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VLDC12 - Discussion and Questions

Did you set the sprite header to 08? That's responsible for SA-1.
Originally posted by NopeContest
I would like an elaboration on the line in the change log:
Quote
Removed Layer 3 sample levels because they were broken by default

I had used one of those to help get the animated effect of the starry sky working on the first base rom. Is that no longer usable?

I suppose not, but if you still have the sample levels from the first base rom, then you can keep using them. I removed them because I'd received a number of questions asking why the sample levels were broken, and figured the best answer to avoid confusing people further was just to remove them.

Originally posted by 7 up
Originally posted by FPzero
If you alter global tracks and then we compile, your level will no longer sound like it was originally made to sound because we obviously won't be able to use the tracks you chose with everyone else's. Surely it can't be that important that you change the p-switch or goal tape music, can it? I'd rather not allow more random alterations to the vanilla experience than I already do with all the fixes and graphics manipulation.

But you didn't judge global music in the previous years, did you?

Well, we didn't judge it in previous years because I don't recall anyone changing the global music in their entries of the top of my head. If we allowed the changes, then they would be judged as well.

Originally posted by MegaSonic1999
As I said, I'm encountring a slowdown problem while testing my level, and I also have the page 2 of map16 modified, not page 5. Can you help me with the slowdown problem?

If you're using the 1.0 version of the base rom, then map16 page 2 will have tiles on it. If you're using the 1.1 version, page 5 will have tiles. I recommend updating to v1.1 if possible but if you choose to stay on v1.0 I can't really stop you. Slowdown could be caused by any number of factors. If sprites are causing your slowdown, be sure to change the Sprite Memory setting to 08 to allow for additional sprites to be on screen. Otherwise we'd need more information to give good suggestions.
Originally posted by MegaSonic1999
As I said, I'm encountring a slowdown problem while testing my level, and I also have the page 2 of map16 modified, not page 5. Can you help me with the slowdown problem?

Contrary to what FP mentioned (with an even more counterproductive method), that problem is unsolvable. It isn't our or SA-1 Pack's fault, it's ZSNES. It's what I meant with "[you] have to explicitely enable ZSNES support" and VLDC12 simply disabled ZSNES support in SA-1 Pack.
Originally posted by FPzero
If you're using the 1.0 version of the base rom, then map16 page 2 will have tiles on it. If you're using the 1.1 version, page 5 will have tiles. I recommend updating to v1.1 if possible but if you choose to stay on v1.0 I can't really stop you. Slowdown could be caused by any number of factors. If sprites are causing your slowdown, be sure to change the Sprite Memory setting to 08 to allow for additional sprites to be on screen. Otherwise we'd need more information to give good suggestions.

Wich version are you talking about? is it for lunar magic or the rom, because I'm using version 3.11 of lunar magic. And I haven't inserted any sprites yet.
Gotta aim fast.
Originally posted by MegaSonic1999
Wich version are you talking about? is it for lunar magic or the rom, because I'm using version 3.11 of lunar magic. And I haven't inserted any sprites yet.

He mentioned "base rom", it's clearily the ROM.
For replacing the original SMW songs, does global songs count? Will you receive a penalty if someone desires to do so?

Because I didn't notice that rule until now. It's possible that I misassumed it was the same deal as last time.

It's embarrassing that I accidentally break a rule or two like that, because I shouldn't be that blind.
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


quite disappointed that there won't be a dedicated VLDC soundtrack this year. i will make a level tho
Originally posted by Torchkas
quite disappointed that there won't be a dedicated VLDC soundtrack this year.


Same #w{=(}
Originally posted by MarkVD100
For replacing the original SMW songs, does global songs count? Will you receive a penalty if someone desires to do so?

Because I didn't notice that rule until now. It's possible that I misassumed it was the same deal as last time.

It's embarrassing that I accidentally break a rule or two like that, because I shouldn't be that blind.

There's no reason to replace the original songs in your level when you can just add new ones to the addmusic list. You can't really "accidentally" break that rule, since you have to consciously choose to insert your songs over existing ones.

