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05-15-24 01:22 PM
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Acmlm's Board - I3 Archive - The Pit of Despair - Overworld Editor incompatible with custom item box sprite GFX New poll | | Thread closed
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Red Cheep-cheep








Since: 11-22-05
From: Atlantis.
All your base are belong to us.

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Posted on 02-13-06 06:04 PM Link
Remember that old patch that let you change what graphics showed up when you had nonstandard sprites in your item box? Well, mine kept getting corrupt, and I was wondering what was causing it, so finally it happened sometime when I didn’t do hardly anything to the game (but barely edit the overworld), so after fixing them (again) I tried re-saving the overworld without doing anything else, and it corrupted them.

So, like, do I just have to deal with constantly fixing all the graphics (I’m unsure if this causes any side-effects) until I completely finish the overworld, or is there some way to fix this, like… making a new patch that does the same thing, but uses a different part of the ROM?

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HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

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Posted on 02-13-06 06:54 PM Link
So that's why mine got so messed up. If the overworld editor is overwriting the graphics, then adding the graphics is probably messing up the overworld.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

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Posted on 02-13-06 07:24 PM Link
maybe the code isn't RATS protected and get overwrited by some extra overworld/GFX/level data
asdf

Link's Awakening
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Since: 11-18-05

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Posted on 02-13-06 07:51 PM Link
Originally posted by Bio
maybe the code isn't RATS protected and get overwrited by some extra overworld/GFX/level data


That's the most likely cause. The best way to fix this would be to locate where the item box code gets slipped in and add in a RATS tag.
Sukasa

Birdo
Not quite as active as before.
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Xk > ||bass
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Since: 11-17-05
From: Somewhere over there

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Posted on 02-13-06 09:33 PM Link
No, wouldn't it make more sense, since the OW doesn't change size, to simply reinsert it to the same spot?

I rememebr some ipselect program... try using that to do a bit of research and move the item box GFX data elsewhere and repoint it..
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6296 days
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Posted on 02-14-06 07:03 PM Link
It's compressed, so it could change size.
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Red Cheep-cheep








Since: 11-22-05
From: Atlantis.
All your base are belong to us.

Last post: 6328 days
Last view: 6320 days
Posted on 02-24-06 06:03 PM Link
There’s another patch that fixes the item box graphics which isn’t effected by the Overworld Editor, but doesn’t tell how to change them. I switched to this one so I could change the graphics of the spring board to actual spring board graphics and add graphics of another new sprite, that I made to be processed off-screen. However, I’ve known for some time now that the graphics I chose to overwrite for the spring board weren’t as unused as I had thought, and the only reason I wanted to have that new enemy in the item box was because of some custom blocks; the Star Hold and Pow Hold blocks. You see, they said that a sprite actually had to be moving in order to activate their code, and I wanted to have the player take this new sprite over to the blocks and let it walk back and forth on them… but then I found out that the user notes were wrong, and simply sitting a pow switch or spring board on them will activate them for the whole level (@HH). So now I’m pondering on whether or not I should go back to the other patch. I mean, I could still use that idea, but I would have to design the level so that the item box was just above a wall that had a path leading to the block, otherwise inaccessible; but that probably would only be fun for one level, and with the already limited use of the sprite in levels (it would cause lots of slowdowns), it would be almost completely useless.
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