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06-03-24 06:27 AM
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Acmlm's Board - I3 Archive - SMW Hacking - What causes the overworld path glitching? New poll | |
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Sukasa

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

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Posted on 07-23-06 08:50 PM Link | Quote
OK...

You only mentioned one Level event earlier. What are the two events that these levels use?
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 09:20 PM Link | Quote
...

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
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.
Originally posted by Sukasa +
OK...

You only mentioned one Level event earlier. What are the two events that these levels use?
Glyphodon



 





Since: 11-18-05

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Posted on 07-23-06 11:41 PM Link | Quote
What the hell are 6 x 6 and 2 x 2 tiles?

Originally posted by Sukasa +
I thought that onyl the layer one data was stored to SRAM


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
I belive that the main question is:
"Why does it correct itself when reset?"


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.
Sukasa

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

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Posted on 07-24-06 12:36 AM Link | Quote
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 expressly says, they're not reloaded unless you select an empty save slot, or somehting along those line. you know, the ones on the far right.)

And Alstor, I'm sorry. I misread that a a bunch of levels soemhow, and not jsut two with their respective events.
Bloodstar

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Since: 11-17-05

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Posted on 07-24-06 07:51 PM Link | Quote
It apparently occurs with Teacup Isle 1, too, upon triggering the NORMAL exit.
HyperHacker

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Since: 11-18-05
From: Canada, w00t!
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Posted on 07-24-06 08:08 PM Link | Quote
Do these levels use any custom blocks/sprites/etc?
Alastor
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Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

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Posted on 07-25-06 09:44 PM Link | Quote
No.
ZTaimat

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Since: 11-19-05

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Posted on 07-26-06 10:07 AM Link | Quote
...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)
Alastor
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Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

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Posted on 07-26-06 12:50 PM Link | Quote
... Yeah, I figured it had something to do with that...

Sigh...
Sukasa

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

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Posted on 07-26-06 12:57 PM Link | Quote
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?
Pac

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Since: 11-18-05
From: Ireland

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Posted on 07-26-06 01:10 PM Link | Quote
Originally posted by ZTaimat
As you can see, ALL my path gfx differ from the original, which is why all my OW gfx got garbled up randomly.
This 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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