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Acmlm's Board - I3 Archive - SMW Hacking - "Disappearing" Mario and sprite problem New poll | |
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Phazorite

Goomba








Since: 09-09-06
From: The Phazar Temple

Last post: 6325 days
Last view: 6325 days
Posted on 12-04-06 12:34 AM Link | Quote
While I was working on my hack I found something really weird going on in some of my levels. I'm making a ghost house level with those big green ectoplasm balls, and whenever they appear on screen, Mario disappears!! Jumping cheep-cheeps do the same thing! One of my question blocks has a green shell in it and the shell looks like a white smoke dot when it comes out. What's going on??
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6344 days
Last view: 6344 days
Skype
Posted on 12-04-06 12:40 AM Link | Quote
The green ball thing: You may be trying to load too many sprites on your screen. Since the green ball is so big, it takes a lot of memory, therefore causing other sprites (in this case, Mario) to dissapear.

With the koopa shell, you might have accidentally messed with the Bypass GFX. The two left sprite GFX files should always remain GFX00 and GFX01 unless you modified them for some reason or another.
Phazorite

Goomba








Since: 09-09-06
From: The Phazar Temple

Last post: 6325 days
Last view: 6325 days
Posted on 12-04-06 01:10 AM Link | Quote
I tested the same level again and one green ecto-ball is all it takes to make mario disappear. Having several Boos doesn't do anything.

In the same level, I have a door that takes you to a ledge with a circling Boo group around it. For some reason, Mario dies as soon as he appears there. WTF? Also, how do you get the moving ledge hole sprite to work right? You know, the moving hole in the floor in some ghost house levels.

Oh...and how do you prevent tidal water (layer 3) from scrolling up with the background if Mario flies or bounces high into the air? I'm making a lake level and have been having this and the disappearing Mario problem all in one.

Please bear with me, this is my first hack.
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6344 days
Last view: 6344 days
Skype
Posted on 12-04-06 01:16 AM Link | Quote
Scrolling floor: All you need to do is place it in the ground where the background is entirely black. Otherwise it won't look right.

I don't think you can set the water to not scroll upwards. Just make it so that there is no vertical scrolling.

And with the door, you might need to enable vertical scrolling, or change what area of the screen shows upon entering the level.

It's been a while since I've worked with Lunar Magic
x1372

Goomba








Since: 07-03-06

Last post: 6317 days
Last view: 6299 days
Posted on 12-04-06 01:20 AM Link | Quote
Originally posted by Phazorite
I tested the same level again and one green ecto-ball is all it takes to make mario disappear. Having several Boos doesn't do anything.

In the same level, I have a door that takes you to a ledge with a circling Boo group around it. For some reason, Mario dies as soon as he appears there. WTF? Also, how do you get the moving ledge hole sprite to work right? You know, the moving hole in the floor in some ghost house levels.

Oh...and how do you prevent tidal water (layer 3) from scrolling up with the background if Mario flies or bounces high into the air? I'm making a lake level and have been having this and the disappearing Mario problem all in one.

Please bear with me, this is my first hack.


ok for the first one, mess with the sprite memory, found under the lakitu icon. In general, setting 00 is best unless you have any big sprites (like the big boo, banzai bill, or the gas bubbles in ghost houses). 09 worked for me in a room with 4 small sprites, a big boo, and a big boos boss, so that should work for a room with several bubbles.

For the second problem, check the entry settings (1 door icon). Make sure FG and BG are set properly. If mario dies right as you enter the door, odds are you put him far below the camera and it assumes he's in a pit. CO for both FG and BG is usually the answer for this.

For the moving hole sprite, just test it out on a variety of platform things. Put it in the middle of a big wide platform under the corect tileset and it should work just fine.

For the layer 3 water, you can't have vertical scrolling. turn off Layer 1 vertical scrolling (middle box under the mario head icon)

*edit* FPI, any particular reason for 0E over 00? I thought 00 let you put more sprites onscreen at once...though you're probably right, you've done this much longer than I have.


(edited by x1372 on 12-04-06 11:29 AM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6301 days
Last view: 6313 days
Posted on 12-04-06 12:02 PM Link | Quote
Originally posted by x1372
In general, setting 00 is best )


I doubt that.
If you ask me, 0E is by far the best sprite setting for mostly everything.


(edited by FPI on 12-04-06 11:03 AM)
Phazorite

Goomba








Since: 09-09-06
From: The Phazar Temple

Last post: 6325 days
Last view: 6325 days
Posted on 12-05-06 07:56 PM Link | Quote
Thanks! I fiddled around with the sprite memory, and 0F was what it took to support 5 eeries in wave motion + a moving hole, an info block, AND a reflecting boo group about 2 screens apart. And no more problems with ectoplasm balls or Big Boo.

Another problem came up--I want to use a P-Balloon in the last room of the ghost house, and the sprite comes out glitched. Mario still floats normally though. Can I use it at all in that tileset? The room has Ghost House and Ghost House 1 object and sprite tilesets, with the dark room/transparency effect (so the ectoplasm balls look more ghostly). I used maximum (?) sprite memory (0F), as that room is very sprite-heavy.
x1372

Goomba








Since: 07-03-06

Last post: 6317 days
Last view: 6299 days
Posted on 12-05-06 08:36 PM Link | Quote
Originally posted by Phazorite
Thanks! I fiddled around with the sprite memory, and 0F was what it took to support 5 eeries in wave motion + a moving hole, an info block, AND a reflecting boo group about 2 screens apart. And no more problems with ectoplasm balls or Big Boo.

Another problem came up--I want to use a P-Balloon in the last room of the ghost house, and the sprite comes out glitched. Mario still floats normally though. Can I use it at all in that tileset? The room has Ghost House and Ghost House 1 object and sprite tilesets, with the dark room/transparency effect (so the ectoplasm balls look more ghostly). I used maximum (?) sprite memory (0F), as that room is very sprite-heavy.


Ok, that one's a bit more complicated. With very basic use of ExGFX, you could create your own custom SP4 set that could include both ghosts ad the P baloon. The bad news on that front is that, without some tweaker overhauling, it would create a conflict with part of the big boo.



For the ExGFX method...

If you haven't already, extract and reinsert the GFX from your rom using the red and green mushrooms. WIthout this step, exgfx won't work.

Use YY-CHR to open the GFX file 11 (ghost house SP4) and the GFX file 02 (wiggler). Copy the P baloon out of the wiggler tileset and paste it in the exact same spot in the ghost tileset. save the modified ghost tileset as ExGFX80 (or some other number 80-FFF in hex) in your ExGFX folder and insert ExGFX into your hack. That done, open your ghost house area, click the red poison mushroom, and change the sprite SP4 into your newly created set. This will allow a P baloon to exist among ghosts with proper graphics. Experimenting with this has allowed me to create several different combinations of enemies not normally seen in SMW.

I hope that was simple enough, I had plenty of trouble with the very basic ExGFX stuff when I was starting with sprite tool (even with cory's sprite tool help, without which I'd have never gotten that far).
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