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Disappearing Coins and Yoshi Coins

This pretty annoying; some coins and Yoshi coins disappear or not appear when Mario has a certain amount of coins or Yoshi Coins; During the earl levels of my hack; a batch of coins disappear after I press a P-switch, enter a pipe, then surface again. Another was when the third Yoshi Coin disappears when I collected the first and second ones.

I have many more sitautions; four Yoshi Coins means good-bye fifth one; Silver P-Switch makes a bunch of coins go bye-bye, etc.

Is this some sort of glitch (and it's not patch related)? I figured some of the problems were sprites; but one time there was no sprites in two screens but the coins stilled disappeared during a certain situation.

Am I missing a patch or something that fix this? Is anyone else experiencing this problem?
In Lunar Magic, click on Mario's head, you'll see the "Item Memory Index", set "index 0" for the main level and "index 1" or "index 2" for sublevels, as stated in LM help.
I understand that, normally, bumping VERY old threads is frouwned upon, but I recently came across this issue and my insight might be useful to other people who have it because the above solution alone did not fix the problem.

Now this might be because of special circumstances regarding me alone, but I found that, out of 5 dragon coins, once I collected 3, the fourth wouldn't spawn, but the fifth always would. Changing Object Index values by itself didn't fix the problem, but I learned that if you're using the Ghost House tileset, the Object Index also tracks how many coins the player has collected. So I removed a bunch of coins from my level, set the Obj Ind to 0 for the Entrance level (1 dragon coin), and 1 for the sub level (4 dragon coins) and it worked.

tl;dr - If having problems with depawning dragon coins, and you are using the Ghost House tileset, make sure you don't have too many regular coins in the level.
                                                                                                                  
                              
Just to elaborate on your post.
You solved your problem by deleting the coins, not by setting the index to 1 in both levels.
If you set one index to 0 and the other to 1 it would also work.
The index value itself just changes in what "array" the collected objects are saved. If both levels use the same "array" and two objects are on the same index (x position) inside the array, the game will see it as both had been collected.

Sooo...it should work as long as you use different index numbers for different sublevels.
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Anyone knows what the Index 3 "No track" means? Should I use it in case I have more than two sublevels? #smw{o_O?}
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Item memory is used to keep track of e.g. collected dragon coins to prevent them from respawning when you return to the level. However, it is not tracked by the actual level and instead by the index set in that item memory setting. This means that two different levels using the same setting can potentially conflict if two tracked items are in the same spot; you could collect the item in one level and the game would think it were collected in the other as well. So generally, you want to make sure you use different item memory settings for different levels.

Item memory setting 3 though is special in that it doesn't record anything at all, returning to a level with that set will always appear as it would the first time you entered. It's recommended you use that on any rooms that you're expected to only be able to visit once.

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