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06-02-24 02:18 PM
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Acmlm's Board - I3 Archive - SMW Hacking - What causes the overworld path glitching?
  
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Pac
Posts: 573/804
Originally posted by ZTaimat
As you can see, ALL my path gfx differ from the original, which is why all my OW gfx got garbled up randomly.
This really reminds me of this. If ZTaimat is right, and if it's anything like the net-door thing, you can either fix it by modifying the OW tilemap in hex (and find where it's stored first ), or reset the tilemap.
Sukasa
Posts: 1374/2068
I don't think so... I had modified GFX for all my overworld, and in one submap different L2 GFX files altogether, but I had no glitches of htat sort...

It was based off of demo world however, perhaps Fu had fixed something in that ROM that he didn't implement into LM?
Alastor
Posts: 6589/8204
... Yeah, I figured it had something to do with that...

Sigh...
ZTaimat
Posts: 216/264
...ok, seeing how the OW sprite glitch happened in my hack ALL THE TIME and in your hack only every so often, I beleave the solution is...

It can't be helped.

I think whats causing it is if you make custom OW path gfx, overwriting the old ones or below them. Either way, I think smw mis-reads them at one point and they become garbled up things.

This is what the original, unmodified SMW has

This is what Super ZTaimat World has

As you can see, ALL my path gfx differ from the original, which is why all my OW gfx got garbled up randomly.

In your hack, you may have newer paths or modified ones... THOSE would be the ones that become garbled.
Alastor
Posts: 6581/8204
No.
HyperHacker
Posts: 2690/5072
Do these levels use any custom blocks/sprites/etc?
Bloodstar
Posts: 250/669
It apparently occurs with Teacup Isle 1, too, upon triggering the NORMAL exit.
Sukasa
Posts: 1273/2068
I goofed. It's only a couple of the tables of Layer one data that's stored to SRAM (The flags in the OW edit level settings dialog that expressly says, they're not reloaded unless you select an empty save slot, or somehting along those line. you know, the ones on the far right.)

And Alstor, I'm sorry. I misread that a a bunch of levels soemhow, and not jsut two with their respective events.
Glyphodon
Posts: 291/536
What the hell are 6 x 6 and 2 x 2 tiles?

Originally posted by Sukasa +
I thought that onyl the layer one data was stored to SRAM


Layer data can't possibly be stored to SRAM because the SMW .srm file is so small. An entire layer, or even part of a layer would take much more space than SMW uses for saving, especially when you consider that it has to save 3 separate files to that space.

Originally posted by Smallhacker
I belive that the main question is:
"Why does it correct itself when reset?"


Why wouldn't it? The game doesn't save the tiles to SRAM, just which events have passed. The glitch apparently only happens when an event is completed, not when an 'event completed' flag is loaded from SRAM.

Finally, Alastor's understandably pissed at everybody for not paying attention. Heck, I'm not even paying attention at what I'm typing right now. I'll post this anyway, though. Why? Because I can.
Alastor
Posts: 6546/8204
...

And people in this thread are wondering why I'm so annoyed right now. Can no one read anymore?
Originally posted by Alastor the Stylish
The levels it seems to happen after otherwise are... Level 4 of world 1, Teacup Isle 3, using event 6... And Aquaria 2, level 2 of world 4, using event 1E.
Originally posted by Sukasa +
OK...

You only mentioned one Level event earlier. What are the two events that these levels use?
Sukasa
Posts: 1272/2068
OK...

You only mentioned one Level event earlier. What are the two events that these levels use?
Alastor
Posts: 6545/8204
No... I mean... At this point... I've eliminated all the 6x6 tiles, so they're not a problem, which still leaves the two levels I just mentioned causing the problem during circumstances I can't seem to duplicate but have witnessed recently. The problem they have seems wholly unrelated to the 6x6 event tile problem, as after it initially pops up, every event tile that comes up until the game is reset has scrambled graphics and palettes.

Edit: Though, actually... Thinking about what the tester that reported it said... It's possible that, while it was previously happening all the time, it is now somehow limited to netplay. Or something.

I don't... Know...
Sukasa
Posts: 1268/2068
So.. two levels make a 6x6 tile appear, yet neither of them have the problem?

Is that what you meant?
Alastor
Posts: 6543/8204
...

Two levels.

And neither of them do
Sukasa
Posts: 1266/2068
Do all those levels trigger an event that uses 6x6 tiles?
Mike O'Shay
Posts: 129/136
I can't really add much to this, as I don't know much of hacking, but I'm able to back him up: I've experienced this with the hack's demo, the bridge is just a big splotch of dark tiles. There's already been a screen posted, but I'm simply here as an alternate source of evidence and showing he's not the only one it's happening to.
Alastor
Posts: 6540/8204
The castle doesn't exhibit the problem anymore at any point, so it probably was just the 6x6 event tile doing it.

The levels it seems to happen after otherwise are... Level 4 of world 1, Teacup Isle 3, using event 6... And Aquaria 2, level 2 of world 4, using event 1E.

Note that it doesn't always happen... Actually, I haven't had it happen to me in quite awhile, except during netplay... I thought it might be related to netplay screwing something up, but then one of my beta testers complained about it, too =/
Sukasa
Posts: 1262/2068
Oh... Alastor, which event is use dby the castle that exhibits thise problem?

And... I thought that onyl the layer one data was stored to SRAM (can't be L2; I've made L2 changes to the OW wthat show up on loading a regular SRAM save... Layer one changes don't show up though). However, I believe that the level tables get saved, and thus which events have been triggered, which are then written to the tilemap by SMW's rendering routine. Or so I thought.

Therefore, my idea is that something corrupts the memory used in the rendering orutine while in game, but not while SMW is pre-rendering the OW when loading a saved game. Ideas, anyone?
Smallhacker
Posts: 650/832
I belive that the main question is:
"Why does it correct itself when reset?"

Let's see. The problem doesn't correct itself between levels, giving two possibilities:
1) There's a bug in the code copying the map data to the VRAM.
2) There's a bug in the code modifying the map data.

However, #1 is impossible, as the same data gets drawn correctly when reset.

However, if there's a bug in the code modifying the map data, the data that gets saved must be corrupted as well. Therefore, there must be two separate tables of data. One that gets copied to the VRAM and one that gets saved (and later loaded). Since one table gets corrupted, and not the other, there must be separate routines modifying them.

...Doesn't really seem plausible, but I can't think of any other way it would work.
Alastor
Posts: 6539/8204
Yeah, I think we're looking at two separate problems, one of which is caused by 6x6 event tiles not being displayed properly, and one of which is caused by... I don't know. The symptoms for the 6x6 ones are limited only to them (which is why in doritokiller's shot, the 2x2 event tiles placed over it look fine), but unknown one affects every event tile after its initial onset until reset. Doritokiller's saying he got it almost every time in the water level... That's likely because it happened once, and thus happened all subsequent times until he beat the world and reset the game.

In the meantime, I have removed all 6x6 event tiles from my hack. Or... Replaced them with a series of 2x2s, anyway.
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Acmlm's Board - I3 Archive - SMW Hacking - What causes the overworld path glitching?


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