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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 - Unexpected death at level start- please help! | |
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Knight of Time

Keese
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Posted on 07-15-05 12:53 AM Link | Quote
Hi.

Recently I just revived my hack, Super Mario World: Mario and Luigi's Double Trouble (I'm planning to make it a paradox of Donkey Kong Country 3), and I've just run into a problem I never ran into before.

In working on and testing the first level in my hack, I noticed the player dies instantly when the level is entered. How can I fix this super-annoying problem?

As always, thanks in advance.
Glyph Phoenix

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Posted on 07-15-05 12:59 AM Link | Quote
Originally posted by Knight of Time
I'm planning to make it a paradox of Donkey Kong Country 3.


Parody, man. Not paradox.

Now, usually the problem here is that your Map16 tiles are set to 130 (meaning your character is transported into a solid wall at level start and dies). You need to set whatever blocks you're supposed to go through to 25.

If that's not it, you'll need to show some screenshots because we aren't mind readers. We don't know what you did to the rom and we don't know what particular problems are causing Mario to die.
Sukasa

Boomboom
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Posted on 07-15-05 01:03 AM Link | Quote
When the level starts, is mario in the screen?
Glyph Phoenix

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Posted on 07-15-05 01:08 AM Link | Quote
Oh, damn. Forgot about that one. Yeah, the beginning Layer 2 and Layer 1 positions will have to be low or high depending on where Mario starts out. Otherwise the game will think Mario fell into a bottomless pit and therefore should be killed.
Knight of Time

Keese
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Posted on 07-15-05 01:34 AM Link | Quote
Originally posted by Glyph Phoenix
Oh, damn. Forgot about that one. Yeah, the beginning Layer 2 and Layer 1 positions will have to be low or high depending on where Mario starts out. Otherwise the game will think Mario fell into a bottomless pit and therefore should be killed.


I have a screenshot of the problem:



I'm also starting to think that Block Tool may have something to do with this problem- before I inserted Smashable Bricks into my hack, the level was fine, but when I inserted the Smashable Bricks, this came up.

Uh, a bit more help, please? I never, ever experienced this problem on Windows 98 (I'm using Windows XP right now), and I'm very confused (and frustrated too, as you can see).
Sukasa

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Posted on 07-15-05 02:24 AM Link | Quote
Ouch. OK, try selecting tile 25 in the MAP16 editor, and check to see what it's act like setting is. Also, see if any sprites or objects overlap mario. Finally, what happens if you enter the level as big mario? Is it any different from small mario?
Knight of Time

Keese
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Posted on 07-15-05 02:38 AM Link | Quote
Originally posted by Darkflight
Ouch. OK, try selecting tile 25 in the MAP16 editor, and check to see what it's act like setting is. Also, see if any sprites or objects overlap mario. Finally, what happens if you enter the level as big mario? Is it any different from small mario?


Okay...

Tile 25 is set to act like tile 25...

There are no objects or sprites that overlap Mario/Luigi.

I tried entering the level as Super Mario, but he lost a life immediately.

Something is really, really fishy here...
Sukasa

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Posted on 07-15-05 02:46 AM Link | Quote
well, try this- load blocktool, remove all of the blocks, and then save that to the SMW rom. If that doesn't work, then you may need to save all of the levels, palettes, bypass lists, palettes, and everything else you can export/import with LM and insert it into a fresh ROM.
AtmaDragonXT

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Posted on 07-15-05 03:01 AM Link | Quote
I'm going to guess that you may have made the level too long. If you make a tide level too long (I think the limit is screen 0F, it's mentioned in the message box you used to add the tide), Mario will die as soon as the level starts. I distinctly remember having that problem myself at one time...
Keikonium
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Posted on 07-15-05 03:01 AM Link | Quote
Does it only happen in that level? Or does it happen in every level you can enter?
Knight of Time

Keese
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Posted on 07-15-05 03:21 AM Link | Quote
Darkflight: The only custom block I had at the time in my hack was the Smashable Brick. I removed it from the hack, but the problem still persisted. Besides, I didn't do much work on the level.

AtmaDragonXT- No, the tide level isn't too long. I had it at 0D screens, the problem was still around.

Kiekonium: The problem only happens in this level. In fact, it's the only one I've done work on.


Keikonium
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Posted on 07-15-05 04:39 AM Link | Quote
I have a very high suspision that it has to do with the level header. Could you open that up and take a pic of it? I think the BG/FG initial position has been fiddled with which is causing mario to die.

If you still can't get anything to work; open up a new SMW game. Go to that level. Now save it. Open up the game that kills mario, and load up the saved level. Test.

If mario still dies, then just use a new rom. Thats all I can think of.
Sukasa

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Posted on 07-15-05 04:45 AM Link | Quote
And tides shouldn't have anything to do with it, I went over the limit once, all that happened was tile 0x000 got overlaid over anything that used tile 25.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 07-15-05 03:49 PM Link | Quote
Well when you overrun the buffer like that you never know what will happen...

What happens if you start Mario somewhere else in the level?
Knight of Time

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Posted on 07-15-05 11:24 PM Link | Quote
Keikonium: Okay, I have the SS, but it's a bit big, so I'm going to link to it here.

HyperHacker: Okay, I made a small change by moving Mario's Y position up one space. The player no longer dies instantly when you start the level, but instead, is treated like there is an invisible, high tide. When you swim to the right, you can see some animated tile garbage a short distance away that seems to come out of nowhere. If the player tries to swim closer, Mario loses a life.

I experienced the latter problem before when I had to make a transfer from one rom to the other, so it seems like Block Tool may be the real "culprit" behind this problem.
Sukasa

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Posted on 07-15-05 11:25 PM Link | Quote
I hate to say this, but I think blocktool has managed to corrupt your ROM. You may want to restart with a fresh ROM and copy all your work to it.
Knight of Time

Keese
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Posted on 07-15-05 11:33 PM Link | Quote
Originally posted by Darkflight
I hate to say this, but I think blocktool has managed to corrupt your ROM. You may want to restart with a fresh ROM and copy all your work to it.


True, but if Block Tool keeps corrupting my hack everytime I apply it to a new rom (I don't want to let the frustrations build up after all), that has me thinking Block Tool may be corrupt on this computer. What should I do about it besides possibly re-downloading it?
Sukasa

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Posted on 07-16-05 12:31 AM Link | Quote
Not much. Does the problem occur before you use blocktool for the first time?
Knight of Time

Keese
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Posted on 07-16-05 01:45 AM Link | Quote
Originally posted by Darkflight
Not much. Does the problem occur before you use blocktool for the first time?


No, it doesn't surprisingly.

Yes, Block Tool is indeed the culprit here, so what should I do about it?
k0rn95
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Posted on 07-16-05 02:06 AM Link | Quote
it really doesnt sound right that blocktool would corrupt the rom like that. are you using a clean rom, or are you basing your game on a hacked rom?
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