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General Bugs and TODO list [Updated 6-25] (Please report all bugs here; General and Level specific)
Forum Index - Events - Super Mario World Central Production 2 - SMWCP2 Archive - General Bugs and TODO list [Updated 6-25] (Please report all bugs here; General and Level specific)
Pages: « 1 2 3 414 15 » Link

Originally posted by Falconpunch
pics


First 2 issues are fixed. I don't know why the 3rd is happening.
Layout by LDA during C3.
New bug:


The Parallax HDMA or whatever is still in the level, creating Cutoff. (Digsite Dangers)

EDIT: More bugs in Digsite Dangers (World 5 Path)



Still wrong messages.


Bleagh.


More Bleagh.


Even more Bleagh.

(No Screenshot)
Nitpick: In my opinion, in the rising Quicksand room, I think the spikes on the top of the level makes the whole room go over the top of the difficulty of World 4B.
I have nothing else to say now. Huh...
Yeah this is the general bugs thread. Level bugs should be post in their respective threads. I'd rather not see this get filled with non-base wide problems again. It's much more organized that way.

I changed it a few days ago PS. As nice as it is having them in there own threads, there are just too many of them popping up and having them all in one place just makes it easier.
Layout by LDA during C3.
MASSIVE Sprite Tile Errors in Plateau Pumps.
Frequently, half of Lakitu's cloud or even all of his head or the spiny he's throwing will disappear. Someone forgot to apply the "no more sprite tile limits" patch.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
Originally posted by AnybodyAgrees
MASSIVE Sprite Tile Errors in Plateau Pumps.
Frequently, half of Lakitu's cloud or even all of his head or the spiny he's throwing will disappear. Someone forgot to apply the "no more sprite tile limits" patch.


I hate to burst your bubble, but I already said that in my previous 2 posts in this thread.
I have nothing else to say now. Huh...
I don't know if this is a bug, but...



Carnival Caper

Originally posted by AnybodyAgrees
MASSIVE Sprite Tile Errors in Plateau Pumps.
Frequently, half of Lakitu's cloud or even all of his head or the spiny he's throwing will disappear. Someone forgot to apply the "no more sprite tile limits" patch.


The patch is applied already, for some reason it seems to be ignoring this level...

EDIT: Above post was fixed
Layout by LDA during C3.
Doesn't that patch not work with Lakitu? I recall there being a few sprites that couldn't be used with it (at least with sprite memory setting 10).

----------------

I'm working on a hack! Check it out here.

The thing is it worked fine before the uberasm/asar conversion. I was able to fix the issue by just setting the Memory to the default 00, but it's still a bit weird.
Layout by LDA during C3.
Bedazzling Bastion - Level 1B0 / Should have music track number 27 from Floral Fears as it absolutely fits the stage perfect.

Nexus Norvegicus - Level 142 Glitched lab koopa gfx

Scorching Sepulcher - Level 22 / First pipe / bonus room / death / why

Just a nit pick not really a bug, I really believe Briar Mire - Level 11 should not have the falling leaves cluster sprite. It seems it was added to this stage for the sake of adding it & I feel as if it just does not belong on the outside segment making what looked great to me feel unappealing.

As the same with Floral Fears Seems to me the cluster sprite was simply added for the sake of adding it, can it be replaced with a dark Hdma as it will fit alot better.
The backgrounds are somehow messed up in a few levels.


Looks like a combination of vblank overflow, HDMA, and accurate emulators.
Solution: Get rid of some animations or something. We don't have any dynamic sprites, right?

--------------------
<blm> zsnes users are the flatearthers of emulation

No we don't so far. I have a feeling it has to do with those HDMA tables in level ASM that I compressed.(Probably miscounted something.) I'll try reverting it back and see if that improves something
Layout by LDA during C3.
Crumbling Catacombs:


The Anti-gravity patch is the bane of my existence.
Layout by LDA during C3.
So me again #ab{:LOL:}. I used the base 4-5-13 rom. So my bug report are not really up to date.

Sunset Split: This enemy is a bit out of place, or?



Frivolous Fires: It's just me or are the palete colors inverted? I mean the plants (I think there are plants in the background) just are blue grey. uhm, yes.


also there, oh and the green koopa who climb on the chane doesn't spawn.


this jump is tricky, because up there is a enemy. You can't see it, so I died often. It's unfair! #ab{8-)}


and the saw are gone? how? Maybe to many spries? #ab{:S}


Jevel Jubilation I don't get it, this is the second enemy I found who posses nearly the same abilities (first one was a flover who spies flames, now it is a flame-snake):

I mean it's a waste of ram to use two enemys who have the same abilities. When you want to see the other enemy again, just say it #ab{;)}


Crumbling Catacombs: The background looks somehow strange. Just say it:


and also this middle point:


and in this area the blue koopa haven't a shel.... but sometimes it haves.



Gunky Grotto: Ehm glitching... bubble? or something...




So that all, sorry but I haven't enough time to post it earlier. Now I use the latest update.#ab{:D}
Originally posted by DundG

this jump is tricky, because up there is a enemy. You can't see it, so I died often. It's unfair! #ab{8-)}


It's not unfair as you think, as you'll need to jump at good timing.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Quote
I mean it's a waste of ram to use two enemys who have the same abilities. When you want to see the other enemy again, just say it #ab{;)}


Fire Snake and the Hopping Flame are completely different from one another.

Originally posted by DundG
I don't get it, this is the second enemy I found who posses nearly the same abilities...I mean it's a waste of ram to use two enemys who have the same abilities. When you want to see the other enemy again, just say it

As MrDeePay already said, they are quite different. I used the Firesnake purposefully as opposed to the Hopping Flame because I really detest that stupid flame it leaves behind, and it appears when Axem took over the level he decided to stick with that decision. I get where you're coming from, but yea, the amount of danger presented by each is very different.
Pages: « 1 2 3 414 15 » Link
Forum Index - Events - Super Mario World Central Production 2 - SMWCP2 Archive - General Bugs and TODO list [Updated 6-25] (Please report all bugs here; General and Level specific)

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