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Lunar Magic suggestions and discussion (LM v2.52)
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v2.52)
Pages: « 1 270 71 72 73 74144 145 » Link - Thread Closed
None of the "bug reports" I've filed so far turned out to actually be LM's fault, but let's give this another try.

A strange error is occurring to someone from the German board, apparently linked to the recently changed Midway point system. He sent me his hack, and this is what I've found:

Testcase (note: not my own hack, also removed some irrelevant content)
  1. Enter level 1C (the only level available), paying attention to the small purple horizontal pipe ends.
  2. Hit the midway point, die, and re-enter the level.
  3. Verify that those purple pipe tiles do not appear glitched (yet).

  4. Check "Use separate settings for Midway entrance" in LM.
  5. Repeat steps 1 and 2.
  6. Those tiles should now appear slightly glitched.

  7. Remove all sprites to the right of the midway entrance.
  8. Repeat steps 1 and 2.
  9. The tiles should appear correctly again.


Again, this might not actually be a bug in LM, but I'm at my wits' end as to what else could be the cause. Any kind of information would be appreciated.

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Originally posted by WhiteYoshiEgg
A strange error is occurring to someone from the German board, apparently linked to the recently changed Midway point system.


No, that's not it... you can port to another ROM with an old version of LM and set the main entrance to the same spot and get the same results.

After doing a trace, it looks like this could be a bug in smkdan's VRAM patch. Sprite 49 (pipe end) can cause a write to VRAM during the level fade-in mode (0x13), but the VRAM patch isn't set to catch writes during that. It looks like the fix would be to just turn it on during that mode and the title fade in mode (5), but this is smkdan's patch so I should probably check with him first.
I'm wondering if there's any other situations where the tilemaps may be updated before a fade is finished since they'll have the same issue.

If including the fade-in modes in UploadBufferHack doesn't fix it, I'm happy to look into it but I'd like an up to date .asm of the patch as with the previous fixes. The hack only fixes entries if there's pending data targeting the old L1/L2 tilemap regions so it shouldn't cause any issues as long as the upload buffer is in a consistent state. It'll be a nice quick fix if it works out.
Yeah, looks like that fixes it. They actually set up the transfer before the fade in, but it isn't processed until they turn NMI back on, which happens just after they switch the mode to fade in. I tried checking a few other sprites known to play with the tilemap, but looks like this could be the only one that does it this early. If any other one does try it though, this should catch them as well.

I'll include it in the next release. (Note for anyone using edit1754's ExGFX Revolution patch: that patch will likely need to be updated to be compatible with LM 2.22+ due to this update.)
Okay, I don't know if this is a problem with Lunar Magic or if its me, but ever since I upgraded to 2.21, my hacks OW keeps displaying an error with something about silent event data being corrupted and filtered out or something. Ever since I got that error, when I play a specific level in my hack: The level, is on the MAIN overworld. So I play through it and reach the goal, and when I'm put back into the overworld, I show up in the WORLD 1 SUBMAP (YI), in the bottom right corner, with glitchy events to boot. Same thing happens when I die in that level. I'm getting sick of this happening and I just want it fixed. What could be causing this? Does it have something to with the above mentioned error?
Originally posted by HackerOfTheLegend
ever since I upgraded to 2.21, my hacks OW keeps displaying an error with something about silent event data being corrupted and filtered out or something.


That's already been cleared up for 2.22 (see previous page).

As for your other issue, it doesn't sound too likely it'd be from LM, but I can verify that easily enough if you post or send me the hack.
Oh well, I guess I'll have to wait for the next LM release to get that error taken care of, whenever that will happen. I'll PM you the hack.
Edit: All of this has been fixed now.
2.22 is out now actually. Just resave your overworld in the new version and you shouldn't see that message anymore.
Do you think that some of the patches (e. g. 2-line level names) would be incorporated into LM at any point? It'd be nice to access those features without the need for stuff like xkas.

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I really need a layout. :<
The line must be drawn somewhere.
LM should not include every patch there is - mainly because that would make it a pain for FuSoYa to keep everything up-to-date and mutually compatible, not to mention the burden of reverse-engineering that hackers would have to put up with because LM is closed-source.

Patching isn't that much of a hassle really.



Also, thanks to FuSoYa for releasing 2.22 - nice to know I've been of a bit of help, even though I'd misidentified the bug's cause.

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Originally posted by WhiteYoshiEgg
the burden of reverse-engineering that hackers would have to put up with because LM is closed-source.

This is the main reason I want LM to do as little as possible.

My multi-midway point patch breaks occasionally ever since the entrance overhaul thing, and I'm not going to bother to make it conform to LM.
I'd say we really only need AN1/Layer3 ExGFX and the ability to edit the OW paths and Bounce Sprite Tables... The rest can just be compatibility...

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
^this

I also don't see people using SA-1 or dynamic sprites all the time. Which is another reason alot of patches don't really need to be implement.

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I do art commissions cheap! PM here or DM via Discord for more details.

**Layout by Erik557


Originally posted by Kaijyuu
Originally posted by WhiteYoshiEgg
the burden of reverse-engineering that hackers would have to put up with because LM is closed-source.

This is the main reason I want LM to do as little as possible.

My multi-midway point patch breaks occasionally ever since the entrance overhaul thing, and I'm not going to bother to make it conform to LM.


Yeah, right now that's my main gripe too. Personally I consider the ability to have multiple midpoints in a level one of the best things that happened the recent years and it's kind of sad that with the newest ressources this ability is taken away again.

So far I haven't updated to LM 2.21/22 yet although I checked it out for working on my VLDC-level. I think the new features in LM are kind of nice really, but if I had to choose... multiple midpoints win for me.

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Compatibility and usage of third party patches remain the responsibility of the patch author and the user choosing to use it. While it's unfortunate if a patch author is no longer maintaining their work, such patches are often still fixable if you're familiar with ASM coding.
You know, this wouldn't be nearly as much of a problem if Lunar Magic's ASM source were available....
Or at the very least send the source to the people with great ASM skills. Maybe they can manage something fancy.
If I can point out a glitch (at least in 2.20) in the internal emulator, custom player palettes don't load for some reason. I know it isn't a bug on the game's part, since external emulators don't have this issue. Is a fix for this planned?

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I really need a layout. :<
That's a problem with the emulator itself, not Lunar Magic. Alcaro was the one who made that, so ask him about it.
Originally posted by Rykon-V73
Or at the very least send the source to the people with great ASM skills. Maybe they can manage something fancy.


It usually doesn't require anything fancy to move a hijack. When a patch isn't working, checking the hijack locations doesn't take very long.
Pages: « 1 270 71 72 73 74144 145 » Link - Thread Closed
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v2.52)

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