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05-20-24 11:08 PM
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Acmlm's Board - I3 Archive - SMW Hacking - What causes the overworld path glitching? New poll | |
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PSlugworth

Red Paragoomba








Since: 11-18-05

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Posted on 07-23-06 02:56 PM Link | Quote
Wow! What an asshole.
Sukasa

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

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Posted on 07-23-06 02:57 PM Link | Quote
He's not being as ass. When people don't even read the thread before posting in it, it's not helpful.
wtfweb

Red Koopa








Since: 02-10-06

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Posted on 07-23-06 02:59 PM Link | Quote
Originally posted by Alastor the Stylish
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...


so what? i was just clarifying this issue. it doesn't matter if you dont want to hear it or not, what i posted was pretty on-topic i think.


and yeah, i think he was being an ass. probably because he's really frusterated about this problem in his hack. at least that's what i get from reading his posts.



oh and, sorry susaka, your post is SO MUCH more helpful to everyone than mine was. i really should have read the thread before replying i guess!



(edited by wtfweb on 07-23-06 02:00 PM)
(edited by wtfweb on 07-23-06 02:04 PM)
S.N.N.
wtf


 





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

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Posted on 07-23-06 03:06 PM Link | Quote
@wtfweb: You're not really clarifying the issue though. Even if it IS on-topic, that doesn't necessarily mean it's right And Sukasa has done a damn large amount for the SMW hacking community already, so he has a right to post that

@Alastor: Could you perhaps post a screenshot of what it looks like? I think I know what you're talking about, because it happens in my hack, and I may know how to fix it if it's what I think it is. (hell, it might not be though)


(edited by S.N.N. on 07-23-06 02:07 PM)
Sukasa

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

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Posted on 07-23-06 03:11 PM Link | Quote
Originally posted by S.N.N.
@wtfweb: You're not really clarifying the issue though. Even if it IS on-topic, that doesn't necessarily mean it's right And Sukasa has done a damn large amount for the SMW hacking community already, so he has a right to post that

@Alastor: Could you perhaps post a screenshot of what it looks like? I think I know what you're talking about, because it happens in my hack, and I may know how to fix it if it's what I think it is. (hell, it might not be though)


I wouldn't call a few patches, a pre-done HDMA kit, some boss-relatged data, and SMWOE (shit, that was broken form the start) a lot, but...

Anyways, yeah. If you can give us a screenshot, perhaps it might be a little more insight into the problem. With what you've said about it, I am running blind here.
S.N.N.
wtf


 





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

Last post: 6306 days
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Posted on 07-23-06 03:13 PM Link | Quote
Originally posted by Sukasa +
I wouldn't call a few patches, a pre-done HDMA kit, some boss-relatged data, and SMWOE (shit, that was broken form the start) a lot, but...


Hell, that's still a lot more then 93.6% of this forum is capable of
Alastor
Fearless Moderator Hero








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

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Posted on 07-23-06 03:38 PM Link | Quote
I've been TRYING to get screenshots of it for awhile now. It only seems to come up when I don't want it to

Edit: Okay. Ran through the first two worlds in about 15 minutes to get to the second castle, where it happens close to all the time of not all the time, 'cause of I don't know it just does. Whenever it happens as a result of the 6x6 tiles, it seems to be limited to the 6x6 tiles... However, the other ones, all tiles afterward are affected. Ugh. It makes no sense...





For what it's worth, though I haven't encountered the usual problems in awhile playing normally, they happen every time I pass the problem levels in ZSNES netplay.


(edited by Alastor the Stylish on 07-23-06 03:01 PM)
Doritokiller

Mole


 





Since: 06-15-06
From: California

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Posted on 07-23-06 04:01 PM Link | Quote
I have a save state with the glitched path... I'll post a screenshot when I get it hosted.


Uhh... I see you beat me to it... I'll post it anyway.




Weird. I got the problem almost every level I passed in the water region. (Forgot the name)


(edited by Doritokiller on 07-23-06 03:13 PM)
Kingpin



 





Since: 11-21-05
From: Amarillo, TX

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Posted on 07-23-06 04:18 PM Link | Quote
This may not be helpful, but I seem to remember this being discussed a while back. If I'm not mistaken, it has something to do with the castles leading to a world on the same map/submap. In the original SMW every castle you beat sent you to a different submap with the exception of World 6.I am going to go try to find that topic.
Alastor
Fearless Moderator Hero








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

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Posted on 07-23-06 04:25 PM Link | Quote
Then... Why is there only one problem castle, why is that not particularly related to other things, and why does it happen when not tied to a castle?
Sukasa

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

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Posted on 07-23-06 04:58 PM Link | Quote
It... almost looks like some of the required bytes aren't be written correctly. The one you posts, Kyouji, look at the left-most coloum of tiles. They're all wrong, but the tiles that matched in the correct screenshot matched in the incorrect one in that column.

