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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 - Bit of a problem in my hack | |
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Graviteh

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Since: 03-27-05
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Posted on 04-05-05 01:04 AM Link | Quote
Hi there, I'm making a hack (My first hack) and I'm having a bit of a problem. ON a level, parts of sprites don't want to show up. Things such as the right most block on a spinny block bridge disappear then the bridge is folden out completely, and the right most part of a platform doesn't show. I can walk on it, but it doesn't appear. Any clue on what to do?
blackhole89

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Posted on 04-05-05 01:10 AM Link | Quote
You probably have too many sprites on screen at the same time. The SNES hardware is limited to a certain count of them. Larger sprites (technically) consist out of multiple "real" (hardware) sprites, because SMW's levels only allow 16x16 and 8x8 pixel large ones. For the gameplay existance of a sprite, only the display of the top-left-most 16x16 block of a sprite is relevant, though; that's why you could step on the invisible parts of you platforms.

Suggestion: Reduce the amount of sprites you have on screen at once.
Graviteh

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Posted on 04-05-05 01:18 AM Link | Quote
That can't be it. There areas such as in Yashi's island 3 where there are 6 platforms on the screens at once. My sprites screw up and they are few and far between.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Since: 03-15-04
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Posted on 04-05-05 01:24 AM Link | Quote
Depending on the sprite settings (can't remember the exact term since I'm not on a comp with LM, so bear with me here) different amounts of them can be on-screen at once, though.
Sukasa

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Posted on 04-05-05 02:07 AM Link | Quote
Kyouji is right. check your sprite memory indexes, and maybe try a different one. (index 0 is my favorite because I never run out) Also, how big are your sprites 16x16 wise?
Graviteh

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Posted on 04-05-05 04:33 AM Link | Quote
Well, to make it easier, I'll take screenshots in lunar magic, and in game, so you know what I'm talking about.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 04-05-05 05:25 AM Link | Quote
I can't really see why that would help.
Glyph Phoenix

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Posted on 04-05-05 04:51 PM Link | Quote
I can't see how it wouldn't. If he took screenshots, it would probably be easier to identify the problem.

And do you have any keys or keyholes on the screen? Some sprites, such as those two, are processed no matter where they are on screen. They can slow the game down a lot.
gnkkwinrrul

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Posted on 04-05-05 08:04 PM Link | Quote
Download this:

http://coolboard.co.funpic.de/other.php

Allows you to have more sprites on the screen at once
Smallhacker

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Posted on 04-05-05 09:50 PM Link | Quote
Nope. It decreases slowdowns. Nothing else.
ExKay
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Posted on 04-05-05 09:57 PM Link | Quote
The patch decreases slowdowns, yea, but you can add more sprites without having them. I noticed, if you have to a big FG anf much sprites, it take ages to load the level.
ZTaimat

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Posted on 04-05-05 10:14 PM Link | Quote
Heh...
It has happened to be with ball and chains, Thwomps, Spinning platforms, ect.
Whats going on is there are too many sprite "parts" on screen.

For instance, If you put two thwomps and two ball and chains close to each other,
a corner of the ball and chains will dissapear.
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