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The 12th Annual Vanilla Level Design Contest: Collaboration Hack

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★☆★ DOWNLOAD ★☆★


Here we are again!
This time we bring you the VLDC12 collab, with 127 entries from 2020, and 4 switch palaces.
We started working on this hack at the end of February, right after VLDC11 was finished, so we'll need a good break now.

You'll find lots of banger stuff in this hack, such as:
- 127 entries compiled by AnEvilGhost, and his 4 switch palaces. 131 levels and exits in total, making this the largest hack level-wise.
- An amazing new overworld that you can freely explore, created by yours truly : )
- The overworld expansion patch made by  MarioFanGamer
- All new custom asm and overworld sprites. a couple sprites were taken from vldc9, but the majority of them were coded by me, and one of them was coded by  Donut
- A new warp system, a new best world, and overworld cluster sprites by  Kevin
- Specific drawings created for the best world by Ruberjig, i've finished most of his sketches myself due to him being busy.

- New overworld music composed by
 bebn legg, brickblock369, Giftshaven,  icrawfish, Maxodex, Pinci, and me,  Segment1Zone2 ported my songs to SMW.

This is our last collab hack. Whoever is making VLDC13, godspeed to you, but we are done.
We hope you enjoy!
finally, free from mario collabs
Just started playing and already found a typo in Peach's Castle:

"recieve"



Yoshiatom's Post
Well guess I finally have a level of my own in an SMWC collab hack! Took me long enough after being on this site for ages. :P

I haven't had a chance to play any of the levels, but just wandering around the overworld I'm seriously impressed. It feels really alive and crammed full of detail, and I'm shocked at how short the pauses between music loads are.

Layout by Koopster!

<DeputyBS> I knew it
<DeputyBS> alcarobot is taking over the world through his truck dealership franchise
vldc 10 when please mr SMWCentral.....
From what i played i like the overworld design, music and colors

although... did the worst levels overworld get removed?
Originally posted by Pitchin' Luigi
did the worst levels overworld get removed?

yes, because it's really not necessary to have one, so the lowest 10 are spread out on the map like the rest of the levels. It also gave us an extra submap to work with.
Really liking it so far. Everything here is better than ever and I'm surprised how you guys were able to 1-up your VLDC11 compilation. I especially like the overworld here, the gorgeous music, callbacks to other VLDC's (VLDC7 desert position and 11's overworld trains) and the way all the worlds connect with eachother just makes it so much more of a joy to explore. The open overworld also compels me to beat this much more than past compilations since I feel like the way I do these levels matters. The levels themselves this time are a big step up, even the worst levels are still unique and somewhat entertaining, none are really that terrible and at worst are just annoying.

What can I say its another great compilation, a neat package to help people see the SMWCentral community evolve over the years.
Current Projects:
Super Mario 𝓥𝓸𝔂𝓪𝓰𝓮
“If you are not able to be wrong, you will never come up with something original”
Lush graphics. Every year there's so many unique and creative visuals from the same tileset, with restrictions on adjustments.

SMW hacking turns limitations into an art form, like architecture.



YouTube Twitter Twitch
can't believe you guys actually put a Pekora in the space map

unironically the best thing in the whole hack
Layout made by MaxodeX
2021 TRENO vibe check thread
crispy. the overworld looks lively. levels i've played are fun.

pretty cool!
if you guys downloaded VLDC12 before Oct. 27, download it again from the first post as it was updated a few days ago with some crucial bug fixes.
Does anyone know if this collab works on the SNES Mini? I'd love to play this hack on it.
Layout by Erik557 during C3
Originally posted by GST_Bass
Does anyone know if this collab works on the SNES Mini? I'd love to play this hack on it.

Late but you'll need to convert it with SFROM Tool for it to work.
You can download the version I use here. After you downloaded it, you need to:

- open the rom in SFROM Tool
- go to "Edit" and then "Advanced Options"
- set the Preset ID to 109C
- set the Chip to SA-1 (3)
- click on "Save" on the bottom right
- finally go to "File" > "Save SFROM" and save as SNESC SFROM

Then you insert the file with Hakchi like normal. Hope that helps.
There might still be bugs though, because the emulator in the SNES Mini is not perfect.
So there's some code used to scramble all existing code. Which impacts not only cheats. But also the performance on emulators. I cannot get a stable framerate. It yields at 35fps on bsnes with run ahead enabled. My question to developers, why do this and how to disable this anti-cheat. What are the benefits to me as a user that warrants this 50% decrease in framerate? What benefits does it give developers to scramble the code?
In "Blocks that Believe" (and possibly other levels, I just started playing), Jumping Piranha Plants ignore proximity. Is that intentional?

Also, when I played "LOGIC SCIENCE" for the first time I started holding a weird yellow turn block in stunned state. I was unable to reproduce this issue - it didn't happen when I entered the level again, but I figured I would mention it anyway. Also, this happened with 1.05, so it's possible that it was fixed with 1.06.
My first guess is SA-1. This is not something which has been added to the compilation itself but rather was part of the contest. It's a second processor with a much faster frequency and as a result, emulation becomes much more demanding than on a non-SA-1 ROM. You can try to play, say, A Plumber For All Seasons (also SA-1 ROM) or an official game which uses SA-1 such as Super Mario RPG or Kirby Super Star to see whether similar issues appear.
Some other patches might came with some (indirect) anti-cheat due to their changes but SA-1 is the first one which came into my mind given its invasive nature (it doesn't scramble all the code, though, it mostly did some remaps but left the code largely as it is).

Conversely, unless  Stivi and co (I had no word on the final compilation) did add some anti-cheat patch (I doubt it), you can't really remove it because many levels depend on the inclusion of SA-1, something which the compilation team had no word to say in it.
i don't know anything about any anti-cheat patch, and frankly i don't care about it. If wanted to cheat i'd just use mesen-s to mess with the ram addresses.

Originally posted by xfix
In "Blocks that Believe" (and possibly other levels, I just started playing), Jumping Piranha Plants ignore proximity. Is that intentional?

Also, when I played "LOGIC SCIENCE" for the first time I started holding a weird yellow turn block in stunned state. I was unable to reproduce this issue - it didn't happen when I entered the level again, but I figured I would mention it anyway. Also, this happened with 1.05, so it's possible that it was fixed with 1.06.

the bug with the piranha plants is a baserom bug, happens in vldc11 too.
I know about the bug where you spawn with a glitched sprite in your hand. It wasn't fixed in 1.06, but it's not game breaking and it happens way too rarely for it to be a problem, plus you only spawn with it when you come out of a pipe after entering a level.
This is simply amazing, I was not expecting the VLDC12 collab to come out this soon after VLDC11.

Are there any plans for VLDCX?
Originally posted by Glitchy
Are there any plans for VLDCX?

no
Reporting a possible bug: in Orange Jungle, first Dragon Coin respawns even if it was obtained previously, allowing the player to get four Dragon Coins, and then get that coin again when re-entering the level.
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