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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 08-21-05 11:18 PM Link | Quote
Bit of a bump, I suppose, but here's another little bug. If you have an entrance on screen 1F, and you go to it with the mouse gesture, only that screen is displayed until you scroll. (I was wondering where my level went... )

And I recall seeing some odd result from moving the mouse right to the left edge of the screen somewhere, thanks to that damn 'X position -1 bug' Microsoft still hasn't fixed. I forget where, though... I think it was in the main level editor; something got moved to layer 2 or the last screen or something along those lines. I'll try to re-create it... nope, nothing. I remember it was pretty rare. Though I also remember someone bringing up a similar bug before; not sure if you fixed it in this version, that may be what it was.

Or maybe I was thinking of this:

I can drag a multi-block object right to the end of the level, so that parts of it are beyond screen 1F or the bottom of the level. Not sure what might happen if I saved this but I don't want to risk it. (They don't pop back up on screen 00; it's a 1-layer level so not sure about layer 2.) If nothing else, this would probably cause memory corruption in SMW itself; possibly even in LM.

[edit] It's also possible to display the blank area past screen 1F just by scrolling to 1F and enlarging the window. Though it doesn't really hurt anything.

[edit 2] Woah, this has some weird effects on layer 2 levels:

Placing the blocks on layer 2 does the same as if it were the only layer.

[edit 3] Here's a weeeeeird bug, not in LM, but in SMW (or at least my hack):

(Ignore the colours, 'tis a recording problem.)
It may look like the fireball is bouncing in this image, but in the game you can clearly see it's not. It actually re-appears up in the air whenever it hits the escalator! I'm not sure what causes it (anyone else seen it happen?) but it really does fit the theme of this level...


(edited by HyperHacker on 08-21-05 02:20 PM)
(edited by HyperHacker on 08-21-05 02:30 PM)
(edited by HyperHacker on 08-21-05 02:30 PM)
(edited by HyperHacker on 08-21-05 03:19 PM)
(edited by HyperHacker on 08-21-05 03:20 PM)
FuSoYa
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Posted on 08-22-05 01:30 AM Link | Quote
If nothing else, this would probably cause memory corruption in SMW itself; possibly even in LM.

I believe there's already a warning in the help file about what that can do in SNES RAM. LM itself is unaffected.

Woah, this has some weird effects on layer 2 levels:

LM is just emulating what the game would do. The layer 2 map starts after the layer 1 map, hence an object that extends past the last screen on layer 1 will leak into layer 2.
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 08-22-05 02:13 AM Link | Quote
Hah, it does too. This guy thought of everything!

Speaking of sizes, though, in the next version maybe you should rework the objects where size 0 makes them 256 tiles wide, so that you can't give them a size lower than 1 (for 256, just go past 255), like you'd expect.
FuSoYa
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Posted on 08-22-05 03:58 AM Link | Quote
The behavior may be useful for some people though, if they want an object that spans 10 screens. Most people probably don't, but still...
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 08-22-05 05:32 AM Link | Quote
Yeah, I'm just saying 256 should come after 255, not before 1. You can count, right?

[edit] Now here's a rather strange bug, and it's pretty much preventing me from making one of my coolest level ideas. Not sure if it's a problem with LM, SMW (most likely) or the custom blocks, but I've been using these blocks a lot with no problems. I have Map16 tile FBA, which is a block that hurts Mario and acts like tile 25, placed overtop of a big group of tile F8C, which is a block that moves Mario up really fast and acts like 25. The level mode is 0A (vertical, one layer) and the tileset is zero. When I hit the hurt block, if Mario is flashing he goes right through it as normal. However, if he's not, he gets hurt and the block turns into a ? block, spits out either a key, wings, balloon or shell depending on its X position, and turns into a brown 'used' block!

Also, as long as we're discussing LM ideas, 3 simple ones:
1) Edit the header as raw hex. If nothing else, this could be useful in cases like this; just copy the entire hex string and post it, and you can tell exactly what settings are being used.
2) 16x16 gridlines.
3) A warning if you try to place a main/secondary entrance on an odd-numbered screen in a vertical level. This causes background corruption (misplaced BG showing crud at the bottom) no matter what FG/BG position combo you use, as I found out the hard way.


(edited by HyperHacker on 08-21-05 11:24 PM)
(edited by HyperHacker on 08-21-05 11:25 PM)
FuSoYa
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Posted on 08-22-05 11:04 PM Link | Quote
Yeah, I'm just saying 256 should come after 255, not before 1. You can count, right?

After 255? Oh, I see... you've assumed the size field is 8 bits for some reason. Sorry, but IIRC it's 4 bits in pretty much all these cases. As 255 doesn't actually exist as a valid size, it's kind of hard to put 256 after it. There's also no 254, 253, 252, etc.

Custom block: No idea. Sounds like a custom ASM issue.

Suggestion responses:
1) That's what hex editors are for.
2) In the main level editor? Sorry, but I can't see that being very useful.
3) Ehh, I don't know.
Sukasa

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Posted on 08-23-05 01:29 AM Link | Quote
on the topic of bugs, when you use an extended animation GFX slot, and use the four tiles that automatically animate (The ones used for the SMB3 blocks in DW), LM displays the tiles one way, while in-game the tiles are actually animated differently, being 2 tiles ahead (example: if in LM the frame is 0, in the game, for those 4 tiles ONLY, it would appear to be frame 2, or in LM if it was 3, then they'd be frame 1, since they're 4-frame animations). That caused me many headaches when I had to use more than 4 tiles for a background where syncronization was key for the waterfalls.

