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09-22-24 08:36 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Sprites not showing up New poll | |
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x1372

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Since: 07-03-06

Last post: 6444 days
Last view: 6425 days
Posted on 09-23-06 12:09 PM Link | Quote
Hi, I've been designing levels recently and while testing some of my more recent levels I've been having the same sort of problem. At a certain point in the level, while the sprite maximum is nowhere near reached, several sprites simply do not show up in the level. In many cases, this causes the level to become impossible to finish (no goalpost, or no critically necessary platform). This never happened once in my previous levels, some of which actually did hit the maximum sprite count. I'm thinking that it may be at least partially a result of using sprite tool - In every level that had this problem, I was using custom sprites. Additionally, often the missing sprite is the only sprite at all for several screens, so I know I'm not overloading the area with them. This problem has shown up both with custom and non custom sprites failing to show up. I'm just wondering if there's any sort of workaround for this problem, or some method for keeping its interference to a minimum. If it helps, all levels that have had this problem are using the following settings:

SNES register 00 (shouldn't be an issue)
Sprite Memory Setting 00
No sprite bouyancy
No Layer 3
Accessed as submaps from other levels
Uses custom and normal sprites

The only real solution that I've managed to come up with is simply cutting the level off wherever the point is (usually around 0A when starting at the 00) and using a door or pipe to transfer to another section. However, I would much rather have longer straight shots through levels if possible.

Thanks in advance for any help that can be offered with this problem.

*Edit* Thus far I am only using sprites that come naturally with Sprite Tool. For example, in the current level the only sprites that are used from sprite tool are firebars and roto discs. All others are natural to SMW, and none are keys/pows/springboards that get remembered while off the screen..


(edited by x1372 on 09-23-06 08:12 PM)
Sukasa

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

Last post: 6426 days
Last view: 6425 days
Posted on 09-23-06 01:02 PM Link | Quote
Try reducing the number of enemies in that one area, check that the custom sprites are deactivating themselves when they go offscreen if you coded any of them yourself, and try fiddling the the sprite memory index. For my elevator 2.0 sprite, I had to try all the modes down to around $E or so before I found one that worked
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