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General Bugs (updated 11-6-12)
Forum Index - Events - SMW Central Production 2 - General Bugs (updated 11-6-12)
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I found a fix to the priority issues the Mini-puffers and Sparabuzzies have. A little further down in their graphics routines is a property value that's set to 3x (overlap everything). Just changing that to a 2x will take care of that issue. On a side note, I edited the Air meters to have their graphics overlap everything on screen.

I'll try to remember posting the exact specifics when it's not near 4am.
Found a few bugs in the latest BaseROM.



Crocodilian Crossing's SP4 seems to have been changed, resulting in glitched graphics. Looking closely, it appears to be a graphics file belonging to Crystal Conception.




In Crystal Conception, the Red fire-spitting crystals seem to have had their palettes changed from Palette C to Palette D.




I know Scorching Sepulcher was just inserted, but it seems that the player dies when entering the level. Seems like some of the Map16 for the level wasn't inserted yet. As the blank Map16 tiles act like tile 130 by default, they crush Mario as soon as he enters the level.
Originally posted by Karatekid5
http://bin.smwcentral.net/u/8686/SMWCP2%2B%252812-28-11%2529001.png

I know Scorching Sepulcher was just inserted, but it seems that the player dies when entering the level. Seems like some of the Map16 for the level wasn't inserted yet. As the blank Map16 tiles act like tile 130 by default, they crush Mario as soon as he enters the level.



Was noted in the base rom thread.

I'll be jumping around the most recent update for this.


Palette B is screwed up in Crystal Conception. Easy fix.


....?

(This is a recurring issue with several levels.)


KK5.


Cumulus Chapel: Yoshi's palette is screwed up.


Pyro-Cryo Castle: Mario can run right through this lava.


Musical Mechanisms: Note the tile Mario is standing right in front of.



Crystal Conception: Screwed up tilemap for the shooting crystal... thing.



Frostflow Freezer: Missing graphics for this wall and big ice blocks earlier in the level. Something SERIOUSLY needs to be done with the graphical jittering in the level.


Crystalline Citadel: Bad Palette


Chilly Colors: Spikes are just Muncher reskins.


Crumbling Catacombs: Blocks don't crumble under the sprites' weight like they should.


Rusted Retribution: Level is impossible to beat because the fragile blocks don't break from below. The run through this level ends in the vertical room.


Should add the dark room fix applied to this sprite as well. I tested it out on a dummy rom and the sprite GeminiRage used... there was no effect on it.


Petroleum Passage: This pipe takes Mario to the outside area of Coaster Calamity (as noted, IIRC).
Last edited on 2012-01-04 04:20:09 AM by MrDeePay.
I'm not too sure myself what the hell just went on exactly in Lily Swamp Romp


(i was small after getting here)

hum, all I remember is that i touched goal roulette and a falling reserve mushroom
I tried to redo that bug, but i failed getting a cape again, so I have no clue if that's specific to the level of this has to do with the goal itself.
sorry if I can't help you much :\
In togepuku tussle, the jumping porcupuffer STILL doesn't have the right palette. I believe I remember hearing about it being hardcoded in when I brought it up last time?

Also, the porcupuffer himself in said level suffers from some incorrect graphics which make the palettes appear slightly off in the white areas. I'll fix that.

There's also still a bunch of levels using the 2x2 blue coin circles instead of SMWC coins. That's not really a big issue though, nor is it much of a bug.
Last edited on 2012-01-08 03:34:19 PM by Teyla.
This probably has been said, but just in case:

Mario, when not centered and pressing down on the standable vines/ladders, can "climb down" even though he's grabbing thin air.

It's not a serious bug, but it doesn't really look professional, IMO.

~

EDIT: Also, I don't know if this is supposed to happen (most likely not) but the Stalking Ninjis from the Kourai Crevice "jumps into walls", keeps jumping through the dirt, and until they go away.

~

EDITEDIT:
Kourai Crevice


NO.
Last edited on 2012-01-12 09:40:20 PM by Punk Sarcophagus.
Those relentless Ninjis behave in such a way because they're based on the Thwimp, who interacts similarly with walls (they're also inedible for this reason, which is equally odd). I agree a bit of tweaking the sprite to rectify this might not be a terrible idea.

As for the screen shown: that's not a mistake, nor a cheap setup; you're actually supposed to be permanently Yoshi in this level, for whom such a setup can be dealt with in a number manners. In fact, the entire point of much of this level is that it presents setups that are either not readily solvable with Mario, or which could be effortlessly solved by Mario, but due to his not being present, require a slightly different approach.

Something which is an error in this level--it's actually supposed to be called Koura Crevice, "koura" being Japanese for carapace/shell.
Originally posted by Rameau's Nephew
Those relentless Ninjis behave in such a way because they're based on the Thwimp, who interacts similarly with walls (they're also inedible for this reason, which is equally odd). I agree a bit of tweaking the sprite to rectify this might not be a terrible idea.