EDIT: nvm, it's copmpletely random. It'll change on me when I don't edit the GFX, or even midway through a level, if I go through a pipe it sometimes switches frames! ()


(edited by Sukasa on 08-22-05 07:02 PM)
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 08-23-05 06:23 AM Link | Quote
If you're using a vertical level, that's probably the problem.
Originally posted by FuSoYa
Sorry, but IIRC it's 4 bits in pretty much all these cases. As 255 doesn't actually exist as a valid size, it's kind of hard to put 256 after it.

Oh, then after 15.


2) In the main level editor? Sorry, but I can't see that being very useful.

It'd really help to line things up, especially entrances where you pretty much have to count the tiles manually anyway. (Heck, why can't you drag and drop those? )
asdf

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Posted on 08-23-05 07:20 AM Link | Quote
Here's another idea. Being able to give "names" to your ExGFX files. When you have as much ExGFX as I have (oh, I'd say over 100), it can be very difficult to remember what is in every ExGFX file. Or worse, it can be a major pain in the ass to find a particular ExGFX file. Thus, .xsc files. These would be files like .dsc .msc and .ssc, only they would be used to give your ExGFX custom names. For example, if you had a sand cave tileset in ExGFX97.bin, you could put some data into the .xsc file to specify its contents. When you open your hack in Lunar Magic, you'll know that ExGFX97.bin contains a sand cave tileset. So if you forget and don't have the tileset on any levels, you can easily look at the list and remember.


(edited by asdf on 08-22-05 10:21 PM)
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 08-23-05 10:53 AM Link | Quote
Brilliant. Just brilliant.

Speaking of names, having the level name or at least number in the titlebar would be pretty useful, especially when you want to add a secondary entrance and can't remember which level you're in.

[edit] Saving each level to a file whenever it's saved to the ROM would also be a nice idea. Auto-backup of sorts.


(edited by HyperHacker on 08-23-05 02:24 AM)
Sukasa

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Posted on 08-24-05 12:27 AM Link | Quote
It's on level mode 0x0. I fixed the prolem, by moving all of the animaton to ExAnimation slots, and not using the automatic ones. The problem is that the two aren't locked to the same frame count, so where one resets whenever you go through a door or enter a level, the other doesn't.
AsukaFan2K6
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Posted on 08-24-05 01:11 AM Link | Quote
I always wondered why some objects (ex. the Mushroom Ledge) produced a 256-block long object when they're shrunk to the size smaller than 2 blocks.
Bio

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Posted on 08-24-05 04:31 AM Link | Quote
FuSoYa, you forgot Sprite A9 in the list of sprite that apeared different in LM and Zsnes


(edited by Bio on 08-23-05 07:31 PM)
(edited by Bio on 08-23-05 07:33 PM)
(edited by Bio on 08-23-05 07:33 PM)
FuSoYa
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Posted on 08-27-05 11:43 AM Link | Quote
Oh, then after 15.

It's been the other way for so long, I suspect switching it now would be more annoying than helpful to long-time users.

Speaking of names, having the level name or at least number in the titlebar would be pretty useful, especially when you want to add a secondary entrance and can't remember which level you're in.

I'm pretty sure you've suggested that before...

Here's another idea. Being able to give "names" to your ExGFX files.

An interesting idea, but I'm only doing bug fixes these days.

FuSoYa, you forgot Sprite A9 in the list of sprite that apeared different in LM and Zsnes

Yes, it does look like I messed up the sprite appearance. ^^ Thanks, I'll fix it.
Glyph Phoenix

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Posted on 08-27-05 10:34 PM Link | Quote
Will you put the cage sprite in the 'generator' list? It's not quite a bug fix, but...


(edited by Glyph Phoenix on 08-27-05 01:36 PM)
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 08-28-05 08:50 AM Link | Quote
Originally posted by FuSoYa
Speaking of names, having the level name or at least number in the titlebar would be pretty useful, especially when you want to add a secondary entrance and can't remember which level you're in.

I'm pretty sure you've suggested that before...

Probably, but why not?
Sukasa

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Posted on 08-28-05 08:56 AM Link | Quote
Fu, if you're not doing anything other than bugfixes, why not hand off LM to someone who'll take a more active role in it? Lunar hasn't been updated in a while, and well, there are a lot of things where lunar is behind the times and not currently up to snuff.
Glyph Phoenix

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Posted on 08-28-05 09:47 AM Link | Quote
Eheh. No. Lunar Magic is really the easiest and most powerful romhacking tool there is. (Well, I guess you could call a hex editor the best, but you know what I mean.) I don't even like Super Mario World. But it's so damn hackable with this, so I continue to hack SMW. Lunar magic is hardly "not up to snuff" with anything.

But while I don't agree with that comment about LM being "behind the times", I do not get why Fu hasn't released the source yet. There are so many things people could do with this code. LM may already surpass any existing level editor I know... But being awesome is no excuse to not become more awesome.

Of course, there are other reasons not to release source code and Fu has every right to keep it to himself. But we could do so much with LM and releasing its source would do wonders for the community.
legoman

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Posted on 08-28-05 11:35 AM Link | Quote
FuSoYa, I find bug you're Lunar Magic! I open my hack in Lunar Magic (super mario x 7 missions! ) and I press ''file'' and ''emulator'' and ''run rom in emulator'' and.. IT'S OPTEN
SUPER MARIO SUNSHINE 2 ''SNES STYLE'' DEMO! not my hack
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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Posted on 08-28-05 04:14 PM Link | Quote
Fu's already stated in the past that he has no plans to release the source code.

Anything it doesn't currently do can always be implemented in a separate tool.
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