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| Posts by Epsilon |
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I recently tested all three of the Screen-Scrolling Pipe sets, and came to the conclusion that FuSoYa's are the least glitchy. mikeyk's haven't been disassembled and still use .bin files, which means no corner or center offsets to keep you from jumping into them, etc., and with wiiqwertyuiop's pipes you often get stuck in them (especially while riding Yoshi). In my testing I've encountered a glitch in both mikeyk's and wiiqwertyuiop's pipes where, when entering the right end of a horizontal pipe, the player doesn't actually go in the pipe, but instead just gets inside the tiles and gets pushed to the left. I think this happens because Mario enters the pipe too slowly, and ends up touching the pipe exit tile (I assume the same happens when entering the left side, but since you get pushed to the left you just get pushed back out of the pipe and don't notice anything [other than hearing the entrance sound effect without entering the pipe, of course]). FuSoYa's pipes, on the other hand, have different exit tiles for each end of the pipe (perhaps for this very reason), so the exit tiles can safely assume which way Mario should be going, and activate based on that (or at least, I think that's how they work, I don't know asm myself so I can't check). Also, the way pipe corner tiles are put together, it's harder for the pipes to get confused and turn Mario the wrong way, or get him stuck. Both of these things make FuSoYa's pipes more complicated to work with, but more reliable if you use them correctly.Originally posted by ninja boyIIRC there is a glitch with entering them on a corner and being killed instantly as well. I haven't encountered this myself.Originally posted by Luigi-SanEDIT: They're not shown in the video, but they also worked with carryable items (well, at least the springboard, since that's what I tested with) and water (except when trying to enter a pipe from the top while underwater :\). I haven't had any problems with that, either.Originally posted by Luigi-SanHowever, they aren't compatible with Yoshi. Looks to me like SWR coded it like that on purpose, judging by the sound effect that plays when trying to enter a pipe while on Yoshi. Originally posted by andy_k_250Since you're both here now, I'll go ahead and ask -- is there any particular reason Yoshi is not kosher with these? I'm guess it's "because he's a pain in the ass" -- which is fine -- but I was just curious. IIRC, FuSoYa said he had problems getting the pipes to work with Yoshi (both mikeyk's and wiiqwertyuiop's pipes are more likely to glitch with Yoshi, which I suppose makes sense, considering you're shoving something the game considers three tiles tall into a two tile tall pipe), but he decided to use the pipes as his no-Yoshi blocks, and never bothered to fix them.Originally posted by Luigi-SanAs for when an item is carried through a pipe, it disappears, as with Mario. Actually no, it doesn't, it just goes behind the pipe tiles. Try using them in a translucent level mode.Originally posted by andy_k_250Also, one *very little* "glitch" I am still having is that if I carry a timed stunned enemy with me into the pipe, it can become unstunned and get stuck midway through the pipe -- which is, again, not a bad trade-off, but maybe worth mentioning. Are you referring to the FuSoYa/SWR/Luigi-San pipes? That'll happen because the timer isn't paused. wiiqwertyuiop's pipes will probably do that, too (very rarely, though), because I've noticed things like the timer counting down and such, I believe caused by the fact that his pipes have a tile set like tile 25 in the corners which momentarily unfreezes the game when you pass through it.Originally posted by spel werdz riteYou haters! Fine! I'll try to fix them. Well in that case, here's a list of bugs:
1. Mario can enter a horizontal pipe even when there isn't a tile to stand on in front of it. He can do this while he's swimming, has a p-balloon, or even if he just gets a running start before he jumps. I would think you could fix this just by checking if Mario is standing on the ground before letting him in.
2. Mario can reenter a blue vertical pipe he's coming out of going downward by holding the up button if he's big. I guess this doesn't really matter that much, though.
3. If Mario jumps up and touches the bottom of a horizontal pipe's cap, the game tries to warp him to the last pipe exit tile he touched (like in andy_k_250's video). This can be worked around by putting a block in the way, though, but it would be nice if you could fix it.
