Kuribo64
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03-28-24 09:28 PM
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Main - Archived forums - General SMG hacking - Object Limit Hide post layouts | Thread closed


mibts
Posted on 09-08-13 01:50 AM Link | #32076
Since I can't make a new zone, I wonder:
What is the object limit?

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Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

shibboleet
Posted on 09-08-13 01:51 AM Link | #32077
500.

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a

NWPlayer123
Posted on 09-08-13 01:51 AM (rev. 2 of 09-08-13 01:57 AM) Link | #32078
Well there's probably a reason as to why you can't make a new zone. Can you elaborate? My crystal ball is broken.
Posted by Luigi
500.

Also, it's probably 512, IF THAT, based on the silly uncontrolled evidence you told me on the IRC.

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"I hate playing musical chats" ~ Quote of the month

mibts
Posted on 09-08-13 01:58 AM (rev. 2 of 09-08-13 02:07 AM) Link | #32080
500?!?!? Are you serious? :(
https://kuribo64.net/?page=thread&id=1007
Forget about the BgmChangeArea issue unless you want to help. :)

Also, do new zones even increase the object limit or are we inescapably stuck with a pitiful 500 (512) objects?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

NWPlayer123
Posted on 09-08-13 02:08 AM (rev. 2 of 09-08-13 03:30 AM) Link | #32081
Well that's what I was planning to find out. But of course zones add to the object count, it's still more polygons to render and texture and possibly animate :P
EDIT: The Object Limit is somewhere between 525 and 600, just tested it. But that was with 235 coins and 275 wood boxes, and that was with noticeable lag because it was rendering and moving all the polygons at once. HOWEVER, it proved that it renders using "out of sight out of mind". If only a certain number of polygons are on the "screen" at once, it shouldn't lag. I got some addresses from it crashing so imma see if I can't figure out what it is.

____________________
"I hate playing musical chats" ~ Quote of the month

PaperplateismGuy
Posted on 09-08-13 06:34 AM Link | #32091
What about planets and their file size? I made an planet that was 17 megabytes. It didn't load. My wii froze when I tried to enter the level. Texture sizes would probably cause lag and other problems too.

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Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



mibts
Posted on 09-08-13 01:32 PM Link | #32099
Posted by NWPlayer123
Well that's what I was planning to find out. But of course zones add to the object count, it's still more polygons to render and texture and possibly animate :P
EDIT: The Object Limit is somewhere between 525 and 600, just tested it. But that was with 235 coins and 275 wood boxes, and that was with noticeable lag because it was rendering and moving all the polygons at once. HOWEVER, it proved that it renders using "out of sight out of mind". If only a certain number of polygons are on the "screen" at once, it shouldn't lag. I got some addresses from it crashing so imma see if I can't figure out what it is.

1. I said the object limit, not the object count.
2. Are you saying that if objects are placed very far apart from each other (on faraway planets), you can inverse the object limit to possibly 2000?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

NWPlayer123
Posted on 09-08-13 01:50 PM (rev. 2 of 09-08-13 01:50 PM) Link | #32100
No, as long as it's within the view of the camera, whether you can see it or not, it will render. But what exactly are you trying to do? The max number of object entries you can place in a map to load is somewhere in that grey area. If it's over that it crashes immediately once you select the star, so it doesn't overload the game.
Now, that has nothing to do with what is rendering, that's just how much the game allows. They dealt with what's rendering by using LODs and having planets render less polygons if you're a certain distance from it, and having it render what's in the "view" of the camera as I said before.
Does that explain it well enough?

____________________
"I hate playing musical chats" ~ Quote of the month

mibts
Posted on 09-08-13 05:20 PM Link | #32106
So it will render even if it disappears due to it being too far?
If that's the case, I can't finish my level (I'm not object spamming, but it will be very long.)

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

NWPlayer123
Posted on 09-08-13 05:22 PM Link | #32107
Well if it disappears, no it's not being rendered. But whatever are you trying to do in the first place?

____________________
"I hate playing musical chats" ~ Quote of the month

mibts
Posted on 09-08-13 05:56 PM Link | #32108
Posted by NWPlayer123
Well if it disappears, no it's not being rendered. But whatever are you trying to do in the first place?

Make a powerup challenge level
Does the disappearing add to the object limit?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

NWPlayer123
Posted on 09-08-13 06:03 PM Link | #32109
Yesh, it's still an object in the map, and it'll still make the level crash if you have too many. Think back to what I said. When I put it on 600, it put up an overload protection because there were too many objects in the map. It'll do that regardless of if they render at one point or not.

____________________
"I hate playing musical chats" ~ Quote of the month

mibts
Posted on 09-08-13 06:12 PM Link | #32110
Posted by NWPlayer123
Yesh, it's still an object in the map, and it'll still make the level crash if you have too many. Think back to what I said. When I put it on 600, it put up an overload protection because there were too many objects in the map. It'll do that regardless of if they render at one point or not.

And let me guess:
Taking off overload protection = ASM hacking.
If so, end of discussion. :(

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

NWPlayer123
Posted on 09-08-13 06:17 PM Link | #32112
Basically, that and it's dangerous to have it work that much. You can easily fry your wii by changing it to more.

____________________
"I hate playing musical chats" ~ Quote of the month

shibboleet
Posted on 09-08-13 06:21 PM Link | #32113
Blarg to sum this shit up, if you exceed the limit, it crahes.
Don't pass the limit.

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a

NWPlayer123
Posted on 09-08-13 06:41 PM Link | #32114
Sorry that I'm trying to clear up any confusion for if this comes up in the future.

____________________
"I hate playing musical chats" ~ Quote of the month

mibts
Posted on 09-11-13 11:28 AM Link | #32284
Can someone please lock this topic?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

Crashdance22
Posted on 09-11-13 06:56 PM Link | #32305
So the Wii will actually overheat?? Generally not the case with consoles.

shibboleet
Posted on 09-11-13 08:37 PM Link | #32319
No, it will catch on fire and burn your house down. God damn, get your facts right.
What does that even have to do with anything..?
Anyways uh, can a mod lock this topic now?

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a

Arisotura
Posted on 09-11-13 08:41 PM (rev. 2 of 09-11-13 08:44 PM) Link | #32321
Hey MrRean you aren't staff. Stop that shit, seriously.

Edit- oh I see, the OP requested it. Well still.

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NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

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Main - Archived forums - General SMG hacking - Object Limit Hide post layouts | Thread closed

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