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05-20-24 09:08 PM
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Acmlm's Board - I3 Archive - The Pit of Despair - Yeah... I seem to be having ridiculous, ridiculous problems with movement pipes. New poll | | Thread closed
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Alastor
Fearless Moderator Hero








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

Last post: 6300 days
Last view: 6300 days
Posted on 01-25-06 06:59 AM Link
Okay, I noticed early on they were kinda glitchy. No big deal; I never intended to use them for big things, just for periodic things, and my bonus game replacement. Eheheh. I was going through my hack, testing the latest levels in it, having just finished some stuff in star world, right? And I got in to my aforementioned bonus game. And I go through until I screw up and enter the wrong pipe, and instead of being carted off to collect the 1-ups, I... get stuck inside the pipe as it takes me left and sticks me half in a pipe, half out of it. That's not right. That's not right at all. Especially since none of this stuff occured when I first put in the patch and was testing this bonus game. So yeah, now every time a movement pipe would turn, it instead screws up horridly. My first thought was that part of the patch data must have been corrupted, but reapplying the patch does nothing to alleviate this, nor does reinserting them with blocktool. So yeah, what the hell?

Apologies if this has already been brought up and resolved, though I did make an effort to look through various things here...

In other news, I'm working on my hack again.


(edited by Alastor the Stylish on 01-25-06 06:00 AM)
(edited by Alastor the Stylish on 01-25-06 06:08 AM)
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6301 days
Last view: 6300 days
Posted on 01-25-06 07:09 AM Link
If I can just add to this topic with these:



+



=



Holding an item while touching the top cap of the pipe causes the game to freeze.


(edited by peter_ac on 01-25-06 07:42 AM)
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6316 days
Last view: 6301 days
Posted on 01-25-06 08:18 AM Link
It'll do that with any holdable object, like springboards. Also, the problems mentioned happened as well with my hack, which is why those pipes have been removed to stop glitching.
Alastor
Fearless Moderator Hero








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

Last post: 6300 days
Last view: 6300 days
Posted on 01-25-06 08:29 AM Link
And that's... A problem. The bonus game involves a bunch of pipes going down a vertical shaft, with disguised blocks which are either lower left corner pieces or intersections; if you pick the wrong path, you're moved to the right, else you continue down until the end. Gets harder as you go along. Once you go to the right, you're forced up, and there's a one-up at every level; eight in total. This... Really doesn't work at all without movement pipes.
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6414 days
Last view: 6414 days
Posted on 01-25-06 09:38 AM Link
@peter_ac, does this happen with both emulators, SNES9x and ZSNES?

the only problem i've noticed is that the pipes will slow down the game badly, even in levels without these pipes
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6400 days
Last view: 6336 days
Posted on 01-25-06 10:40 AM Link
The pipes slowed down my hack too, but never caused any glitches or something.
Have you installed them right i.e. set them to whatever they need to be set? Or added them to a Map 16 page lower than A?
spel werdz rite









Since: 11-19-05

Last post: 6301 days
Last view: 6300 days
Posted on 01-25-06 10:50 AM Link
Maybe the pipes patch conflicts with other parts of the ROM after getting so far in the game. Did it start not working immediately after the Star World? Or perhaps a Switch Palace, or something like that.
Alastor
Fearless Moderator Hero








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

Last post: 6300 days
Last view: 6300 days
Posted on 01-25-06 01:59 PM Link
That would not make sense; the ROM image (smc) and save ram file (srm) are two completely different files. Changes to one will not affect the other.


(edited by Alastor the Stylish on 01-25-06 12:59 PM)
insectduel

Lantern Ghost
Not welcome here anymore.








Since: 11-18-05
From: Bronx, New York

Last post: 6544 days
Last view: 6338 days
Posted on 01-25-06 02:35 PM Link
Originally posted by ghettoyouth

the only problem i've noticed is that the pipes will slow down the game badly


Originally posted by Ice Man
The pipes slowed down my hack too, but never caused any glitches or something.



Mine don't except if you insert the vertical.ips to it. Then it starts to slow dowm.
Alastor
Fearless Moderator Hero








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

Last post: 6300 days
Last view: 6300 days
Posted on 01-25-06 04:07 PM Link
Even more ridiculousness time:

I made a copy of my hack, set up a patch to remove the effects of pipes.ips, and applied it to the copy. This screwed up my ExGFX files, which leads me to believe that updating said files put them in the area pipes.ips uses for its stuff, which is what corrupted this. No big deal; reinserting the graphics and continuing on made everything work well.

