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05-03-24 12:22 AM
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Acmlm's Board - I3 Archive - SMW Hacking - RELEASE: Slope Edge Fix v1.0
  
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Thexare
Posts: 1057/1104
Originally posted by BMF54123
Originally posted by Link2006
Odd. I never remember having a instance going through slopes in any SMW game (GBA, Hack, or the original SNES), But its seems useful in case it does happen. *downloads*
That's because the original levels never had a sudden dropoff against a solid wall, as the picture shows.


Actually, there was something in Vanilla Dome 1 that could trigger it. A steep slope in the second half of the level once proved to be not entirely solid for me.
pikaguy900
Posts: 578/748
Thanks, BMF. I'll try it out and get back to you about it... I hope this works.
BMF54123
Posts: 781/876
Okay, I've combined spvertical.ips and reserved.ips into one patch. Hopefully this will fix the problem.

reserved_all.zip

Why didn't FuSoYa just enable these in the first place?
pikaguy900
Posts: 570/748
XD Thanks for that. (Please hit me in the head with a mallet now.) I forgot all about the "Attach" feature. XD Okay, BMF, let's see if this works... I hope it works...
Kailieann
Posts: 660/808
Originally posted by pikaguy900
I'll try uploading the patch itself later on Geocities (I already have a Yahoo.com account, so it's easier for me to do it that way than to find a different server to host it on where you'd have to click a lot of links just to download ONE LITTLE FILE.), okay?

pikaguy900
Posts: 564/748
Originally posted by BMF54123
Yep, that's definitely your problem. Both patches modify the same routines.

Care to link me to the SPVertical patch so I can figure this out?

Well, you can get it along with MikeyK's SMB3 Pipes at SMWCentral. They're in the exact same zipped folder... I'll try uploading the patch itself later on Geocities (I already have a Yahoo.com account, so it's easier for me to do it that way than to find a different server to host it on where you'd have to click a lot of links just to download ONE LITTLE FILE.), okay?
BMF54123
Posts: 774/876
Yep, that's definitely your problem. Both patches modify the same routines.

Care to link me to the SPVertical patch so I can figure this out?
pikaguy900
Posts: 555/748
Originally posted by BMF54123
pikaguy900: What does the SPVertical patch do, exactly? I have a feeling that's the root of your problem, especially if it modifies the custom block routines (it might be interfering with Fu's patch). It's certainly not the SMB3 blocks, as they don't even touch custom block code.

Well, according to this readme included with mikeyk's pipes... (And ignore the "Posted By" part- I think it's easier for me to put it in a quote...)

Originally posted by Readme for SPVertical.ips
This patch will enable the sprite action Map16 jump points as reported in LM's help file for vertical levels.

Apply the patch at your own risk. No guarantee is made as to compatibility of this patch with future versions of LM.


FuSoYa.


Yeah. His website says he included FuSoYa's SPVertical patch which allows sprites to react to custom blocks in vertical levels. Since it does seem to modify custom blocks, mybe it IS the problem, but I can't change it- I need it (And when I first tried it when I first got into ROM hacking, I thought it enabled the SMB3 pipes for vertical levels. XD).
BMF54123
Posts: 772/876
Originally posted by Link2006
Odd. I never remember having a instance going through slopes in any SMW game (GBA, Hack, or the original SNES), But its seems useful in case it does happen. *downloads*
That's because the original levels never had a sudden dropoff against a solid wall, as the picture shows.

pikaguy900: What does the SPVertical patch do, exactly? I have a feeling that's the root of your problem, especially if it modifies the custom block routines (it might be interfering with Fu's patch). It's certainly not the SMB3 blocks, as they don't even touch custom block code.
Link2006
Posts: 144/161
Odd. I never remember having a instance going through slopes in any SMW game (GBA, Hack, or the original SNES), But its seems useful in case it does happen. *downloads*
pikaguy900
Posts: 534/748
Originally posted by BMF54123
Originally posted by pikaguy900
I've found a dastardly bug in your reserve2.ips patch- It makes sprites go through custom blocks! This is bad! I can't have that happening! Do you think you can fix it?
Huh? I'm not seeing that problem here.

All that patch is is a *very* slight (1 byte) modification to Fu's original patch, which has always worked fine for me. Is there anything out of the ordinary you've installed in your hack?

Let's see....

-Your patch to turn all Turn Blocks into SMB3 Breakable bricks (Which I'm not using, though, because you can spin jump to break the bricks. I'd be glad to hear a way to change that, though. )
-Piranha Fix Patch
-Pac's SMB3 GFX hack (Hey, Romhacking.net says anyone can use it. )
-...Custom blocks...
-"Pipes" patch for mikeyK's custom-block SMB3 pipes
-SPVertical patch for the above blocks

And that's about it. Maybe your SMB3 Block patch is clashing with your new patch?
Pac
Posts: 737/804
I also tried making my own one of these, with movement blocks, but uh, it didn't work out too well.

This works great, though, BMF. Thanks.
BMF54123
Posts: 768/876
Originally posted by pikaguy900
I've found a dastardly bug in your reserve2.ips patch- It makes sprites go through custom blocks! This is bad! I can't have that happening! Do you think you can fix it?
Huh? I'm not seeing that problem here.

All that patch is is a *very* slight (1 byte) modification to Fu's original patch, which has always worked fine for me. Is there anything out of the ordinary you've installed in your hack?
Juggling Joker
Posts: 215/225
I actually developed my own strategy (combination of slope tiles and Blocktool's one way blocks), but it's neat to know that BMF is still doing SOME Mario World stuff and helping out the little guy still.
Critical Phlogus
Posts: 27/38
Better upload this at SMWCentral, BMF.
pikaguy900
Posts: 524/748
I've found a dastardly bug in your reserve2.ips patch- It makes sprites go through custom blocks! This is bad! I can't have that happening! Do you think you can fix it?
Sukasa
Posts: 1934/2068
That's awesome, BMF! I'm gonna downlaodthis, I think. As well, do oyu think you could point me to the RESERVED.IPS you mention in the readme? I think I'll wnat to distribute that with Blocktool Omega.
pikaguy900
Posts: 523/748
*downloads* You had me from the mention that the included patch will allow some custom blocks to take effect even when Mario is standing on the corner of it.

I'll use your Custom Block, too, though.
FPI
Posts: 144/197
Damn, that's great work! Very useful!
Kai
Posts: 22/23
wow awesome! I was messing around with slopes just the other day and that problem was really annoying me. Works fine and everything! Thanks!
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Acmlm's Board - I3 Archive - SMW Hacking - RELEASE: Slope Edge Fix v1.0


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