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03-28-24 08:47 PM
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Main - NSMB2 hacking - CoinKiller - Bug reports Hide post layouts | New reply

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TRS
Posted on 09-02-16 03:31 PM Link | #76813
I also just fixed the bug by changing the ID in Zone 0 from 1 to 0.

The more you know...

Hiccup
Posted on 09-02-16 05:23 PM (rev. 2 of 09-02-16 05:23 PM) Link | #76819
Do the sprites disappear in editor, or just in the game?

Anyway, I'll keep in mind not to use "0" as a Zone ID.

TRS
Posted on 09-02-16 05:25 PM Link | #76820
From what I can tell, they disappear completely. I think the editor somehow just doesn't save them.

ray
Posted on 09-02-16 07:59 PM (rev. 2 of 09-02-16 07:59 PM) Link | #76828
Happened to me multiple times too. When saving, the sprite just disappears.
I usually fixed it by moving everything multiple tiles further away from the initial position. No need to put everything on another area.

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explos
Posted on 09-02-16 10:28 PM Link | #76832
Explos

Moving things worked to fix it when it happened to me the first time, the second time however it didn't work so I moved it to another area, that's why I suggested that.

TRS
Posted on 09-04-16 05:21 PM (rev. 3 of 09-04-16 06:08 PM) Link | #76890
In the tileset editor, create a new object with a height of at least two tiles. Under Object Settings, give it the behavior "Upside-Down Slope". When you place a tile in that object, as long as you don't place it in the exact center vertically, the tile won't be placed where you clicked but rather on the opposite side of the object.

The picture below shows what I'm talking about. The blue highlighted square is where I attempted to place the tile.

[image]

Using the editor version linked in this post.

EDIT: Actually, I just realized I might be using an older version of the editor (laptop). Okay, correct editor version and the bug still happens. Also now the Objects tab in the tileset editor is misspelled as "Objcts".

shibboleet
Posted on 09-09-16 02:42 AM Link | #77057
latter is fixed (spelling error)

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explos
Posted on 09-25-16 07:33 PM Link | #77983
Explos

Small bug, the text on the top of the window that appears when you select 'import image' in the tileset editor is wrong, the text says 'Export Tileset Image' instead of 'Import Tileset Image'

Hiccup
Posted on 11-18-16 04:35 PM Link | #79754
CoinKiller apparently corrupted my level so that the program crashes when I attempt to open it. Here is the level. Could it be recovered? It does work in-game, luckily.

TRS
Posted on 11-26-16 09:57 PM (rev. 3 of 11-26-16 10:49 PM) Link | #79974
New bug using build 0001 from this page.

Creating a new tileset and attempting to import an image (after dealing with the popups :V) using any compression quality fails.

EDIT: Sorry, I was rushed. The error it gives me is "Conversion from TGA to CTPK failed!" Importing an image into an already existing tileset works properly and doesn't give me an error.

EDIT EDIT: Problem is resolved. The reason for the error is that my new tileset had a space in its name. Replacing the space with an underscore fixed it.

Vexalord
Posted on 12-19-16 01:30 AM Link | #80407
I don't understand. When I launch CoinKiller I have this message :

[image]

Can anyone help me ?

Gimzie
Posted on 12-19-16 04:11 AM Link | #80408
Posted by Vexalord
I don't understand. When I launch CoinKiller I have this message :


Well, it looks like you can at least load the ROMFS. Maybe try to redump the romfs, or try opening a different level. Sometimes levels get corrupted, so you might need to replace them. I would simply recommend redumping NSMB2, and trying again.

Vexalord
Posted on 12-19-16 02:38 PM (rev. 3 of 12-19-16 02:38 PM) Link | #80422
Posted by Gimzie
Well, it looks like you can at least load the ROMFS. Maybe try to redump the romfs, or try opening a different level. Sometimes levels get corrupted, so you might need to replace them. I would simply recommend redumping NSMB2, and trying again.

Thanks but how can I redump NSMB2 ?

Hiccup
Posted on 12-19-16 02:44 PM (rev. 2 of 12-19-16 02:45 PM) Link | #80423
Use braindump (or decrypt9 if that doesn't work and you have a9lh) or download xorpads or a decrypted ROM from the web

Gimzie
Posted on 12-20-16 11:00 PM (rev. 2 of 12-20-16 11:00 PM) Link | #80452

Hiccup
Posted on 12-22-16 02:50 PM (rev. 3 of 12-22-16 02:54 PM) Link | #80509
it doesn't. the old version dumps it as a decrypted romfs and exefs. you still have to extract with ctrtool. there is a tool based on braindump that can dump all (or specific) files and folders from the romfs of title you have inserted/installed, to the sd card. it is called romfs explorer (or something like that).

Gimzie
Posted on 12-22-16 06:56 PM Link | #80519
Posted by Hiccup
it doesn't. the old version dumps it as a decrypted romfs and exefs. you still have to extract with ctrtool. there is a tool based on braindump that can dump all (or specific) files and folders from the romfs of title you have inserted/installed, to the sd card. it is called romfs explorer (or something like that).


Right, I forgot about that. Either way, you can use the tools here: https://drive.google.com/open?id=0BxPRAYujqwU-QnY0Z3Jrdl9nS2s

(Romfs tool package without the copyrighted stuff)

buddyroach
Posted on 01-31-17 01:55 AM Link | #81168
Maybe I'm not doing something right, but with the switches, I can't get them to be reusable. Even though settings 8 is checked by default and cannot be unchecked. I tried turning timing off but still nothing.

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shibboleet
Posted on 01-31-17 03:14 PM Link | #81173
Does it have a Target Value ID assigned?

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Gimzie
Posted on 01-31-17 11:37 PM Link | #81176
I've got the ? switch to be reusable, not sure about P and !. Also, side note, the switches only seem to activate blocks near you.
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Main - NSMB2 hacking - CoinKiller - Bug reports Hide post layouts | New reply

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