4. When passing though a long, horizontal small Mario only pipe in a water level, it's possible to swim out of it, especially when you're carrying something.
5. I noticed that Mario could pick up a key I had sitting on top of a small Mario only pipe exit cap while he was exiting the pipe without jumping on top on it occasionally... but that isn't really that big of a deal, as you could always move the item if you don't want that to happen.
6. I haven't done enough testing on this to figure out what's causing it yet, but in a horizontal layer 2 translucent (level mode 1F) cave level (FG/BG GFX index 3) with a "Layer 2 On/Off Switch controlled" sprite (F2), I put pipes on layer 1, and water on layer 2. I made two pipes that look like an L and a backwards L. If Mario is carrying a key (or anything else, I would imagine) and keeps going in and out of the pipes, eventually, while he is exiting going up, he will die instantly just below the pipe cap. That's all I know for sure about that.
Also, while you're at it, it would be nice if you added the following features:
1. Yoshi compatibility. If just allowing Yoshi in the pipe causes glitches during transit, like getting stuck, then I wonder if maybe it would be easier to just take Yoshi away, store what color (s)he was to free ram (along with what item is in his/her mouth), then give him/her back?
2. Freeze the level during pipe transit. Personally, I don't really like it when I die from running out of time because of something that isn't my fault—like when I'm in a pipe maze level and it takes too long to go through all the pipes! I think this freezes the timer for when Yoshi is swallowing something, so you may not need to store that to free ram while implementing the previous feature, and, you can turn off the water level flag while the game is frozen to fix bug #4 without all the fish falling down!
3. Small Mario only pipe corners.
That's all I can think of for now.
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When I tried using the batch files I kept getting error messages saying I was missing a file. I looked at the copy of xkas.exe you supplied and noticed it apparently isn't version 0.06 because it had the wrong file size, so I swapped it with 0.06. That worked, but like imamelia said, the game just crashes when you touch a pipe tile.
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Originally posted by BMF54123Also, you may have noticed that Mario's end-level animation is a little bit off after installing the palette-fading fix, because the routine now takes much longer to complete. I've figured out how to fix that, so he does his "victory" pose in time with the music again. Just change $4B77 to 38. That's what BMF said a very long time ago on Acmlm's Board. I'm not sure why he didn't include that in the fadefix patch, but regardless, you should include that in the next version.
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Originally posted by spel werdz riteoptions\noblocks.asm Were you referring to me? If so, then I applied that before pipes.asm—I just couldn't use the included version of xkas because it said I was missing a .dll file.
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So then we have to use your version of xkas? It says I'm missing MSVCR100.dll from my computer... I'm not sure what to do about that.... :/
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It still crashes. 
Edit: I mean the game, Asar works fine.
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| Last edited on 2011-11-21 03:37:14 PM by Epsilon. |
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AFAIK, Nintendo's stance is that it's illegal even if you dump your own copy of the game. The way that I see it, though, is that if I own an equivalent (e.g. SMAS+SMW or the virtual console version) or superior (e.g. SMA2) copy of the game code, then I'm not really stealing because I would never repurchase the same game again, therefore Nintendo wouldn't be losing any money. Unfortunately that won't stop me from being sued, although I at least have an argument against it.
Also, something to consider: we don't actually own virtual console games; we just bought a lease to play them, and, if I understand correctly, Nintendo could just decide one day that they don't want us to play them anymore, and revoke that lease, rendering them unplayable, and there would be nothing we could do about it because we agreed to the EULA. It's kind of scary when you consider how powerful major corporations are, isn't it?Originally posted by MoriaRebirthBut Nintendo doesn't care anymore about that old game except anyone would make the ultimate hack you can sell for 70$. As long as you're not using GFX from Sega or other companies. Uh, no. There is no reason to think that Nintendo cares any less then Sega about that, nor is there any reason to think it's any more wrong to rip graphics from a Sega game rather than a Nintendo game.
