| 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 2012-01-25 03:10:57 AM |
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Some Fixes
What I did was:
1.) Retrieve the original ExGFX17F. Necessary especially for Frostflow Freezer.
2.) Changed the colored spikes in Chilly Colors to Tile 340 to act like the upward spikes.
3.) Lastly, I should have requested this patch in the Patch/ASM thread for my other level, Kourai Crevice. Because it uses a sprite needing this said patch playing as Yoshi, so Mario just gets hurt instead of jumping off Yoshi when hurt.
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| Posted on 2012-01-28 12:11:45 PM |
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I saw some tile mistakes in Fantastic Elastic, which are ruining the level. They are in the entrance (door) and in the main level (you will see it in the latest base rom...).
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| Last edited on 2012-01-28 12:13:38 PM by Vink. |
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| Posted on 2012-01-28 12:15:50 PM |
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That level isn't even finished, so...
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| Posted on 2012-02-03 01:10:01 AM |
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http://bin.smwcentral.net/u/1365/air_meter.asm (Sprite 82)
http://bin.smwcentral.net/u/1365/air_panic.asm (Sprite 84)
http://bin.smwcentral.net/u/1365/horizontalPuffer.asm (Sprite 8D)
http://bin.smwcentral.net/u/1365/sparabuzzy_flying.asm (Sprite 8E)
http://bin.smwcentral.net/u/1365/verticalPuffer.asm (Sprite 8C)
The above five ASM files all contain simple fixes to their respective sprites (names should be self-explanatory) so that:
The air meters will appear over Layer 1.
The Spara-Buzzy and Mini-Puffers will appear below Layers that have their priority enabled.
They should all be ready to go, so anyone with access to the sprite folders can run them all in Sprite Tool to verify that they behave exactly how I said they would. Level 130 uses all of those sprites in tandem, so there's a quick test for you.
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| Posted on 2012-02-10 07:44:30 PM |
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set to backwards vine

those walls should act like cement blocks

just as it looks

it would be more fair if yoshi could kill those modified goombas


i recommend making all the P blocks and yoshi blocks
in the hack 1 gfx, it makes the hack look much less professional.
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| Posted on 2012-02-10 08:08:00 PM |
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Originally posted by drmatt13
i recommend making all the P blocks and yoshi blocks
in the hack 1 gfx, it makes the hack look much less professional.
Wait, what do you mean?
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| Posted on 2012-02-10 09:24:18 PM |
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http://i.imgur.com/aJBJD.png
replace with
http://i.imgur.com/eZXOI.png
http://i.imgur.com/SLM5q.png
at first glance i thought the yoshi block graphics were messed up.
but after looking at it in lunar magic the grey outline palette on the white splotches looks messed up if you look closely and changing the palette messes up other colors in the level
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| Posted on 2012-02-10 10:14:18 PM |
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Oh I understand now.
Yeah; I agree, the On/Off, P-Block, Yoshi Block have inconsistent graphics.
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| Posted on 2012-02-11 02:09:09 AM |
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Thank you for catching those. I'll make a note of them in my file and update the main post with them (and the others) soon.
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| Posted on 2012-02-11 02:03:39 PM |
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I've found some cut off in Barathrum Baritis that needs fixing:

There is different coloured durt here ocmbind with the digible durt.

Missing corner tile.
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| Posted on 2012-02-11 03:50:33 PM |
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Oh ya' I forgot to mention:
While making my own level, I had a part with a directional coin block plus a noteblock, which usually makes the invisble solid block on top of the Note Block.
Just checking if the coin over block glitch is fixed in the Fix All patch, I hit a note block with a coin over it.
The game froze and the screen went black.
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| Posted on 2012-02-11 11:48:26 PM |
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Originally posted by Giant Shy GuyJust checking if the coin over block glitch is fixed in the Fix All patch, I hit a note block with a coin over it.
The game froze and the screen went black.
I had the same thing happen to me in Smoggy Steppe, except without the black screen. It also happened once in Lily Swamp Romp, but when I was just grabbing a coin.
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| Posted on 2012-02-12 04:13:50 PM |
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sublevel 1A0
blue act as tile 300 teleport
red act like tile 25 cement blocks
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| Posted on 2012-02-12 04:26:22 PM |
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Originally posted by drmatt13
sublevel 1A0
blue act as tile 300 teleport
red act like tile 25 cement blocks
I knew about this for a long, long time, actually, but didn't post it here. When I first played Digsite Dangers (I freaking love this level!), I didn't know that the upper route led to somewhere else; I didn't touch the teleport blocks.
But when I jump precisely on the Cat Mummy, I jumped into the teleport blocks, which I though what was supposed to happen.
So yeah, I didn't think it was a bug.
Although...looking back now, it was a long time before I found out there was a path there...
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| Posted on 2012-02-12 04:28:00 PM |
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Again, about Smoggy Steppe:

When I touch that noteblock from above (It is safe to touch it from the sides though), either the game crashes, playing garbled SFX + music speed-up, or even the emulator (Snes9x) literally crashes too. But there is no coin.
also ninja'd, if you care
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| Posted on 2012-02-12 06:34:09 PM |
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| Posted on 2012-02-12 10:51:45 PM |
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That's been noted already and I assume YCZ sent it his optimization of it a while back.
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| Posted on 2012-02-13 09:54:44 PM |
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All of the bugs on the past two pages or so should be fixed now (in my version of the base, at least). I've also fixed a bunch on the first page as well.
Thanks guys. Keep them coming.
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| Posted on 2012-02-13 10:06:46 PM |
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More like graphical bugs:
I don't know which one was it, but it's the W5 level with the roller coaster background:
The graphic for the balloon stand is just a pink square, which I assume isn't supposed to be like that.
Also, the Para-Beetle portion of Tropopause Trail: the very fist cloud foreground doesn't extend to the first row; the ones you usually can't see in-game. But for some emulators, you can. So might as well extend that.
Also, the foreground used in uh...that...bouncy cloud level? Yeah. I don't recall the name: the tileset's slopes create very, very, minor cut-off; but cut-off nonetheless.
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| Posted on 2012-02-14 01:10:57 AM |
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Originally posted by S.N.N.You can give it a shot if you'd like. Link.
I didn't really look at it much yet myself. It basically crashed once and I said screw it. If I had to take a random guess, it probably has something to do with the status bar rather than your additions.
...which is really strange, because it actually didn't crash before I added your stuff, and considering they aren't overly huge additions, I'm a little stumped.
Well it's certain something in that patch, since I applied it to another SMWCP2 ROM and I can't even get a single level to load. The music still plays, so I assume that the patch breaks something that relies on data (or something of that sort) to be loaded/stored/whatever during level load.
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Forum Index - Events - SMW Central Production 2 - General Bugs (updated 11-6-12) |