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03-28-24 10:33 PM
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Main - NSMB2 hacking - CoinKiller - Bug reports Hide post layouts | New reply

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RicBent
Posted on 03-03-16 09:46 PM Link | #68193

If you encounter any bugs using CoinKiller post them here.

  • Please describe the bug as detailed as possible, including how to reproduce the bug.
  • Post the crash report if there is any.
  • Post screenshots if needed.
  • Please say what version you are using (or at least try to download the latest version and look if the bug is still existing).


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Arisotura
Posted on 03-03-16 11:30 PM Link | #68197
alternately, there's the issue tracker on Github I guess, nice to have both though :)

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

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GalladeGuy
Posted on 03-04-16 03:49 AM (rev. 2 of 03-04-16 03:51 AM) Link | #68204
If you try changing the level timer, it will just automatically go to zero, making the level unplayable.

Also, while I wait for this to be fixed, would anyone mind telling me at what offset the level timer is in the sarc file so I can attempt to fix it manually?

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:^)

RicBent
Posted on 03-04-16 06:16 AM Link | #68207

Er, works perfectly fine for me...

If you reopen the level in CoinKiller, is the time 0? If not there isn't a problem.

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GalladeGuy
Posted on 03-04-16 01:40 PM (rev. 2 of 03-04-16 01:40 PM) Link | #68211
Posted by Mariomaster
Er, works perfectly fine for me...

If you reopen the level in CoinKiller, is the time 0? If not there isn't a problem.

Yeah, the timer says 0 when I open it, and the level is refusing to play even though it was working before.

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:^)

RicBent
Posted on 03-04-16 01:47 PM (rev. 2 of 03-04-16 01:47 PM) Link | #68212

Oh I know what happened. I forgot to add the tilesetnames.txt, which contains names for the tilesets into conkiller_data (that caused the area editor widget not to load correctly).

So yea, will be fixed with next commit.

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GalladeGuy
Posted on 03-04-16 01:55 PM Link | #68213
Thanks! :)

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:^)

GalladeGuy
Posted on 03-08-16 04:02 AM Link | #68339
"Special Exit Controller (Warp Entrance)" is invisible and can't be clicked on for some reason. You select it in the sprite selector, right click, it'll open up a little menu showing the sprites settings until you click off like normal, but the blue box image is invisible and you can't select it again once you've clicked off. Saving and reopening the level doesn't seem to fix it either. I can't test to see if it functions right in game atm because the timer glitch made all my levels unplayable. :/

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:^)

RicBent
Posted on 03-10-16 07:13 PM Link | #68405

That is actually not a bug at all, because the width and height of the special exit controller can be 0.

The way I actually display the sprite was only for testing purposes and will be done a bit better (simmilar to NSMBe) soon.

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TRS
Posted on 08-27-16 04:11 AM Link | #76536
Five and a half month bump, but I was specifically pointed to this thread by Mariomaster so eh?

Original post this post refers to (for posterity):

Posted by TRS
So I was working on this tileset:

[thumbnail]

I stuck it in the background suite copying S1_Kanaami and set 1-1 area 1 to use that as the background tileset (tileset 2). The editor displays the tiles as expected, but in-game all tileset 2 tiles are replaced with tileset 0 tiles.

[image]

Specifically, it appears to be using the object data of tileset 2, but pulling the tiles and behaviors from tileset 0.

EDIT: The tileset in question. Also is there any particular reason all S1 and S2 sarcs are 262kb (except one which is smaller)?


So, trying to figure out exactly what's causing this:

I copied 2-1, a level that has a tileset already selected in tileset 2, to 1-1. To test if maybe 1-1.sarc simply can't use a tileset in tileset 2. I then deleted all the level objects and sprites and moved everything over from old 1-1. Didn't work, same result as the level screenshot above.

Then, I changed the tileset 2 set to an unedited one, and it shows up perfectly in-game:

[image]

Really strange, it appears the problem is the tileset itself. Something in the tileset is causing it to show the graphics and behaviors from tileset 0 using the object data of tileset 2.

RicBent
Posted on 08-27-16 11:57 AM Link | #76541

Have you tried Edit->Set Tileset Slot?

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Toms
Posted on 08-27-16 10:16 PM Link | #76556
So I'm making a castle and a few things are refusing to appear in my level no matter what I try

-2 Big Thwamps in a hidden starcoin area
-Door that leads to the halfway flag
-Starcoins 1 and 2


I've already checked the data values and it seems that they match up with those sprites in other levels

I also cannot provite screenshots because my computer currently has no access to the internet

RicBent
Posted on 08-27-16 10:53 PM (rev. 2 of 08-27-16 11:03 PM) Link | #76561

It'd be nice if you could provide me the level file, since a sprites not appearing bug was reported multiple times.

And have you tried re-saving your level with a new build? I fixed a bug regarding sprites not appearing with this commit: https://github.com/StapleButter/CoinKiller/commit/b38c7172b2d8136459a25872524559c82e77dfbf

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GitHub - YouTube - NSMBHD

Toms
Posted on 08-27-16 11:44 PM Link | #76565
I'll try to get that to you ASAP

(Though I won't be home until tomorrow)

TRS
Posted on 08-28-16 01:13 AM Link | #76576
Posted by Mariomaster
Have you tried Edit->Set Tileset Slot?


I did actually, but uh... I guess I forgot to save the tileset afterwards. I just did it again and it works properly now. Thanks for the assistance.

Toms
Posted on 08-28-16 01:54 AM Link | #76581
Oh yeah. Why do you have to click save 20 times for it to actually save?

RicBent
Posted on 08-28-16 09:45 AM Link | #76591

You don't have to. It works the first time you click on save.

____________________
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Toms
Posted on 08-28-16 02:11 PM Link | #76594
I think I may actually be using an older version of the editor :P

Explains some of the crap I've run into

TRS
Posted on 09-02-16 03:17 PM Link | #76811
New bug:
1) Download this 1-1 .sarc
2) Go to Area 2
3) Place any number of sprites, whatever sprites, anywhere in the level
4) Save the level, and wait a few seconds if necessary
5) All the sprites disappear

I'm using the version linked in this post.

explos
Posted on 09-02-16 03:30 PM Link | #76812
Explos

I had the same bug happen to me, a temporary solution is:
1) Copy everything to area 3
2) Add your sprites to the copy in area 3
3) Delete the old area 2
It should prevent the sprites from disappearing when you place them.

I have experienced this bug twice, each time it has been in area 2 so it seems like it only happens in area 2.
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