So, where all the left edge tiles were matching, the bad left edge tiles also matched. This might be a bug wiith the code that draws the 6x6 tiles, and not anything particularly your fault.

@S.N.N: A Big contribution will be when I finish Blocktool Omega.
Alastor
Fearless Moderator Hero








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

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Posted on 07-23-06 05:08 PM Link | Quote
Yeah, I think we're looking at two separate problems, one of which is caused by 6x6 event tiles not being displayed properly, and one of which is caused by... I don't know. The symptoms for the 6x6 ones are limited only to them (which is why in doritokiller's shot, the 2x2 event tiles placed over it look fine), but unknown one affects every event tile after its initial onset until reset. Doritokiller's saying he got it almost every time in the water level... That's likely because it happened once, and thus happened all subsequent times until he beat the world and reset the game.

In the meantime, I have removed all 6x6 event tiles from my hack. Or... Replaced them with a series of 2x2s, anyway.


(edited by Alastor the Stylish on 07-23-06 04:24 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: 6303 days
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Skype
Posted on 07-23-06 05:46 PM Link | Quote
I belive that the main question is:
"Why does it correct itself when reset?"

Let's see. The problem doesn't correct itself between levels, giving two possibilities:
1) There's a bug in the code copying the map data to the VRAM.
2) There's a bug in the code modifying the map data.

However, #1 is impossible, as the same data gets drawn correctly when reset.

However, if there's a bug in the code modifying the map data, the data that gets saved must be corrupted as well. Therefore, there must be two separate tables of data. One that gets copied to the VRAM and one that gets saved (and later loaded). Since one table gets corrupted, and not the other, there must be separate routines modifying them.

...Doesn't really seem plausible, but I can't think of any other way it would work.
Sukasa

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

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Posted on 07-23-06 06:35 PM Link | Quote
Oh... Alastor, which event is use dby the castle that exhibits thise problem?

And... I thought that onyl the layer one data was stored to SRAM (can't be L2; I've made L2 changes to the OW wthat show up on loading a regular SRAM save... Layer one changes don't show up though). However, I believe that the level tables get saved, and thus which events have been triggered, which are then written to the tilemap by SMW's rendering routine. Or so I thought.

Therefore, my idea is that something corrupts the memory used in the rendering orutine while in game, but not while SMW is pre-rendering the OW when loading a saved game. Ideas, anyone?
Alastor
Fearless Moderator Hero








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

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Posted on 07-23-06 06:49 PM Link | Quote
The castle doesn't exhibit the problem anymore at any point, so it probably was just the 6x6 event tile doing it.

The levels it seems to happen after otherwise are... Level 4 of world 1, Teacup Isle 3, using event 6... And Aquaria 2, level 2 of world 4, using event 1E.

Note that it doesn't always happen... Actually, I haven't had it happen to me in quite awhile, except during netplay... I thought it might be related to netplay screwing something up, but then one of my beta testers complained about it, too =/
Mike O'Shay

Red Koopa








Since: 03-16-06
From: Mushroom Kingdom?

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Posted on 07-23-06 07:02 PM Link | Quote
I can't really add much to this, as I don't know much of hacking, but I'm able to back him up: I've experienced this with the hack's demo, the bridge is just a big splotch of dark tiles. There's already been a screen posted, but I'm simply here as an alternate source of evidence and showing he's not the only one it's happening to.
Sukasa

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

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Posted on 07-23-06 08:04 PM Link | Quote
Do all those levels trigger an event that uses 6x6 tiles?
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 08:07 PM Link | Quote
...

Two levels.

And neither of them do
Sukasa

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

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Posted on 07-23-06 08:35 PM Link | Quote
So.. two levels make a 6x6 tile appear, yet neither of them have the problem?

Is that what you meant?


(edited by Sukasa + on 07-23-06 07:35 PM)
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 08:44 PM Link | Quote
No... I mean... At this point... I've eliminated all the 6x6 tiles, so they're not a problem, which still leaves the two levels I just mentioned causing the problem during circumstances I can't seem to duplicate but have witnessed recently. The problem they have seems wholly unrelated to the 6x6 event tile problem, as after it initially pops up, every event tile that comes up until the game is reset has scrambled graphics and palettes.

Edit: Though, actually... Thinking about what the tester that reported it said... It's possible that, while it was previously happening all the time, it is now somehow limited to netplay. Or something.

I don't... Know...


(edited by Alastor the Stylish on 07-23-06 07:47 PM)
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