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04-19-24 08:15 PM
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Acmlm's Board - I3 Archive - SMW Hacking - FuSoYa's SMB3 Pipes **RELEASED** (for real this time)
  
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spel werdz rite
Posts: 1651/1796
Well, I know what you're talking about, and yes, it will fix that.
pikaguy900
Posts: 402/748
Originally posted by S:\W\R\pots.exe
2: That depends, are you referring to being Caped Mario and spinning as you entered a pipe, or going through a corner of a blue pipe? In both ways, yes (if you know what you're doing).

Uh, no. Sometimes, with the last update, if you were ANY form, sometimes, you'd get pushed through the pipe. Since it's so fast, if you're going vertical, you'll get THROWN out of the pipe at the top. And I don't mean it pushes you off to the side. It THROWS you. If there's solid objects on both sides of the top pipe cap, Mario dies. And by the way, I can't remember where I placed the code last time.
spel werdz rite
Posts: 1648/1796
Originally posted by pikaguy900
I have questions!
1: Would it be safe to use this update on a hack that already has the pipes?
2: Does this fix the bug that sometimes pushes Mario through the pipe when entering/leaving it? It usually doesn't kill Mario, but it DOES make him appear above the cap (he's inside it, though), and it tries to push him to the left. If he gets pushed out of the pipe and doesn't get pushed into another, he'll try to go back into the pipe when you jump against it.

...Thanks.
1: It depends ... probably. If you want to try, be sure to back up your ROM. If you can't do it, give me a patch of your current hack, and I can do it for you.
2: That depends, are you referring to being Caped Mario and spinning as you entered a pipe, or going through a corner of a blue pipe? In both ways, yes (if you know what you're doing).
pikaguy900
Posts: 401/748
I have questions!
1: Would it be safe to use this update on a hack that already has the pipes?
2: Does this fix the bug that sometimes pushes Mario through the pipe when entering/leaving it? It usually doesn't kill Mario, but it DOES make him appear above the cap (he's inside it, though), and it tries to push him to the left. If he gets pushed out of the pipe and doesn't get pushed into another, he'll try to go back into the pipe when you jump against it.

...Thanks.
spel werdz rite
Posts: 1646/1796
Well, I was hoping it would be a little obvious with my first post. But yeah, I should have been more specific.

As of now, I'm open to questions anyone might have.
Ramon
Posts: 388/503
Originally posted by KPhoenix
Sorry.


Writing this just because of that is as bad.

Ontopic:

Nice update! If you hadn't mentioned that you did the bump because of a new release, I wouldn't have noticed
KPhoenix
Posts: 48/112
Sorry.
spel werdz rite
Posts: 1642/1796
Originally posted by KPhoenix
bump 2

no.

I bumped this because of a new release. I chose not to make a new thread, so I bumped it. Your bump2 was unnecessary and only proved that sequeals do suck.
KPhoenix
Posts: 46/112
bump 2
spel werdz rite
Posts: 1639/1796
bump
luigi2024
Posts: 1/1
I must be dumber than a bag of rocks, but, in spite of many things that I've done, the attached pic is all that appears in ZSNES.

This is the order I did everything:

1. Use Lunar Magic to save ASM data into unedited SMW ROM and exported GFX.
2. Applied pipes.ips to ROM
3. Placed the two map 16 bin files into the ROM directory, and placed the three GFX bin files in the already-created GFX folder.
4. Went into Lunar Magic (again), went into the 16x16 editor and applied the two bin files by pressing F3 onto page 0x4.
4. Pressed F9 it insert the map16 into the ROM
5. Inserted the GFX into the ROM
6. Opened both the ROM and pipes.bin using XVI32 (a Hex editor)
7. Copied the entire contents of pipes.bin onto location $98200 of the ROM
8. Saved the ROM
9. Did the following edits. I overwrote the previous entries at these addresses.
At x37890:EA EA EA EA 22 40 80 13
At x378A0:EA EA EA EA 22 80 80 13
At x378B0:EA EA EA EA 22 C0 80 13
10. Saved the ROM one last time.
11. Tested ROM in ZSNES.


These are my questions:

1) I overwrote the entries. Was I supposed to insert them (so that the previous entries are shifted over, instead of being erased and overwritten) instead?

2) Was I supposed to do any additional steps, such as to clear the Checksum test run by ZSNES, or anything else?

