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05-19-24 01:50 PM
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Acmlm's Board - I3 Archive - SMW Hacking - What causes the overworld path glitching? New poll | |
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Alastor
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Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

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Posted on 07-23-06 02:39 AM Link | Quote
Seriously, what the heck is up with that. I've seen it in a few different hacks, and it's so bloody annoying... And how can I fix it, as it's reappeared in mine...

It's... Ugh.
Sukasa

Birdo
Not quite as active as before.
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Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

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Posted on 07-23-06 02:40 AM Link | Quote
Do you mean the flashing? That's the only glitchign I'm aware of... unless you might mean mario going off on a totally different path.

For the first, it's a palette issue in the level that causes the glitch. for the second, it's the default paths. For anything else, I have no idea without a more concise ewxplanation of the glitch.
Alastor
Fearless Moderator Hero








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

Last post: 6299 days
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Posted on 07-23-06 02:43 AM Link | Quote
Alright. Periodically, in my hack, and a few others I've seen, after you beat the level, the overworld paths show up glitched. That is, they're made up of the wrong tiles. All subsequent ones also appear this way, and they remain this way (with some screwed up palette flashing, once, at the start) until reloading from a save, at which point they're as they should be.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6312 days
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Posted on 07-23-06 02:44 AM Link | Quote
That usually happens when you load from a savestate. Using a savestate screws up the tiles, until you load a save file. It's really nothing to worry about.
Alastor
Fearless Moderator Hero








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

Last post: 6299 days
Last view: 6299 days
Posted on 07-23-06 02:46 AM Link | Quote
No, that's wrong. Stop saying that. You're wrong. I play my hack with some friends over netplay, where you CAN'T use fast forwarding and we don't use savestates... It happens there. I play it on my own, without doing anything along those lines... And it happens there.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6312 days
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Posted on 07-23-06 02:47 AM Link | Quote
Hm... Well it usually happens in that case. Is there anything else you do? Besides normal playing?
Alastor
Fearless Moderator Hero








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

Last post: 6299 days
Last view: 6299 days
Posted on 07-23-06 02:48 AM Link | Quote
Did I say there was? I did not.
Sukasa

Birdo
Not quite as active as before.
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I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

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Posted on 07-23-06 02:48 AM Link | Quote
Does it happen randomly, or after a specific level?
Alastor
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Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6299 days
Last view: 6299 days
Posted on 07-23-06 02:51 AM Link | Quote
I think it's after specific levels. Well... Ugh. It always happens after level 3 of world 1 (not counting the fortress at the start), and after the castle on world 2 (where there's several 6x6 event tiles, where I notice it happen a lot so I've removed the others from the hack which has stopped problems, but I can't remove this one for... Reasons), and... It happens at some ridiculous time in world 4. I don't remember, exactly. Other than that, I've never seen it happen.

Also, it doesn't happen when I use the GG code to skip levels, to get to where I need to be after screwing with the overworld in a way that makes my old saves unuseable.


(edited by Alastor the Stylish on 07-23-06 01:52 AM)
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
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I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

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Posted on 07-23-06 02:52 AM Link | Quote
OK... what do those levels have in common, and what happens if you move them to another level tile and try them out?
Alastor
Fearless Moderator Hero








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

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Posted on 07-23-06 03:01 AM Link | Quote
Well, let's see... They don't have anything in common, I don't think. I think it only happens after the castle because of the 6x6 event tiles, which seem to screw up a lot for me... I dunno. It doesn't happen every time, either. And they really have nothing in common, that I can tell. Heck, they all even use different level tiles.
Sukasa

Birdo
Not quite as active as before.
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I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

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Posted on 07-23-06 03:03 AM Link | Quote
OK... try removing the 6x6 tiles and see what happens.
Alastor
Fearless Moderator Hero








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

Last post: 6299 days
Last view: 6299 days
Posted on 07-23-06 03:08 AM Link | Quote
Ugh, forget this ridiculousness. I was hoping someone knew something instead of suggesting I try all the things I already have...
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6300 days
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Posted on 07-23-06 04:03 AM Link | Quote
Well,I don't think anyone really knos what's going on. if need be, just port everything to a new ROM. If that still has problems... try a different ROM. That's all I can and will suggest.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6300 days
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Posted on 07-23-06 04:55 AM Link | Quote
Are you using ExGFX in your overworld? The only time I had glitching like you describe was when I tried to use ExGFX in my sky world. Apparently, there are two identical sets of overworld graphics in VRAM, and Fu's code only replaces one of them.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
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I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

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Posted on 07-23-06 05:03 AM Link | Quote
I don't honestly don't think that's the case. I used ExGFX in one of the submap worlds in my hack, and didn't have any glitching at all. Plus, the tilemap wshould still be pointing to the set that Fu's code changes.
Alastor
Fearless Moderator Hero








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

Last post: 6299 days
Last view: 6299 days
Posted on 07-23-06 06:34 AM Link | Quote
I used to use ExGFX, but I have since removed them, having found space in the original graphic sets for everything I needed by writing over things I had no use for.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6307 days
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Posted on 07-23-06 11:13 AM Link | Quote
Hmm, I'm thinking this glitching happens when the next level you go to forces the OV screen to scroll. I've noticed this too when certain levels in the main OV in my hack are cleared, I guess what that really means is, that you shouldn't have two levels too far apart.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6310 days
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Posted on 07-23-06 12:01 PM Link | Quote
Originally posted by BMF54123
Are you using ExGFX in your overworld? The only time I had glitching like you describe was when I tried to use ExGFX in my sky world. Apparently, there are two identical sets of overworld graphics in VRAM, and Fu's code only replaces one of them.


this is very true. it seems like if you use an exgfx tile in an overworld revealing animation, the exgfx tiles will show up as whatever's in the default, normal gfx file until the event is finished. then it should look normal, but this is a very noticable "glitch"

as for the random gfx that stay messed up on certain events, i have no idea what's causing that, and luckily i haven't run into it in my own hack yet. i have a feeling it could be exgfx related but i could definitely be wrong.
Alastor
Fearless Moderator Hero








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

Last post: 6299 days
Last view: 6299 days
Posted on 07-23-06 02:04 PM Link | Quote
Originally posted by Knight of Time
Hmm, I'm thinking this glitching happens when the next level you go to forces the OV screen to scroll. I've noticed this too when certain levels in the main OV in my hack are cleared, I guess what that really means is, that you shouldn't have two levels too far apart.
If you had read my descriptions, you would know full well that's not what I'm talking about.
Originally posted by wtfweb
this is very true. it seems like if you use an exgfx tile in an overworld revealing animation, the exgfx tiles will show up as whatever's in the default, normal gfx file until the event is finished. then it should look normal, but this is a very noticable "glitch"

as for the random gfx that stay messed up on certain events, i have no idea what's causing that, and luckily i haven't run into it in my own hack yet. i have a feeling it could be exgfx related but i could definitely be wrong.
I said no to that... HOURS ago...
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