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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - glitchy horribleness
  
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HyperLamer
Posts: 7070/8210
LM should warn you if your ExGFX files are too big.
Yoshi Master
Posts: 105/138
Sorry for not being on the board so long. Anyway, doesn't it warn you about those kinds of problems? I've dealed with that before and I tried to do the same with this but it didn't seem to work. Any other suggestions?

Edit: I'll try it again
HyperLamer
Posts: 7027/8210
Also, don't use bitmaps on the Interweb, they take too much space and load slow.
Smallhacker
Posts: 2088/2273
Originally posted by BMF54123
(did you mean 4KB? )


Damn. I always write 4mb for some reason.
BMF98567
Posts: 1137/1261
To elaborate on what Smallhacker said, if your ExGFX files are too big (did you mean 4KB? ), they will overwrite parts of the level layout in memory. In this case, the blank space at the end of the offending ExGFX file is zeroing out the low byte of each block (blocks 0x000-0x0FF turn into water [0x000], 0x100-0x1FF turn into ground [0x100], and so on). Just trim all your ExGFX files down to 4096 bytes and reinsert, and the problem should disappear.
Smallhacker
Posts: 2086/2273
Are you using any ExGFX files larger than 4kb?
Yoshi Master
Posts: 103/138
The accidental tiles work and the super gfx bypass already has those settings.
SoNotNormal
Posts: 384/793
Go into Super GFX bypass, check the box, and change the bottom box from DO NOT USE to Skip File. Should work then
Dylan Yoshi
Posts: 40/79
Hmm, do those accidental water and land tiles work?
Yoshi Master
Posts: 102/138
glitchy horribleness
I made animation for beta mario and it glitches up the entire level. I tried to fix it, but everything I tried to do does nothing. Please, for the sake of beta mario, help me.
Acmlm's Board - I2 Archive - Super Mario World hacking - glitchy horribleness


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