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Main - Super Mario RPG Hacking - Level unable to played for some reason? New thread | New reply


Elementalpowerstar
Posted on 02-08-09 05:30 AM Link | Quote | ID: 100274


Paratroopa
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Alright, here is a snap of the level file:

(Obviously, on first impression, it's odd. I started working, and couldn't stop. I thought I should stop after put in an arch....)



Sorry, I know it's large.

Level Data (.dat)

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Sukasa
Posted on 02-08-09 05:31 AM Link | Quote | ID: 100275


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does the level have a proper event set for it? You need to at least have the level-load event fade the level in or you won't be able to play.

Elementalpowerstar
Posted on 02-08-09 06:01 AM Link | Quote | ID: 100277


Paratroopa
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Yes.

Script #294:
Open Level: [131] place Mario at (x=19 Y=109 z=0)...
Fade from Black, (async)
Return



Here is what happens when I open the level:



The one thing is odd, is when I enter, anytime, it fades from black twice.

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Sukasa
Posted on 02-08-09 07:48 AM Link | Quote | ID: 100286


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well yeah, you'll either want to remove event 294 or change event # 15 to Event # 256, since, you know, you're using the event for *bowser's* throne room.

blackhole89
Posted on 02-08-09 01:16 PM Link | Quote | ID: 100301


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The event #15 part in the "level properties" should be the root of the problem. I experienced the same before when I changed around the exact same map; that event doesn't take removal of the enemy NPCs well.

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Elementalpowerstar
Posted on 02-08-09 07:33 PM Link | Quote | ID: 100314


Paratroopa
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I changed the entrance event to both Level #003 (#15) and #131 (#15 also.) to #256.

Still shows the same black-screen/Mario is visible result.

I'm thinking the game doesn't treat the level as it exists. because I set mario to appear at a place at Z:2 and he dropped.

So this means, the game is treating the level as if it isn't there. Maybe the graphics partition or maybe some of the level properties aren't as they should be? It's based off Seaside Town's Inn 1st floor, after Yarid.

I don't understand... download it for yourself and put into a blank rom and see what you get.

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Sukasa
Posted on 02-08-09 07:41 PM Link | Quote | ID: 100315


Red Birdo
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..Are you sure it's putting mario down in the right place? try walking around.

giangurgolo
Posted on 02-08-09 11:13 PM (rev. 2 of 02-08-09 11:14 PM) Link | Quote | ID: 100344


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You need to set the layer mask boundaries to where the level is. In the .dat file you provided, the mask is off to the far left of the general location of the coords you say you place Mario at.

Go to the "LAYERS" tab and change the "LAYER MASK" values (eg. "High X" "Low Y", etc...)

To view the mask, click the orange rectangle in the toolstrip at the top of the level editor.

Elementalpowerstar
Posted on 02-08-09 11:57 PM (rev. 3 of 02-09-09 04:19 AM) Link | Quote | ID: 100349


Paratroopa
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I hate my own level...

Other than some priority issues and incorrect tiles, the map works great. I'm going to need to check that in the future.

Thanks giangurgolo.

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(...Or close the thread, please.)

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lukas0075
(post deleted) ID: 116125

Main - Super Mario RPG Hacking - Level unable to played for some reason? New thread | New reply

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