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Acmlm's Board - I3 Archive - SMW Hacking - What causes the overworld path glitching? | New poll | | |
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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: 6431 days Last view: 6430 days |
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OK...
You only mentioned one Level event earlier. What are the two events that these levels use? |
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Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6430 days Last view: 6430 days |
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...
And people in this thread are wondering why I'm so annoyed right now. Can no one read anymore? Originally posted by Alastor the Stylish Originally posted by Sukasa + |
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Glyphodon Since: 11-18-05 Last post: 6472 days Last view: 6452 days |
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What the hell are 6 x 6 and 2 x 2 tiles?
Originally posted by Sukasa + Layer data can't possibly be stored to SRAM because the SMW .srm file is so small. An entire layer, or even part of a layer would take much more space than SMW uses for saving, especially when you consider that it has to save 3 separate files to that space. Originally posted by Smallhacker Why wouldn't it? The game doesn't save the tiles to SRAM, just which events have passed. The glitch apparently only happens when an event is completed, not when an 'event completed' flag is loaded from SRAM. Finally, Alastor's understandably pissed at everybody for not paying attention. Heck, I'm not even paying attention at what I'm typing right now. I'll post this anyway, though. Why? Because I can. |
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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: 6431 days Last view: 6430 days |
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I goofed. It's only a couple of the tables of Layer one data that's stored to SRAM (The flags in the OW edit level settings dialog that exp And Alstor, I'm sorry. I misread that a a bunch of levels soemhow, and not jsut two with their respective events. |
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Bloodstar 660 blue boar boobies Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 35 bytes) in /var/www/acmlm.org/board/profile.php on line 42 Since: 11-17-05 Last post: 6431 days Last view: 6430 days |
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It apparently occurs with Teacup Isle 1, too, upon triggering the NORMAL exit. | |||
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: 6431 days Last view: 6431 days |
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Do these levels use any custom blocks/sprites/etc? | |||
Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6430 days Last view: 6430 days |
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No. | |||
ZTaimat 260 Since: 11-19-05 Last post: 6497 days Last view: 6432 days |
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...ok, seeing how the OW sprite glitch happened in my hack ALL THE TIME and in your hack only every so often, I beleave the solution is...
It can't be helped. I think whats causing it is if you make custom OW path gfx, overwriting the old ones or below them. Either way, I think smw mis-reads them at one point and they become garbled up things. This is what the original, unmodified SMW has This is what Super ZTaimat World has As you can see, ALL my path gfx differ from the original, which is why all my OW gfx got garbled up randomly. In your hack, you may have newer paths or modified ones... THOSE would be the ones that become garbled. (edited by ZTaimat on 07-26-06 09:12 AM) |
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Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6430 days Last view: 6430 days |
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... Yeah, I figured it had something to do with that...
Sigh... |
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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: 6431 days Last view: 6430 days |
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I don't think so... I had modified GFX for all my overworld, and in one submap different L2 GFX files altogether, but I had no glitches of htat sort...
It was based off of demo world however, perhaps Fu had fixed something in that ROM that he didn't implement into LM? |
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Pac Bandit Free Ice Man! Since: 11-18-05 From: Ireland Rate me Last post: 6431 days Last view: 6430 days |
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Originally posted by ZTaimatThis really reminds me of this. If ZTaimat is right, and if it's anything like the net-door thing, you can either fix it by modifying the OW tilemap in hex (and find where it's stored first ), or reset the tilemap. |
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