3) Did I omit any other steps, add in too many unnecessary steps, or do something completely wrong (given that I actually did the steps correctly)?

and finally

4) Could anyone release an ips file that changes an unmodified SMW ROM so that it has the encoding already installed, instead of it having to be manually entered through a HEX editor?
Psycholad
Posts: 2/2
Well that did the trick!!! Works like a charm now
Cheers for the help.
Ramon
Posts: 6/503
I think you haven't inserted the graphics correctly... if you haven't, then open the PIPES folder and the GFX folder, copy (or cut) the graphic files from there (GFX14.bin, GFX15.bin, GFX17.bin) into the Graphics folder in your hack. Replace the files. (Make backup if you want) Then go to Lunar Magic, open your hack and press the "Insert GFX to Rom" button (button with green mushroom) Open another level, that you can see the changes in the 8x8 Tile Editor. (I don't know whether you still have to press F9 after you inserted the graphics, I haven't worked with LM for long)
Psycholad
Posts: 1/2
I'm not sure if this has affected anyone else, but no matter how many times i re-apply these pipes the graphics to me seem a little buggered up! The pipes themselves are ok, it's the turns in the pipes that are stuffed.I have followed the instructions to the letter. Any help would be sweet
spel werdz rite
Posts: 1011/1796
Well, did you remember to go to x37890 and make the JSL's?
Luigi-San
Posts: 430/1713
The same offset you mentioned in the readme.
spel werdz rite
Posts: 1008/1796
Originally posted by Vilgirio
Those are the exact same numbers, just at different offsets..
What offsets?
And remember, that if you have it at x98200, then you must replace the xx with 13.

Sniffy: no need for a patch, I realized the errors, and I'm looking through Demo World to try and fix it.

Luigi: What offset did you put it at?

P.S. Pete's Graphics hack could screw up the pipes due to different Mario tilesets.
Vilgirio
Posts: 13/28
Well...I did as your instructions told me to do..I cant remember the offset (somewhere in the F8000s) I put the data at, but it pretty much blew up my rom.

It was able to load the nintendo sign, ans started loading the title screen (all you coulkd see was it very faint) and just started the music, then kinda lagged, then crashed to loads of garbage and the Vanilla Dome music.

Lucky I backed it up before I did anything.

EDIT: I put it at 98200 like you did, and it screwed up my rom again..105 and 106 are mangled beyond fixing and some levels I get the warning 'the graphics file is larger then it should be. this could cause glitches during gameplay.'

But then again, I think I might have accidentally put the map16 stuff on page 5...

EDIT2: Nope definately on page 4..might be my rom, or the fact that I'm also using Icegoom's gfx hack...

*This step for people who DO NOT yet*
**have custom blocks in their hack**
At x37890:EA EA EA EA 22 40 80 xx:
At x378A0:EA EA EA EA 22 80 80 xx:
At x378B0:EA EA EA EA 22 C0 80 xx:

Are those bold numbers absolutley needed? Because...:
*This step for people who DO already*
**have custom blocks in their hack**
At x37894: 22 40 80 xx:
At x378A4: 22 80 80 xx:
At x378B4: 22 C0 80 xx:

Those are the exact same numbers, just at different offsets..
Luigi-San
Posts: 424/1713
Originally posted by spel werdz rite +
Originally posted by Luigi-San
*cough*
Okay, tell me all of the steps you did, then I'll tell you what you did wrong.


OK.

First, I applied pipes.ips, then I copied pipes.bin to my rom, edit the hex, made some pipes in LM, went to test it out, and my rom froze
SnifflySquirrel
Posts: 18/80
Originally posted by spel werdz rite
Originally posted by SnifflySquirrel
I discovered an unusual graphical glitch when using these pipes. If you have an item in your reserve box, it will appear graphically glitched.
I never noticed this before.
Which item was it?


Umm...all of them. They all showed up using tiles from SP4, and one of the level-specific sprite palettes. Here's a couple of screenshots:

Image Hosted by ImageShack.us
In this picture, I'm supposed to have a feather in my item box. Instead, I have...whatever this is. (If I press Select to drop the item, it looks and acts normally.)

Image Hosted by ImageShack.us
Here's a shot from another (familiar) level. In this case, I'm supposed to have a fire flower in my item box.
Strangely, the glitchiness appears differently if I play the game in SNES9x. I could PM you a patch of the test ROM this occurs in, if it would help.

There's another minor glitch, which may or may not be related to this patch: in the pipe test level, if I stand on the second pipe in the level (the one you can see in the left edge of the second screenshot), press B to do a cape spin, and immediately press Down to enter the pipe, sometimes Mario gets stuck in the pipe. I haven't tried this in Demo World yet, so I'm not sure if it's new.
This is a long thread. Click here to view it.
Acmlm's Board - I3 Archive - SMW Hacking - FuSoYa's SMB3 Pipes **RELEASED** (for real this time)


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