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The V

Koopa


 





Since: 03-01-06
From: In my own world

Last post: 6414 days
Last view: 6414 days
Posted on 04-28-06 03:21 PM Link | Quote
I just got done with a test-play of level 109, but I die as soon as I enter and it acts as if nothing's there, Mario is supposed to come in to a small room with a warp-pipe on either side. Pipe 1 leads to the main exit path. Pipe 2 leads to the Star Road exit. I don't know what's going on here. My hack's gone okay so far, but now it's falling apart AGAIN. I was just about to post the demo. Does anyone know what's going on?
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6307 days
Last view: 6307 days
Posted on 04-28-06 04:03 PM Link | Quote
First off, make sure the foreground and background are positioned right at the start. As I recall, if the foreground start position is too high above where Mario starts, it thinks Mario fell in a pit and died.

If you're going through the pipe, THEN you die, that just seems to happen sometimes, and though it can be fixed I don't recall how offhand.
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6312 days
Last view: 6307 days
Posted on 04-28-06 04:33 PM Link | Quote
The going-through-the-pipe-then-dying thing Alastor said is actually caused by setting the wrong X or Y coordinates when coming out of a pipe. I did this quite a few times in my hack, such as setting the exit one space too low. Before you come out, you would die.

If that's not what you mean, could you specify more?
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6307 days
Last view: 6307 days
Posted on 04-28-06 04:43 PM Link | Quote
I actually wasn't talking about that, actually. But I did have a problem where going through a door would kill me, and I know I set it right because it lead to a place that had another path going to it, and that path did not end in death. I resolved this by making the path go somewhere else.
The V

Koopa


 





Since: 03-01-06
From: In my own world

Last post: 6414 days
Last view: 6414 days
Posted on 04-28-06 05:20 PM Link | Quote
The game acts like the level is empty. All I see is the BG image, but it thinks the foreground is totally blank and I die as if I fell through a bottomless pit. BTW, the level doesn't start with a pipe entrance. I tried moving Mario's starting position and changing the initial FG/BG position. I saved the changes back to the ROM, so that's not the problem.

The only thing I think could be causing this is the number of rooms that make up the level. Path 1 has 4 connected rooms, and path 2 has 2. I don't know if that's what's wrong or not. There are other levels that have multiple rooms (e.g. Bowser's castle). I didn't make any path changes in the Overworld, so we can rule that out. I'm pretty sure I've done everything right, so what's wrong?
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 04-28-06 06:14 PM Link | Quote
Originally posted by The V
The game acts like the level is empty. All I see is the BG image, but it thinks the foreground is totally blank and I die as if I fell through a bottomless pit. BTW, the level doesn't start with a pipe entrance. I tried moving Mario's starting position and changing the initial FG/BG position. I saved the changes back to the ROM, so that's not the problem.

The only thing I think could be causing this is the number of rooms that make up the level. Path 1 has 4 connected rooms, and path 2 has 2. I don't know if that's what's wrong or not. There are other levels that have multiple rooms (e.g. Bowser's castle). I didn't make any path changes in the Overworld, so we can rule that out. I'm pretty sure I've done everything right, so what's wrong?


So you can see Mario actually falling down?
If yes, check out if your door pipe/door leads to the right location. Maybe it misleads to a secondary exit. If you're using the M16k7-feature, that could be the problem as well, but It's rather unlikely, because you normally don't see a BG-image, and if yes, not in the right colours. You should also check in LM, if your exit is near a subscreen boundaries, that could cause problems sometimes as well, especially in a vertical level.

If you have a level with many exits in there, that's not the problem for sure. I have a level in my hack with dozens of exits/secondary exits in there and they are all working fine, so I don't think that could cause any trouble. And in addition, the Overworld has nothing to do with that as well.

Edit: Forget most of the things I said above. I just noticed, that you have trouble with entering a level dircetly from the overworld, right? If yes, the OW could be indeed the problem. Is there a chance to take a screenshot from the OW with the path connections visible?


(edited by FPI on 04-28-06 05:16 PM)
(edited by FPI on 04-28-06 05:22 PM)
(edited by FPI on 04-28-06 05:23 PM)
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6309 days
Last view: 6307 days
Skype
Posted on 04-28-06 06:28 PM Link | Quote
When entering the level, causing the death, do you enter through a secondary or main entrance? If secondary, you did set the FG int pos in the secondary exit window, not the main entrance window, right?


(edited by Smallhacker on 04-28-06 05:29 PM)
The V

Koopa


 





Since: 03-01-06
From: In my own world

Last post: 6414 days
Last view: 6414 days
Posted on 04-28-06 07:16 PM Link | Quote
Originally posted by Smallhacker
When entering the level, causing the death, do you enter through a secondary or main entrance? If secondary, you did set the FG int pos in the secondary exit window, not the main entrance window, right?


I'm coming in through the main entrance from the Overworld, but since I didn't change any Overworld paths (in fact, all my OW map changes have been palette-related), I don't think that's the problem.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 04-28-06 07:34 PM Link | Quote
Originally posted by The V

I'm coming in through the main entrance from the Overworld, but since I didn't change any Overworld paths (in fact, all my OW map changes have been palette-related), I don't think that's the problem.

Yeah, if your Overworld is the same as in the original (besides the Palette changes) that shouldn't be cause problems.

But... can you actually see Mario falling into a pit or it is that you just can hear the soundeffect, which comes up when Mario dies? I really think that you probably have a level and Mario's starting position is somewhere at the bottom part from the screen in LM and you've probably set the init FG position to 00 (maybe with "No Vertical Scoll enabled", but that's not neccessary to cause this problem I think). Otherwise, I can't see, what could be wrong, besides all the stuff that is already mentioned in this thread.
Juggling Joker

Ninji

SMW Mod
Merry Christmas!



 





Since: 11-18-05

Last post: 6335 days
Last view: 6307 days
Posted on 04-28-06 08:46 PM Link | Quote
Ah heck, just post up an IPS patch of your hack and tell us what level to look at it. If you're worried about a too early release or something similar, I'm sure most of the users who have posted in this thread already can be contacted through a PM. Anyone willing?
The V

Koopa


 





Since: 03-01-06
From: In my own world

Last post: 6414 days
Last view: 6414 days
Posted on 04-28-06 09:43 PM Link | Quote
Originally posted by Juggling Joker
Ah heck, just post up an IPS patch of your hack and tell us what level to look at it. If you're worried about a too early release or something similar, I'm sure most of the users who have posted in this thread already can be contacted through a PM. Anyone willing?


Too late for that. I just replaced it with a (outdated) backup.
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