JUMP½ Main Discussion, Rules and Base ROM
- aterraformer
- Posts: 330
- Joined: 13 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
Just claim what you need and just use that as to not cause insertion issues.
- aterraformer
- Posts: 330
- Joined: 13 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
New base rom out tomorrow. Adding in all the levels I had, even some that need a bit done to them. If you want your level in, please submit before sometime tomorrow afternoon when I put things together. This one has most the patches we will be using in. Whatever we are doing with start button or seeing author names will be last and we will probably use a similar hud to JUMP in due time. I forgot to ask

- aterraformer
- Posts: 330
- Joined: 13 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
New base here if anyone cares...
Re: JUMP½ Main Discussion, Rules and Base ROM
Does anyone know where I can find this port of Bubble Crab's stage?
- morsel/morceau
- Posts: 402
- Joined: 15 years ago
- Location: exotic horse island
- aterraformer
- Posts: 330
- Joined: 13 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
I have a skype group set up if anyone wants in (pm me for my skype name, not as obvious anymore). Probably going to do up a new base tomorrow afternoon.
Re: JUMP½ Main Discussion, Rules and Base ROM
Alright so I joined this forum now basically to take part in this collab. JUMP was my favourite hack ever (even though I played like any hack >30 exits on the central and most japanese hacks) and when I played it I thought I REALLY want to take part in a possible sequel, so here I am. My brother will most likely join too when he will be able to join the forum :D Anyway I probably shouldn't introduce myself in this thread...
I skimmed through the baserom and I'm loving it so far (as expected); I'll make sure to give detailed feedback to the levels at a later point of development or when I analyzed them more.
Expect me to claim a level myself tomorrow - I am still thinking about a possible concept. I mean I could go the safe route but I kinda want to do a janky one (similar to Jolpe's levels, JUMP 1-1, the VIP2 Youtube Level, etc.) because I never did something like that and I got a fan of that type of level lately.
I skimmed through the baserom and I'm loving it so far (as expected); I'll make sure to give detailed feedback to the levels at a later point of development or when I analyzed them more.
Expect me to claim a level myself tomorrow - I am still thinking about a possible concept. I mean I could go the safe route but I kinda want to do a janky one (similar to Jolpe's levels, JUMP 1-1, the VIP2 Youtube Level, etc.) because I never did something like that and I got a fan of that type of level lately.
- morsel/morceau
- Posts: 402
- Joined: 15 years ago
- Location: exotic horse island
Re: JUMP½ Main Discussion, Rules and Base ROM
Welcome to the team, Nao. I look forward to your contributions. :)
dont wanna jihad no more
- aterraformer
- Posts: 330
- Joined: 13 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
NEW BASE ALERT
Mostly new levels and map start info from JUMP. For my Janked Up Mario Quality level, take the design with a grain of salt. It's not final at all whatsoever (doesn't even work for what I have planned
). Same for the second half of LHB's desert level, things need moving around.
Mostly new levels and map start info from JUMP. For my Janked Up Mario Quality level, take the design with a grain of salt. It's not final at all whatsoever (doesn't even work for what I have planned

Re: JUMP½ Main Discussion, Rules and Base ROM
Giving feedback for LHB's unfinished desert x castle-level since there is no thread yet (I don't like reviewing unfinished levels but I didn't know it was not finished when I started playing it - Also I am sorry in case I am not supposed to review the levels yet but I will do anyways, it won't hurt anyone):

I had to wait for ages here because I didn't manage to jump on the boomerangs the first few tries. After that the timing was simply messed up - Basically you need to be lucky here to make it past the giant spike because there are 3 factors: There needs to be a boomerang (1) that you can safely use to jump on the platform when it's approach the left side (2) and then, and this is what threw me off many times, the spike shouldn't be in a position that you can't go through there (3). I think the best solution here would be to either make a platform so the boomerang bro is not needed to get up there, or (even better) to introduce the layer 2 gimmick with a static platform made of blocks first instead of using a moving platform right away.

There is an invisible ledge tile I am standing on here.

You can go here easily (not sure if it's intended but there really are vanilla workarounds for that). Also quite a nitpicky one but something that bothered me anyways: Two times I tried to jump over the spikes on the right and I was standing too far to the left (still partially under the staircase), and because the moving staircase have kinda buggy behaviour I jumped, but the staircase stopped my jump and I was pushed into the spikes afterwards. I expect this to happen to many players who are not so familiar with the staircase physics.
Oh well I'm sorry once again if I'm reviewing this too early here but I hope it helps a bit :3
- The first section was neat. A rather simple desert level. Gave me vibes of the older VIPs that had desert levels (I can only precisely remember VIP 3's).
- The second section (that is yet unfinished and you might want to change these things anyway) is where some problems start to happen. I was surprised by the sudden change in theme (from a simplistic desert to layer 2 castle shenanigans?) but it is not really an issue, atleast it makes for a nice surprise when playing. However the difficulty changes drastically too.. While the outdoor part was really easy this lower part is much more difficult (not always the good kind of difficult though, see below) so that together with the theme change it really seems like two completely different levels were combined here?!

I had to wait for ages here because I didn't manage to jump on the boomerangs the first few tries. After that the timing was simply messed up - Basically you need to be lucky here to make it past the giant spike because there are 3 factors: There needs to be a boomerang (1) that you can safely use to jump on the platform when it's approach the left side (2) and then, and this is what threw me off many times, the spike shouldn't be in a position that you can't go through there (3). I think the best solution here would be to either make a platform so the boomerang bro is not needed to get up there, or (even better) to introduce the layer 2 gimmick with a static platform made of blocks first instead of using a moving platform right away.

There is an invisible ledge tile I am standing on here.