Until I applied pipes.ips again, hoping this would solve the problem.

Now the ROM won't even load in ZSNES. A quick check reveals the reason why: There is no longer anything in the ROM.

What... The... Hell!?

Edit: Okay, I don't know what patch I applied there, but it wasn't pipes.ips. Ha ha; not sure how that happened, but that definitely didn't cause this, as repeating it simply gave me my glitchy pipes back. Which solved nothing. Sigh.


(edited by Alastor the Stylish on 01-25-06 03:09 PM)
(edited by Alastor the Stylish on 01-25-06 03:12 PM)
(edited by Alastor the Stylish on 01-25-06 05:26 PM)
Xeruss

Cukeman








Since: 11-18-05
From: Oregon

Last post: 6301 days
Last view: 6301 days
Posted on 01-25-06 04:13 PM Link
I know it's to something completely unrelated, but when I save something using Nero wave editor, it overwrites the original and saves a blank file, supposedly this is cause by a faulty .dll file, it could be the case when you patched it. (unlikely, but it helps to inspect every angle)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6301 days
Last view: 6300 days
Posted on 01-25-06 05:29 PM Link
Originally posted by insectduel
Originally posted by ghettoyouth

the only problem i've noticed is that the pipes will slow down the game badly


Originally posted by Ice Man
The pipes slowed down my hack too, but never caused any glitches or something.



Mine don't except if you insert the vertical.ips to it. Then it starts to slow dowm.

okay, now I want to specify something, what causing slowdown is blktool, more custom block = more slowdown, that because of the way it working, a fix is in progress, detail here
the only reason why these pipe cause slowdown is because they take a lot of custom block
Alastor
Fearless Moderator Hero








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

Last post: 6300 days
Last view: 6300 days
Posted on 01-25-06 06:27 PM Link
I really couldn't care less about the lag; Any real problem areas can simply be redesigned to use less sprites. It's getting these damned things working at all that I need.
182077607309.34 +

Red Cheep-cheep








Since: 11-22-05
From: Atlantis.
All your base are belong to us.

Last post: 6333 days
Last view: 6325 days
Posted on 01-26-06 01:55 AM Link
I noticed that if you place a horizontal pipe right next to the beginning of a level (the left edge of the pipe being two spaces away from the edge) and go back and forth though it repeatedly, then eventually you’ll fall through the bottom of the pipe. However, this is different because it probably has something to do with Mario not touching the left edge of the exit tile on the left end of the pipe or something, while your problems appear more like the fault of a corrupted ROM.

And for the record, I never experienced any of those problems, not even the slowdown.
Alastor
Fearless Moderator Hero








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

Last post: 6300 days
Last view: 6300 days
Posted on 01-26-06 06:30 PM Link
Regardless, it's of no consequence now. I've come up with a substitute for the movement pipes in my bonus game, and have removed them from my hack, as well as their patch.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6308 days
Last view: 6302 days
Posted on 01-26-06 07:15 PM Link
Hmm, about the problem you encountered with the SMB3 style pipes in that vertical bonus area you mentioned earlier Alastor, I actually came across the same problem when I made my own vertical bonus area (it contains vertical SMB3 style pipes, horizontal turn block bridges and coins over the turn block bridges).

Strangely enough, it seems like mikeyk's SMB3 pipes don't work in vertical levels (when I first found this problem, I didn't delete the SMB3 style pipes I have in my hack; I have some of them in some levels of mine and they work just right, even a couple on a level of mine where the player exits through a horizontal end with no nearby ground, causing the player to start to fall when they come out of the pipe. I used a Red Koopa Paratroopa in the first case as the way to cross a pool of water with a strong undertow that makes it deadly to fall in, and two of the Red Koopa Paratroopas the second time on the level).
Alastor
Fearless Moderator Hero








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

Last post: 6300 days
Last view: 6300 days
Posted on 01-27-06 07:15 PM Link
Eheheh. The problem with that thought, of course, is that it worked at first, and then it stopped working anywhere, not just in that level. I thought of several possibilities, but none of them made sense upon examination
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Acmlm's Board - I3 Archive - The Pit of Despair - Yeah... I seem to be having ridiculous, ridiculous problems with movement pipes. | Thread closed


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