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BLDC - Discussion and Questions

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I'm going to try to enter a level in this and it will be my first rom hack so sorry in advance XP

Thanks for making the base rom for this contest.

Is it correct in me saying that base rom patches aren't anywhere else on the site?
PM me if you would like me to test one of your hacks. Happy to test troll hacks but I won't be much help on Kaizo hacks. I am free whenever I am free but obviously life comes first.
Well the base rom is assembled from a variety of resources located on the site, as well as one or two that were made for this contest. But the only place to download the Base Rom is in the Rules post. Does that answer your question?
I ported my level to the newest version of the base ROM (V1.03) but the status bar still goes behind the foreground. Is it just me or was the fix patch not applied when V1.02 was released?





Green Jerry, I remember applying the aforementioned fix from version 1.02 onward. I have to ask you if you have enabled the option "Move Layer 3 to Subscreen" in the Layer 3 settings window (#lm{props} button). If not, please send me a .bps for me to see what's happening with your level.





Dream team (feed them, please):






Originally posted by FPzero
Well the base rom is assembled from a variety of resources located on the site, as well as one or two that were made for this contest. But the only place to download the Base Rom is in the Rules post. Does that answer your question?


Yes, thabk you. I kind of jumped the gun thinking i could just patch and then level edit. I'm a complete novice so i won't be picking up the required skills to make a worthy level for the contest unfortunately.

On the plus side though, i am somewhat getting the hang of overlapping patches that i need to make my own hack. Once i get that down i'll move on to the next step which i assume is figuring out how to put new enemies into my new base rom (if thats the right term).

Anyway, thanks again and i wish you all tje best for the contest :)
PM me if you would like me to test one of your hacks. Happy to test troll hacks but I won't be much help on Kaizo hacks. I am free whenever I am free but obviously life comes first.
Originally posted by Turbo86
Originally posted by FPzero
Well the base rom is assembled from a variety of resources located on the site, as well as one or two that were made for this contest. But the only place to download the Base Rom is in the Rules post. Does that answer your question?


Yes, thabk you. I kind of jumped the gun thinking i could just patch and then level edit. I'm a complete novice so i won't be picking up the required skills to make a worthy level for the contest unfortunately.

On the plus side though, i am somewhat getting the hang of overlapping patches that i need to make my own hack. Once i get that down i'll move on to the next step which i assume is figuring out how to put new enemies into my new base rom (if thats the right term).

Anyway, thanks again and i wish you all tje best for the contest :)

I think you've actually misunderstood me! If you download the base rom and patch it to your clean rom, you'll actually have all of the resources for the contest. You just won't see them because we haven't set up any sample levels or anything like that for you to see everything in action already. But the resources are there for you and if you need help with how to insert custom sprites you can look at the second post in the Rules thread for some help with that. I recommend naming your rom to "BLDC.smc" in order for some of the extra files the base rom comes with to function properly. Don't add any new enemies to the base rom, because that would be breaking the rules. You can only use what's included in the patch already (with the exception of music since people like to have custom music in their levels). Beyond that, you can look around the site for other tutorials like how to do ExGFX or other basic Lunar Magic functions.
FPZero, thanks again.

I have looked at the tutorial and made a failed attempt at inserting a sprite yesterday but i'm going to invest my time into creating a halloween hack (my hack idea fits with that theme so i will just enter a level from that).

I will figure it out eventually but i restart college soon so the october contest is a more realistic time for me to post a level that i am happy with.
PM me if you would like me to test one of your hacks. Happy to test troll hacks but I won't be much help on Kaizo hacks. I am free whenever I am free but obviously life comes first.
hi there,

I'm in, I would love to design a Castle-ish level for this contest!

I don't plan on using a boss fight though.

Just want to check some things up before getting my hands in the dirt.

1/ I applied a nice custom music but I want to inquire if the sound effects "1DFC" provided with the base rom are any different than the ones included in the AddMusicK folders. If yes, how to apply them using the AMKGUI.exe thingy?

2/ I've tried some of the sample levels to discover the content that I'm gonna use but the foreground tiles are all garbage tiles, like if the sample levels were designed outside of the common map16 slots. Is that alright, if no how to fix?

3/ It may be the way I applied the patch but I cannot find the "custom collection of sprites" in Lunar Magic, is there something I have to do first, like re-inserting the sprites manually with Pixi? got it, I'll use the insert sprite window... Right ?

4/ The custom blocks custom descriptions that should appear on hover, do not show in Lunar Magic, I just get the standard block behaviour description (ie grey cement block) Ok, got this too, I renamed the files with my rom's name.

What I have done so far :
1/ patch a clean SMW-U rom to base rom using FLIPS
2/ opened in Lunar Magic and let it give a header
3/ provided a clean SMW-U rom so Lunar Magic could create the sysLMRestore folder
4/ re-inserted all gfx and exgfx
5/ minor OW change to access my level
6/ added one music using AMKGUI.exe

I hope I did not mess things up from the start :D

Thanks in advance.
1. I believe that they are the same files included with AMK but I'm not positive, so I'll try and get an answer to that.
2. We didn't take the time to set up Foreground Map16 tiles because we were focused on other aspects of the base rom, so those sample levels will look broken, yes. But you can still extract the palettes from the levels, and try assembling the foreground yourself. This is something we'll definitely set up in advance the next time we do a BLDC.
3. We don't have the files required for the Custom Collection of Sprites to work properly, so you'll have to use the Add Sprites Manual window like you found out.
4. Glad you solved this one.

And your process looks fine so far. I'll see if I can get an answer about your first question. I believe we simply included those files in case people needed them.
Yay! Thanks alot!
tracker block fixed

please check it
What's been fixed? You haven't submitted it to the site and there's no changelog included with the file. I didn't even know there were things to be fixed with it.
I added changelog and screenshot to that file.

download
Just making a quick post to say that With Lunar Magic 3.10's release you are allowed to use it to create your levels. Since a new version came out mid-contest, I will also continue to allow users to use 3.04 for their levels. You do not have to update to the new version if you don't want to or are already finished with your level.
Hi all.
I've been looking into fixing bugs in my level; namely, I've been trying to get upside-down slopes working (so the player doesn't glitch through ground).

This is what I mean.

The text file for blocks says "350-355 : Slope Fix Blocks." Are they used only for regular slopes?
If so, how can I fix upside-down slopes?
Upside-down slopes only work if you have the Graphics header set to one of the "Underground" sets. Just change the graphics in the #lm{gfxby} Graphics Bypass to Underground 1, 2, or 3 and your upside-down slopes should work. Note, this may mess up your animated water surfaces if you're using them.

The Slope Fix blocks are blocks have a different purpose, allowing you to place slopes and walls together like shown in the images here without Mario being able to clip through the corners of tiles.
hey, I've got one last question,

my last sublevel is thought as to be chase level of 5 screens long.
I wanted to force the timer to set to a low value, whatever time the player is at.

as I've read I cannot 'reset' the timer, am I doing against the rules?

thanks...
You are not allowed to reset the timer in that manner. I get what you're trying to do but I can't make an exception for it.
Where is the map 16 of the SMB1 FG?
From the Rules and Submissions thread, under "Tips, Guidelines and Things You Should Be Aware Of"

Originally posted by FPzero
While we have included a variety of foregrounds and backgrounds to choose from, we only took the time to set up the map16 for backgrounds. This is because we assumed that many people will likely spend time creating their own custom foregrounds. Backgrounds were the more pressing resource to set up ahead of time. To see what graphics exist in the rom, please read the included “What’s What - Graphics.txt”


So you'll have to set up your own tiles in order to use graphics for most FGs in the base rom
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