| General Bugs (updated 11-6-12) |
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Forum Index - Events - SMW Central Production 2 - General Bugs (updated 11-6-12) |
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| Posted on 2011-10-09 11:06:56 PM |
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As of 11-6-12, this is now a General Bug Thread. Only bugs that appear to be global issue will be reported here. If you find a level specific bug. Please post it in its respective level thread.
Testing has been rather superb this time around, especially compared to the first hack. However, since people like to ignore my guidelines about claims and stuff, I'm sure some stuff has gone awry in the levels. I'd like to compile a list of any and all bug reports regarding the completed levels only here. If you are a user who has played a level that has been inserted into the base ROM and you noticed some bugs in it, please let me know.
General Bugs:
-The SMWC coins do not save after the level has been completed.
-Pansers display a glitched tile when they're defeated.
-Pansers float in midair if a block under them is hit.
-Cape graphics needs to be made for Mario.
-Feet graphics (GFX00) need to be made for Mario when he is swimming.
-A couple of tracks are "broken" - the world 3 map theme, Lunar Wurmple's ghost house track, and Jimmy's ice track (echo oddities).
-Podoboos don't harm Mario if he's on Yoshi; same for the fire pillar.
-Mario, when not centered and pressing down on the stand-able vines/ladders, can "climb down" even though he's grabbing thin air.
-Interaction between Spara-buzzy and Yoshi needs to be fixed
Level Specific:
WORLD 2:
Manic Mine: Bad message box colors | Glitched "Buzzy Beetle" gfx (falling rocks?)
WORLD 3:
Akarui Avenue: Butes require graphics | The pitch bends in Camerin's song need to be fixed.
Togepuku Tussle: FG has missing tiles
Onsen Overhang: Needs new music in the last room
WORLD 4:
Digsite Dangers: Massive slowdown in certain rooms.
Tropical Turnout: Glitchy water palette.
Crocodilian Crossing: Croc randomly floating seen here: http://i.imgur.com/yAxp5.png
Beach Ball Brawl: Glitched Flopping Fish gfx. Glitch jumping gfx for sprite in tile wave room seen here: http://i.imgur.com/loGi8.png
Crumbling Catacombs: Blocks don't crumble under the sprites' weight like they should
WORLD 5:
Balloon Bonanza: Requires a background.
Coaster Calamity: Needs BG and music
WORLD 6:
Cumulus Chapel: Poor Yoshi palette | First area needs a background.
Radiatus Ruins: Glitched tiles seen here:http://i.imgur.com/MzRbo.png and here: http://i.imgur.com/6xYj3.png
WORLD 7:
Crystalline Citadel: Water is still messed up in the last area.
Frostflow Freezer: Icicles turn red if Mario is Fire Mario.
Volcanic Panic: The background needs to be assembled. | Layer priority issues in the rising lava room
WORLD 8:
Petroleum Passage: pipe takes Mario to the outside area of Coaster Calamity as seen here:http://smg.photobucket.com/albums/v505/mrdeepay/smwhack/collabs/checksandbalancesthereturn_18.png
WORLD 9:
EREHPS EHT RAEF: "blue flames" need their interaction fixed
OTHER SUBLEVELS:
034- BG has some glitches
045- FG has missing tiles
04B- FG has missing tiles
13C- Glitched GFX
15B- BG has missing tiles
04E- BG has missing tiles
0BC- BG has missing tiles
1D2- Tank Boss needs to be fixed/adjusted
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| Last edited on 2013-03-03 10:20:03 AM by Lightvayne. |
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| Posted on 2011-10-09 11:19:38 PM |
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Seems like the BG in my own level, Barathrum Baritus has yet to be inserted. I don't know if you've been having even MORE troubles with it, have just been holding it off, or what. I'm sure you're aware of it, but I wanted to point that out just in case.
EDIT: SNN seems to have yet to insert the requested forest ghost house track in the level as well. May as well throw that out there - it's a great track and from the looks of it it won't even be used otherwise.
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| Last edited on 2011-10-20 01:00:07 PM by Zero-X. |
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| Posted on 2011-10-09 11:28:47 PM |
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Originally posted by S.N.N.
-The status bar still has an item reserve box.
Codeorg $01C510 ; Prevents items from being sent to the item box.
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
Add that to your hex edits patch.
- There are a couple of issues with Crumbling Catacombs, but the more noticable one right now is that there are glitched tiles everywhere due to the No Yoshi graphic overwriting tile F in the Map16. Simply changing all instances of F to F8 in Map16 pages 37-38 should cover this. That, or you can just use this file.
http://bin.smwcentral.net/u/1365/CrumblingCatacombs.map16
- MINOR: The Mini-Puffer (and I assume all of the Kipernal sprites Axem had requested) needs to behave to layer priority correctly instead of having top priority.
http://bin.smwcentral.net/u/1365/air_panic.asm
http://bin.smwcentral.net/u/1365/air_meter.asm
Remapped the Air Meter sprites so they use some unused space and get along well with the AFHB. I'm looking into changing their death jingles, but that'll come later.
- Pansers display a glitched tile when they're defeated (currently a glitched fireball).
- MAJOR: Not really a bug, but cape flying graphics need to be made for Mario. Since Foop is finished with his level (finally), he can get to that sooner rather than later.
- Sonikku's motor... robot... boss thing has some funky priority when it comes in contact with Mario. If it's going to be a sub-boss, it will also need to be edit so it warps Mario to the next sublevel instead of ending it completely.
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| Last edited on 2011-10-09 11:33:07 PM by MrDeePay. |
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| Posted on 2011-10-10 10:33:10 AM |
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-If you destroy the ledge under the Pansers, they will float in mid-air.