You can go here easily (not sure if it's intended but there really are vanilla workarounds for that). Also quite a nitpicky one but something that bothered me anyways: Two times I tried to jump over the spikes on the right and I was standing too far to the left (still partially under the staircase), and because the moving staircase have kinda buggy behaviour I jumped, but the staircase stopped my jump and I was pushed into the spikes afterwards. I expect this to happen to many players who are not so familiar with the staircase physics.
Oh well I'm sorry once again if I'm reviewing this too early here but I hope it helps a bit :3
- aterraformer
- Posts: 330
- Joined: 13 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
Yeah Nao, that's actually my section. LHB wanted someone to finish that level and I considered. That said, the design isn't final like at all haha. I never really made a layer 2 level and was just messing around. The solid invisible block is a solid for sprites only block that's been screwing up sometimes but I thought was fixed. Did you play this in the newest base? Anyways, it is there for hopefully when I figure out how to get dry bones and boomerang guys to function properly together because as of now, the take up the same spot in the graphics file.
Re: JUMP½ Main Discussion, Rules and Base ROM
I'm eventually going to revise my half of that stage to make it more difficult and add a secret path, but thank you for the feedback!
- aterraformer
- Posts: 330
- Joined: 13 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
It is your level so feel free to tell me you don't think the section fits or you would rather do the section yourself but like I said, it needs plenty of revising but it does give an idea of the types of obstacles involved.LHB wrote:I'm eventually going to revise my half of that stage to make it more difficult and add a secret path, but thank you for the feedback!
Re: JUMP½ Main Discussion, Rules and Base ROM
So, are we using the "longer level names" patch? And if so, what is the max number of characters that I can use for my level name (including spaces)?
I'm currently reworking my level a bit, maybe I'll be able to post it sometime next week if real life doesn't get it the way
I'm currently reworking my level a bit, maybe I'll be able to post it sometime next week if real life doesn't get it the way
this is getting laundromatic
Re: JUMP½ Main Discussion, Rules and Base ROM
If base ROM is any indication, longer level names patch is being used. 19 characters in a line, and 2 lines.Ryrir wrote:So, are we using the "longer level names" patch? And if so, what is the max number of characters that I can use for my level name (including spaces)?
I'm currently reworking my level a bit, maybe I'll be able to post it sometime next week if real life doesn't get it the way
Reminds me, I will need to rename my "Where No Man Lands", the name was purely because of name length limit, I will think of a proper name on next level update.
Re: JUMP½ Main Discussion, Rules and Base ROM
Hey man, are the overworld people already settled? I kinda want to take a map or two but considering I don't come here too often I'm almost certain I'll miss all the slots when the time comes!

- aterraformer
- Posts: 330
- Joined: 13 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
No real claiming yet. I want that to be worked on after I have all the levels so there's no need for remodeling the map a bunch of times.
- aterraformer
- Posts: 330
- Joined: 13 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
Would have thought the ending of another VLDC session would have brought with more interest here. Guess I was mistaken
- Arctangent
- squawky
- Posts: 699
- Joined: 10 years ago
- Pronouns: she/her
Re: JUMP½ Main Discussion, Rules and Base ROM

hey I'm doing something
Not yet claiming the slot because I want to be closer to completion before doing so, want to know what all I'll need after all. Currently having fun figuring out why my chainsaws are teleporting, so there's that.
- aterraformer
- Posts: 330
- Joined: 13 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
If discord tickles your fancy, feel free to request me a link. We might as well use it too because I know some here don't like skype. Maybe we'll just move there, I don't know. It is all very new.
- aterraformer
- Posts: 330
- Joined: 13 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
Sorry for the damn near month delay. Here's v0.05.3. Iso's dinosaur level is in but I'm leaning towards it just being a non-level hut place. As for era64's levels, your request for removal of the first two have been declined. I want them. I feel like for your second level, it should be world 2-1. Just the first half of course.
- mellonpizza
- working
- Posts: 105
- Joined: 11 years ago
- First name: pizza
- Location: Programming hell
Re: JUMP½ Main Discussion, Rules and Base ROM
What if color a dinosaur fulfills a similar role that the suspicious warehouse did in JUMP?
I'm not a YTPMV'er. My goal is towards learning music and eventually making my own content with what I like (in this case ponies). I'm still studying how music works and this is what I can do so far, so to all the ytpmv'ers out there: Please stop following my videos, cause I'm not interested in making chiptune music with your rules you set up on how to make YTPMV's. Also I'd appreciate if you guys would lay off bronies in the comment section, cause these are made for them and not for people who
- aterraformer
- Posts: 330
- Joined: 13 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
Yepmellonpizza wrote:What if color a dinosaur fulfills a similar role that the suspicious warehouse did in JUMP?
Re: JUMP½ Main Discussion, Rules and Base ROM
Fair. 7.8 had intentionally bad level design (it was an experiment in how far I could go with it while making it fair). Back when I suggested that, I forgot that I made this level specifically because of what this collab was. It's not a "good" (by SMWC standards) level, but it fits here.aterraformer wrote:Sorry for the damn near month delay. Here's v0.05.3. Iso's dinosaur level is in but I'm leaning towards it just being a non-level hut place. As for era64's levels, your request for removal of the first two have been declined. I want them. I feel like for your second level, it should be world 2-1. Just the first half of course.
Please don't remove it.
- worldpeace125
- Posts: 262
- Joined: 12 years ago
Re: JUMP½ Main Discussion, Rules and Base ROM
If you are trying to patch uberASM in ver 0.05.3, make sure that the status bar hijacking is off. Open asar_patch.asm in uberASM folder, then set !statusbar to !false.
Otherwise, the game will crash.
Code: Select all
;Hihack list
!level = !true
!OW = !true
!nmi = !true
!statusbar = !false
!global = !true
!sprite = !true
!gamemode = !true