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Bugs and and and and and and and nitpicks
Forum Index - Sunken Ghost Ship - Old Contests & Events - Morton's Empire - Bugs and and and and and and and nitpicks
Pages: « 1 »
In case you have any bug report, or things that you think aren't correct (in both levels and OW), feel free to express so here.

KNOWN BUGS:
-eye rape on palette 0 whenever slowdown occurs (uncommon, but not outside the realm of possibility) FIXED
-odd flickering line on the status bar when too many animations are active
Yoshiatom's Post
Bugz:

- The status bar glitches out whenever you open a message box or beat a level

-In 1-7 you can swim in the upside down lava

Layout by Koopster!

<DeputyBS> I knew it
<DeputyBS> alcarobot is taking over the world through his truck dealership franchise
Originally posted by Yoshiatom
- The status bar glitches out whenever you open a message box or beat a level

Fixed for next release.

Originally posted by Yoshiatom
-In 1-7 you can swim in the upside down lava

Will try to fix this one.
Originally posted by Erik557 (General Discussion)

This is what happens if you get too many lag on screen: the NMI gets no time to update itself and thus it writes random colors (or something like that)


Originally posted by Von Fahrenheit (General Discussion)
Alright, I guess I should explain the glitch. There are two ways to completely avoid it:
1. Don't use colors 0x00-0x0B for your backgrounds. This status bar uses a total of 12 colors, which is not much (SMW's status bar uses 16 colors).
2. Don't put enough enemies in your level to generate lag. The glitch can never happen if there is no slowdown.


I'd be willing to go through each level and check to see, in normal circumstances, if this glitch occurs.

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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

I actually recolored most backgrounds so they use palette 1 instead of 0 (I think the pillar castle is missing, idk about the rest)
I was referring to lag. The sublevel I just submitted, even in areas that have no visible enemies (I say visible because the Boom Guy enemy stays loaded when off the screen), the background still glitches up.

I suppose, in all, that also allows for us to find laggy areas of levels and adjust them accordingly.

I'm just trying to be helpful after taking ~4 weeks for 1 sublevel...

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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

It appears that level Plutonic Chasm by Cascade has the exit to a second half of a hick's level Desert Ambience. Also, if I enter the pipe in Fuzzy treepass, i'll get instantly killed. Also, in the Sandstormy Dunes map the fortress level Abandoned crypt hasn't got a destruction event. Somebody has to fix them!

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Believe what you want, not every sentence is true.

Haters will always be haters and try and make you blue.

But blue is a pretty color, it doesn't have to end.

Even if the hate, is hidden within your "Friends".

-Yoka Hiro aka Cwoodsdean
Originally posted by ForthRightMC
Also, in the Sandstormy Dunes map the fortress level Abandoned crypt hasn't got a destruction event. Somebody has to fix them!


Since when was it called Sandstormy Dunes?

Thanks for the comments anyway.

Finally, you've done something useful.

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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

All problems should be fixed now. I accidentally secondary exits :P

Also with the new Base ROM I want to invite people to beta-text levels and give their opinions (like which levels are candidatable to a redo).

also ungh i forgot to insert the pendulum ball 'n' chains. * Erik557 runs fixed
For everone interested to test use this instead.

e: fixed some issues
<Erik557> MERC, AHICK, CENTIPEDE,
<Erik557> TEST THIS
<Erik557> http://smwc.me/1303152

4 days later..

Okay, will do.

The level Volcanic Dolphins should start with a muncher small trap (to go back to small size) and THEN have a mushroom. This is so that you can't skip the whole level with a cape. Of course, the muncher wall has to be pretty long, or have a slow p-switch section within it to prevent the cheating.

also,
As far as I know, you can only do this with a cape, unless you want some really weird timing. I used the cape to break the turnblock wall, but left the bottom left row unturning, then broke the back wall of turnblocks, and allowed the second to last to go back to unturning while I was still standing there; it pushed me into the other block, which pushed me into the floor.

We should also put in an autosave function, I think. Of course, I won't go off on anyone if there isn't, not having one isn't hindering or anything :P

(I was going to say something about "its really annoying to have to play through all of the levels again at the restart" then I realized that its a free roaming ow in the base rom)





Ok that happened
(You need to be large to get this to happen)

(I believe this has already been brought up, but I'm too lazy to check #w{xD})



Eh, whatcha think?
Originally posted by hick
*volcanic dolphins*

Well that level is going to be redone, so..

Originally posted by hick
We should also put in an autosave function, I think. Of course, I won't go off on anyone if there isn't, not having one isn't hindering or anything :P

I guess we can discuss it.

Originally posted by hick
*bones*

Fixed; really weird issue (apparently only happens if you're big; worse, different act likes would do different things! (3F made them pipes, 1F0 works fine)).
- Morton coins break on higan-acuraccy and real hardware (they are causing a VBlank/NMI timeout due to calling $00BEB0 and change_map16 two times each)
Originally posted by Erik557
- Morton coins break on higan-acuraccy and real hardware (they are causing a VBlank/NMI timeout due to calling $00BEB0 and change_map16 two times each)

Fixed (by that I mean the debugger didn't crash fuk u I'm not using higan).

Any other ASM-related stuff I should fix? (I'm getting the feeling I'm missing some bugs...)
game over doesn't appear and it takes like 300 years to get to the title-screen again.
fixed
Pages: « 1 »
Forum Index - Sunken Ghost Ship - Old Contests & Events - Morton's Empire - Bugs and and and and and and and nitpicks

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