-Not sure anyone noticed it but in Froztflow Freezer the falling icicles turn red if you're Fire Mario.
If they are fixed then ignore my post. I'm not sure I played the newest base ROM (downloaded it a week ago). As far I know not only Pansers displayed a wrong tile (fireball). Probably one sprite had the same issue but I'm not sure.
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| Posted on 2011-10-10 11:07:40 AM |
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Not sure if this counts as a bug or not, but the latest base ROM can't be decompressed. I don't know if it's just my computer, but that needs to be fixed if it isn't.
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| Posted on 2011-10-10 11:24:22 AM |
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I have been meaning to report this for quite some time now (since I first started working on my level, actually), so I don't know if it has been fixed already: while swimming, the GFX00 parts of Mario's feet are messed up.
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| Posted on 2011-10-10 01:49:29 PM |
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As for the boss puffer being red, it's not that it's not red, it's that it's the wrong red... It should be using palette F.
But looking at it in the base rom, F was arranged incorrectly in sublevel 45, where boss puffer shows up, so Here's a fixed palette for sublevel 45
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| Last edited on 2011-10-10 01:49:58 PM by Teyla. |
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| Posted on 2011-10-10 01:52:48 PM |
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Undoubtedly a known bug, but it's not listed in the first post, so...
SMWC Coins glitch up in vertical and/or layer 2 levels (they get cut off and may cause layer 2 to change colors).
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| Posted on 2011-10-10 06:46:03 PM |
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Originally posted by S.N.N.Level Specific:
Frostflow Freezer and Chilly Colors: Some ice block graphics are missing.
Yeah, I was checking out some of the levels in the base ROM the other day and I noticed that. It's probably because when I made my level I added some stuff to the already existed ExGFX17F.bin and you forgot to replace it, or something.
Here is the GFX file. That should fix the problem.
Originally posted by S.N.N.Frostflow Freezer: Icicles turn red if Mario is Fire Mario.
Not sure how to fix that unless you could remap the falling spike's palette for the whole rom (though that might cause problems with other levels that use the falling spike sprite.) Though, maybe there's a disassembly of the falling spike somewhere in the custom sprites section that could be inserted for my level with an alternate palette or something.
Also, I just noticed there's a bug in my level where certain sprites like the upsidedown pirhana plants go behind layer 2 in the underwater part of my first room. I'm not sure how to fix it though..
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| Last edited on 2011-10-10 06:54:49 PM by Jimmy52905. |
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| Posted on 2011-10-11 11:15:24 AM |
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Wait what! I added something to ExGFX17F for my level too! If they collide, then send me a new ExGFX17F and I'll fix up my level.
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| Posted on 2011-10-11 12:33:08 PM |
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If the bug with the Venus Fire Traps isn't fixed then I know what to do. I had a similar problem with moving spikes. Just use layer priority for the pipes with Venus Fire Traps and they'll appear behind it. ;)
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| Last edited on 2011-10-11 12:36:35 PM by Wormer21. |
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| Posted on 2011-10-11 12:41:01 PM |
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^ It's a good idea in theory, but the problem with that comes with the fact that the pipes are global and not all tiles are layer priority enabled. I imagine the issue can be fixed by playing with the Venus's ASM file itself, but I haven't gotten around to that just yet.
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| Posted on 2011-10-11 01:19:33 PM |
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Would it be worth swapping out that Venus Fire Trap for the one I made that uses a third tile to cover up the stem instead of messing with layer priority?
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| Posted on 2011-10-11 01:20:36 PM |
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What about the head though? That still appears in front of stuff too.
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| Posted on 2011-10-11 03:54:26 PM |
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You could do the same thing that SMB3 does- two sprite tiles on the pipe, in a position to cover up the whole sprite. (It does this for Mario, too.) It should work. Quite well, actually.
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| Posted on 2011-10-11 08:29:50 PM |
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My version doesn't draw the stem at all if the sprite is far enough down that the head is in the pipe, so the same tile in the same position would hide the head.
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| Posted on 2011-10-11 09:49:49 PM |
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The Pansers doesn't spawn properly in vertical levels. This is only apparent in Crystalline Citadel, though, so you might want to put it as a level-specific issues.
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| Posted on 2011-10-12 12:10:18 AM |
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I know S.N.N. already knows about this, but I will post it here anyway. The pitch bends in my Oriental composition (going by both the name Oriental Theme 4 and Yellow Fever) are completely broken, ruining the music. I do not know if this is an issue with the text file or how AddMusicM inserted it, but I think it should be investigated.
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| Posted on 2011-10-12 12:10:51 AM |
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Originally posted by S.N.N.Lava Lift Lair: The jump leading to the first SMWC coin is completely blind.
It's a safe jump anyway, there's nothing in the pit that can hurt/kill the player, there's just a springboard and the coin. Also, it's supposed to be blind, if I make the bottom of the pit visible or if I put some coins the SMWC coin would be too easy to find.
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| Posted on 2011-10-12 12:34:27 AM |
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Originally posted by GNThe Pansers doesn't spawn properly in vertical levels. This is only apparent in Crystalline Citadel, though, so you might want to put it as a level-specific issues.
Speaking of Crystalline Citadel, I noticed that the door leading to the halfway mark is still there. I don't know whether that's been fixed yet, but I found it in the current base rom.
Also the air meter has glitched graphics.
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| Last edited on 2011-10-12 12:36:43 AM by TomPhanto. |
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Forum Index - Events - SMW Central Production 2 - General Bugs (updated 11-6-12) |