Originally posted by Torchkas
quite disappointed that there won't be a dedicated VLDC soundtrack this year. i will make a level tho

I'd have liked to do a soundtrack for this contest, and I even asked Sinc-X about hosting a contest for it, but in the end we agreed that the best time to host a soundtrack contest or other effort would be prior to the contest's beginning, so that people might actually use the tracks. I'm pretty sure very few people used the VLDC11 songs in their levels last year due to the music contest happening alongside the level one.
How far can recoloring and merging go?
I know I can only merge 2 tiles and can't recolor transparency, but I'm thinking on ways of making simple edits of tiles that fit into the rules, for example: I take a 1 color tile (like some 8x8 tiles for BGs), recolor it to whatever non transparent color I want, then I merge it with another tile with transparency over it, essentially a complicated way of recoloring the transparency of the tile without breaking the rules (as far as I understood).
There are, essentially, ways to game the graphical rules like you're describing while still fitting into the rules. We're just trying to allow people to manipulate graphics without outright drawing new tiles, trying to make it so that you can still generally tell where the graphics people use to make custom tilesets come from. We want to allow that freedom but we still want there to be some identifiable traces of the original game's graphics because it's much more fun to puzzle out how someone put a complex tileset together. You can do what you're describing, but also ask yourself if it's really a necessary thing to do for your tileset that will help your level. Don't get too caught up in the graphics that you forget to put equal or greater effort into your level's design.
Originally posted by MarioFanGamer
He mentioned "base rom", it's clearily the ROM.

Is the base rom updated? If yes, can you please send me the link? And if I have the same problem, I have no other choice but to run the rom on snes9x, isn't it?
Gotta aim fast.
The base ROM is literally in the submissions thread, dude
It was only updated on the 2nd, so I don't know if further updates will be made at all.
Windowless ride, feeling alive
Are you alive or just breathing?
Will there be a collaboration hack that features all the designed levels in the contest?
Gotta aim fast.
Originally posted by MegaSonic1999
Will there be a collaboration hack that features all the designed levels in the contest?

Read the Rules once again and closely, dude. You'll find the part that implies there may be a compilation hack. Yes, compilation, not collaboration because this is a competition, not a co-operation (unless you're working with one person on your level).

Don't expect a last-minute Base ROM update, though.

Originally posted by FPzero
Well, we didn't judge it in previous years because I don't recall anyone changing the global music in their entries of the top of my head.
I remember SomeGuy712x making changes last year.
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Basically, I believe in peace and bashing two bricks together.

Is it ok to modify the title screen level and/or the "Welcome to Dinosaur Land" level? Not that it would do much but just to have something a bit different than usual.
That would be a dumb reason to be disqualified #tb{^V^} So I prefer to make sure
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Luigi's Lost Levels 2 - Back With A Revenge
Luigi's Lost Levels 3 - Electrik Boogaloo
VLDC12 - 72HoKaizo#1
Originally posted by Romano338
Is it ok to modify the title screen level and/or the "Welcome to Dinosaur Land" level? Not that it would do much but just to have something a bit different than usual.
That would be a dumb reason to be disqualified #tb{^V^} So I prefer to make sure

A lot of people do that, here and in previous contests. Ditto with the overworld. Reason: They all aren't judged, only your level.
Originally posted by 7 up
Originally posted by FPzero
Well, we didn't judge it in previous years because I don't recall anyone changing the global music in their entries of the top of my head.
I remember SomeGuy712x making changes last year.

Okay well, I don't remember it right now, and even if he did it doesn't change the fact that this year I don't want people doing it. Changing the P-switch, starman, or goal tape music cannot be so crucially necessary to peoples' levels that it would somehow secure them victory in the contest.
I'm still running with the slowdown issue even with the lastest version of the base rom on zsnes, and I didn't add any sprites yet. But I thought of something, I changed Mario's position in the overworld in a way to not activate any events when I get the exit. Could it be related to this? Note that I've also set the sprite header to 8. And if I still have this level issue, do I have no other choice but to run the rom on a more accurate emulator like snes9x? And how do I record a video of my gameplay on snes9x?
Gotta aim fast.
The latest version of ZSNES was created over 13 years ago. The emulator at this point has been completely abandoned and does not function properly in a modern SMW hacking environment. If you use ZSNES these days, you should expect your romhacks to run poorly. The slowdown you're encountering is a result of ZSNES being unable to handle modern SMW additions like SA-1. There is no other option than to use a different emulator like snes9x.

Change your emulator