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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 - LM Bug (or not) - Side Exit sprite | |
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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 08-01-05 10:33 AM Link | Quote

Not sure if this shows up in the game (this is just an 'object collection' level, not a chance it'd run ) but either way, it shouldn't be there...
Ikuzou

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Posted on 08-01-05 11:44 AM Link | Quote
I tested it and I'm sure that's Yoshi's House's Birds & Smoke thing,
cause the side exit thing is supposed to generate those at a certain X value.

Since Yoshi's house is in only 1 screen, I guess the SMW programmers made the sprite show it up only on the first screen,
even if you move it to another screen.

(P.S. It shows up in the game.)

So, no need to worry, your LM is not buggy.


(edited by Ikuzou on 08-01-05 02:48 AM)
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 08-01-05 12:33 PM Link | Quote
What, you mean that glitch there is supposed to be like the fire or something? Guess that makes sense...

Speaking of LM bugs, though:


Interesting memory usage and page fault count. (Yes I had 2 open, yes I edited other programs out of the image. ) Windows told me it was running out of virtual memory while I was working in MSPaint, but Mozilla's usage was still what it always is, and LM was the second-highest for some reason. Usually that only happens if I'm running Photoshop and Mozilla at the same time and switch between the two.

...Doh. Should have made the VM Size column bigger.


(edited by The Crimson Chin on 08-01-05 03:34 AM)
BMF98567
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GO!

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Posted on 08-01-05 12:49 PM Link | Quote
Yikes. That wouldn't have anything to do with LM slowing down my PC's clock over time, would it?

(As I'm typing this, my clock is one minute behind. I just reset it yesterday.)
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 08-01-05 12:58 PM Link | Quote
Well that I doubt... the clock is supposed to be controlled by hardware (or if you use XP, synchronized online). Software shouldn't be able to affect it. Though if LM is using this much memory, it's probably using a lot of CPU power at times too, which could cause problems like that on an old computer.
Glyph Phoenix

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Posted on 08-01-05 01:33 PM Link | Quote
The Side Exit sprite has got limitations, as you can see. It creates fire at certain X/Y positions, once activated it won't turn off, and the side exit flag stays set for the rest of the level, even after pipe exits. So here are two blocktool blocks that will activate and deactivate the side exits for you.

Activate

Deactivate
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 08-01-05 04:11 PM Link | Quote
Yeah, I have those. I just noticed that LM appeared to be displaying glitched tiles. (There's another further down.)
Sukasa

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Posted on 08-01-05 09:41 PM Link | Quote
Funny that LM uses so much CPU time for you, do you leave animations on? It never slows down my computer, a 200Mhz, except when animations are on. The glitched tile further down is the flame tile, the one you circled was the smoke tile. Move the sprite over one tile to remove those garbage tiles.
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 08-01-05 09:52 PM Link | Quote
No, no point having them on unless I'm editing them. Normally it barely uses any CPU power but it seemed to just allocate a bunch of memory and free it again for no reason.
Sukasa

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Posted on 08-01-05 10:04 PM Link | Quote
Wierd. What had you last done in LM before that happened?
FuSoYa
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Posted on 08-01-05 11:58 PM Link | Quote
I'm not sure what task manager is measuring to get numbers like that. Nothing in LM requires anywhere near that amount of RAM. Going by Cacheman on my own Win98 machine, the amount of RAM used only reaches about 9 MB (at 800x600 with all editor windows open).

And with animation turned off, LM doesn't need many CPU cycles either. It was primarily developed on a P200, after all.
Sukasa

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Posted on 08-02-05 04:30 AM Link | Quote
P200? With MMX? Huh, my model. No wonder LM works like a charm. Anyways, I've never had that happen, perhaps it was a windows glitch that over-allocated the RAM temporairily?
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 08-02-05 06:29 AM Link | Quote
Probably. It does enjoy doing stupid things like that.
Originally posted by Sukasa
Wierd. What had you last done in LM before that happened?

Just editing some levels.
Sukasa

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Posted on 08-02-05 09:01 AM Link | Quote
Well, "When all else fails, blame windows". On the LM bug note, my LM sometimes enjoys telling me it had been modified, closed itself, and when reopened acted like nothing had happened. Wierder yet.
Nintendude

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Posted on 08-04-05 06:05 AM Link | Quote
Mine woks fine.But THAT'S never happend to me.
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 08-04-05 10:41 PM Link | Quote
OK, this is a bug... Well, a bug in SMW (or Snes9x ) that LM doesn't account for.


Before this door (to the right) I have a climbing net with 2 doors. (I removed the doors, because there were too many sprites such that Mario would disappear when he went behind the net... may be related to the problem.) This only seems to happen if I go through both doors. It doesn't act like a net, but it looks like one.
FuSoYa
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Posted on 08-04-05 11:54 PM Link | Quote
On the LM bug note, my LM sometimes enjoys telling me it had been modified, closed itself, and when reopened acted like nothing had happened.

If that was happening to me, I'd be a little concerned about my computer's stability or what might be running on it.


This only seems to happen if I go through both doors.

Looks like the climbing net door sprite isn't supposed to be used on sub-screen boundaries. I'll put a warning in the tool tip.
Sukasa

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Posted on 08-05-05 01:01 AM Link | Quote
Checking my drive, it is starting to fail. I don't seem to have any viruses (I only go to 3 sites total- this one, vgmusic, and freewebs), and since more and more bad sectors are showing up, I've set up a replacement disc for it. nvm the error I posted.
Glyph Phoenix

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Posted on 08-05-05 03:50 AM Link | Quote
While the subject of LM errors is still up...

Fu, are you aware that LM does not emulate gray falling platforms correctly? I changed the graphics and in ZSNES I got a totally different tile combination than in LM.


(edited by Glyph Phoenix on 08-04-05 06:50 PM)
FuSoYa
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Posted on 08-05-05 07:30 AM Link | Quote
Hmm, I guess I'll have to fix that.

Affected sprites: 5F, 62, A3, C4, and E0.
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