunned afterwards.

Should this be fixed?