Oh. So it is the Thwinji. :|

Originally posted by Rameau's Nephew
As for the screen shown: that's not a mistake, nor a cheap setup; you're actually supposed to be permanently Yoshi in this level, for whom such a setup can be dealt with in a number manners. In fact, the entire point of much of this level is that it presents setups that are either not readily solvable with Mario, or which could be effortlessly solved by Mario, but due to his not being present, require a slightly different approach.


I don't recall if there was a message box (if there was, it probably didn't have anything yet) but would it be a good idea to have some kind of "reset" when the player loses yoshi? Committing suicide wouldn't be the best idea, since if there is message warning the player, it would still be frustrating to people trying to keep Yoshi, but fail.

Or maybe I'm missing something.

Either way, I feel like it's a bug if it doesn't have a reset. :/
Originally posted by Giant_Shyguy

I don't recall if there was a message box (if there was, it probably didn't have anything yet) but would it be a good idea to have some kind of "reset" when the player loses yoshi? Committing suicide wouldn't be the best idea, since if there is message warning the player, it would still be frustrating to people trying to keep Yoshi, but fail.

Or maybe I'm missing something.

Either way, I feel like it's a bug if it doesn't have a reset. :/


You are missing something. The level has you controlling Yoshi himself, not Mario on Yoshi. So instead of losing Yoshi when taking damage, you just take damage and on along your merry way.
Originally posted by MrDeePay
Originally posted by Giant_Shyguy

I don't recall if there was a message box (if there was, it probably didn't have anything yet) but would it be a good idea to have some kind of "reset" when the player loses yoshi? Committing suicide wouldn't be the best idea, since if there is message warning the player, it would still be frustrating to people trying to keep Yoshi, but fail.

Or maybe I'm missing something.

Either way, I feel like it's a bug if it doesn't have a reset. :/


You are missing something. The level has you controlling Yoshi himself, not Mario on Yoshi. So instead of losing Yoshi when taking damage, you just take damage and on along your merry way.


Oh! Sorry for the misunderstanding!
Eh, this thread hasn't been updated in quite a while. Tomorrow I'm going to go through the posts so I can update the first main post and get everything a bit more organized.
Massive Update to First post. Let me know if I missed anything.
Originally posted by Lightvayne
Massive Update to First post. Let me know if I missed anything.


Cumulus Chapel: A glitch in the computer terminal prevents the level from being able to be completed. - This was fixed in the latest base ROM.


Sunset Split: Due to the ceiling patch, if I bounce the powerup by accident, it will be gone forever seen here: http://i.imgur.com/saTrM.png - Actually, sprites will come back eventually and IIRC, this isn't exclusive to power-ups.
Not really trying to point out all of the occurrences of it happening, just this one instance where it can easily be pulled off. The block with the flower can be easily moved or have something else put in its place
Hello guys, I was playing the newest Base ROM, and I presencied a lot of bugs in Coaster Calamity (World 5).

Is this some kind of bug, emulator problem or the level is incomplete?





The Roller Coaster is messed up.






Some issues in the spell and in Mario's slide.
Originally posted by S.N.N.
-"Coaster Calamity" (112 - HuFlungDu/TLMB) inserted .. missing track GFX.
It's been fixed, actually. It should appear in the newest base ROM which I'll put up before the month is over.
The issue with Rusted Retribution being impossible more than likely stems from the pressence of an additional Fragile Block in the ROM. When I was working on this level back in June, I got a bit of help in assembling the block to work properly when this level was still being designed and tested, but for some odd reason, it doesn't work anymore.

My suspicions are that when I sent my final resource package to SNN, he never updated the fragile blocks with the last fix I had. Those wouldn't be the only things that never got updated; the conveyors in that level were meant to use the solid variants, not the ledge variants that are in SMW by default.

These issues could probably be resolved simply with some tile behavior changes.
11B4, the breakable blocks in Rusted Retribution, are, I presume, intended to act like 343 (listed in the signups as "343 - Fragile Block (GeminiRage)"), but seem to presently be set to act like 333, a sort of fragile block which doesn't break from the bottom. A quick change to this tile property and the level should work without issue.
Last edited on 2012-01-16 07:00:39 PM by Rameau's Nephew.
That's really odd, considering I made sure that was working a while ago when this same problem presented itself.

I'm on a new laptop right now, so I'll need to transfer my SMWCP2 stuff over to this one, but once I get that done, I'll fix up that bug + a few others that were noted.
Last edited on 2012-01-17 07:14:17 AM by S.N.N..
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Forum Index - Events - SMW Central Production 2 - General Bugs (updated 11-6-12)

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