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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Odd bug in Lunar Magic | | | |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1517/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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Right. I found a strange, but (next to) harmless bug in LM. Keep in mind that it won't always work on the first try. Open LM (the level editor) and go to Layer 1 mode. Make sure that you've scrolled all the way to the very left edge of the level. Open the add objects window. Choose an object. Now, move the mouse to the area between the add objects window and the left edge of the screen (this is only tested with LM maximized). Click and hold the right mouse button, but at the same time as you press, move the mouse quickly to the left edge of the screen. (If it doesn't work at once, choose another block in the Add Objects window and then choose the one you want again.) If you're lucky (or unlucky, depending on from which point of view), the block will be moved to X co-ordinate -1, meaning that the first 16 pixels will be outside the level. As soon as you drop the block, it will instantly move to Layer 2. Now, the block can't move to a positive X co-ordinate. The "next to" thing on the first row of this posts is the fact that blocks only one block wide will be stuck without any chance of deleting it. The only way to get rid of it is to reload the level without saving. Last minute addition: Make sure that the level uses Layer 2. If it have got a background, the block seems to pop out of existance. |
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gnkkwinrrul Dry Bones Level: 39 Posts: 639/647 EXP: 402054 For next: 2717 Since: 03-15-04 From: LYKEOMGIMFROMSOMEPLACE???? Since last post: 81 days Last activity: 40 days |
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I tried about 3 or 4 times and it wouldn't work for me. Odd. | |||
Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1518/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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The fun part about this is that I found it when I was annoyed that there were no way to make bushes start outside the level. Edit: It seems like it haven't got negative co-ordinates after all... It seems like it's moved to the very right side of the level, and directly after the very right edge is the very left side of the Layer 2 data... This explains a lot. (edited by Smallhacker on 04-19-05 07:14 AM) |
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Juggling Joker Boomerang Brother SMW Hacking Moderator Yeah, JAMH is still being worked on. Level: 48 Posts: 758/1033 EXP: 811447 For next: 12096 Since: 03-15-04 From: Wyoming Since last post: 2 days Last activity: 3 hours |
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If you want a bush to start off screen, just assemble it tile by tile. Buck up and be a man, you don't see me wussing out and using objects! *flexes Direct Map16 muscles* | |||
Xkeeper 2.0 Hammer Brother Again... :P Level: 49 Posts: 368/1091 EXP: 880818 For next: 3065 Since: 03-15-04 Since last post: 5 hours Last activity: 3 hours |
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Originally posted by Juggling Joker For some odd reason this made me laugh. Anyway, you should use DM16, but be sure to place the object as a guide, unless you want a uniquely shaped bush... (or you've memorized it) |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1521/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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I know, I used MAP16, but as you might know, I'm lazy. | |||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 4230/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Ah, yes, I hadn't thought about the effects of this on LM... A lot of editors suffer from similar problems thanks to a really stupid Windows bug: It's possible to move the mouse to just the right spot at the left edge of a window, that it's interpreted as X coordinate -1 (or if you're using unsigned, which most things do, 65535). This also crashes TrackDES. Stupid bug but simple enough to fix: Add checking to make sure the X coord is >=0 and/or <65535. |
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