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Well, I decided to download MSVCR100.dll, put it in the folder with everything else, and try reinstalling the pipes (on the same ROM I tried before with the broken pipes, if it matters), and it appears to work... but... is there supposed to be something different about them? When you said "Attempted to fix some bugs that the community has complained about... a lot!", I assumed you meant bugs with the function of the pipes; if not, then that's unfortunate, especially considering I found another bug: if you press start + select while in a pipe, you'll lose your powerup. It's even more serious if you change the default RAM addresses to something that doesn't clear on overworld load; when you start the next level, Mario will still be invisible!
Also, about the freeram... I noticed all the addresses skip a byte; is that because they need two bytes each?
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I see. Well, even if you're not planing on fixing the pipes themselves, I implore you to at least prevent the player from pressing select while in the pipes, as that's the only glitch I mentioned that can't be prevented from pipe placement/level design.
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Actually, wouldn't the .ips file contain copyrighted data then? I would delete it just in case.
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An IPS file only contains the differences between two files, so if the overworld from the original game is still in the ROM, then the IPS file contains that data. If it wasn't, though, then it wouldn't be illegal to distribute. Of course, if people really cared about relatively small amounts of data like that, then all ripped graphics, sprite disassemblies, and a lot of patches would need to be rejected, so maybe no one cares, but I still see no need to leave it in when it's so easy to delete it.
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Monospaced fonts don't bother me that much, although I do think variable-width is a little easier to read. For code, on the other hand, I think it would make more sense for the opposite of the rule to be true; it's easier for me to understand it when the characters all line up. I was thinking of asking if I could use a monospaced font for my code boxes when I finish my layout.
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Or, if you're using Windows 7 (and I assume Vista), you can just shift + right-click the folder (either a blank area in the folder or the icon itself if you're in the directory above it) and click "Open command window here".  Originally posted by Slash ManI honestly don't see how it's any easier than using cmd.exe. All you have to do in cmd.exe is press the Up key and enter. It's easier to use a batch file because you don't have to type "addmusic.exe (name of your ROM).smc" every single time you add a song; you just double-click an icon. It removes the possibility of making a typo, especially if you do what I do and keep your hack in another folder. Also, I always thought of copying system files as being inelegant. :/
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$02EA1B is an SNES address, good for if you want to make an xkas patch; you have to use a PC address in Translhextion though, which would be 16C1B. You can use Lunar Address to convert between the two. For future reference, you can find a lot of things like that in the ROM map.
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I tend to just insert one or a few songs/sprites/patches at a time, so I'd rather not keep three instances of cmd.exe open for a few years until I finish my hack...
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I already typed this before you edited your post, but didn't get to post it because I had to leave for a while, but I don't want to delete all of it, so:
I meant I'd have one window open for Addmusic, one for Spritetool, and one for xkas with your method (although now that I think about it, your method wouldn't work for patches anyway unless they all had the same name, so it would only be two windows). I think you're assuming that we're inserting all the songs we're going to insert at one time? Because I tend to add and delete stuff all the time, so that wouldn't really be practical for me. Every time you open cmd.exe, you'll have to type it once. Batch files, on the other hand, were made to be automated—after making the file you never have to type anything again.
Also, I've considered having a batch file that runs the other batch files so I could easily run multiple programs at once, which would come in very handy if I wanted to port to a new ROM, for example, which would be much faster than running cmd.exe over and over. Anyway, I think everyone just finds that doing things their own way is what works best for them, so there isn't really much point in debating which way is "better", so long as it works.
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It shouldn't. Those folders only contain the program source code, so you probably don't even need them at all.
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...You guys do realize those tiles are extended objects 13 and 14, right?
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According to Nintendo, downloading a ROM is always illegal, whether you own a copy or not. They say you can own a backup you made yourself, but you apparently can't use a ROM copier to do it because those are illegal as well, and so are the ROMs they produce. o_O
Also, they say emulators are illegal (so they can sue us for playing homebrew!), and websites can be held liable for so much as providing links to sites where you can download them.
So yeah, we might as well all put on eye patches.
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Code[quote=username;postid]quote here[/quote] If this is implemented then I would like to be able to specify a full URL as well, so then I could link to a post on another site, Wikipedia, etc.
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