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Posted on 07-29-14, 10:58 am
Newcomer


Karma: 6
Posts: 3/8
Since: 07-18-14
Hi, again...

In the 1-2 level, area 3, I added 2 more Views (View 1 and View 2)

When I set a Warp Entrance to appear in a "Exit of pipe" entrance situated in another View, it crashes.

I configured the "Exit of Pipe" entrance's View to "1" (The view that it is) and it continue crashing.

What should I do?
Posted on 07-29-14, 11:00 am
Doesn't actually do anything.

Karma: 3022
Posts: 426/653
Since: 10-22-12
Crashing shouldn't be happening in this situation, I don't think.

Could you give us an .nml of the level so we can see what's happening?
♪♫♩♬
Posted on 07-29-14, 11:34 am
Newcomer


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Since: 07-18-14
Posted on 07-29-14, 11:45 am
Doesn't actually do anything.

Karma: 3022
Posts: 428/653
Since: 10-22-12
I couldn't actually get it to crash, but I did notice the pipe in view 1 took me to a level outside of 1-3. Your problem likely lies there.
♪♫♩♬
Posted on 07-29-14, 11:54 am
Newcomer


Karma: 6
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Since: 07-18-14
Then, it works?
Posted on 07-29-14, 11:58 am
Doesn't actually do anything.

Karma: 3022
Posts: 429/653
Since: 10-22-12
I wasn't able to make the game crash. However, I did note the pipes in view 2 do not work correctly (their view is set to 1 instead of 2).

Exactly when does the game crash when you play?
♪♫♩♬
Posted on 07-29-14, 12:04 pm
Newcomer


Karma: 6
Posts: 6/8
Since: 07-18-14
When I take a vine, and I try to go to the View 1 or 2.
Posted on 07-29-14, 12:15 pm
Doesn't actually do anything.

Karma: 3022
Posts: 430/653
Since: 10-22-12
The game does not crash for me when I use a vine in view 0 to go to view 1 or 2.

Hmm... I still have no idea what could be causing this crash. Best I can do is try to get more info and hope somebody more experienced can help


So, two questions:

1) Does the crash happen regardless of which vine you take or which warp you use?
2) What kind of emulator or flashcart are you using to test?
♪♫♩♬
Posted on 07-29-14, 12:21 pm
Newcomer


Karma: 6
Posts: 7/8
Since: 07-18-14
Don't worry, I getted it to work correctly!

Thanks for the tips to fix it. The error was from the pipes, and from the area destination of the warp entrances.

Thanks for help me!
Posted on 07-29-14, 02:03 pm (rev. 2 by  Hiccup on 07-29-14, 06:09 pm)
Birdo


Karma: 2754
Posts: 937/2091
Since: 06-26-11
DeSmuME is known to not crash at places that a real DS or even No$GBA would crash at.

(as dirbaio said, emulators do not emulate perfectly and DeSmuME is a much more accurate emulator)
Posted on 07-29-14, 02:17 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10000
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Since: 06-08-11
No emulator emulates memory protection at all. Neither no$gba nor desmume do.

For example, dereferencing a null pointer will NOT crash the rom on any emulator, but will on the real DS (and trigger the debug screen).

Emulators suck.

Anyway in my experience desmume is way more accurate emulator.
Posted on 07-30-14, 01:07 pm
Newcomer


Karma: 6
Posts: 8/8
Since: 07-18-14
Hmm... that's strange...

When I try to put some enemy, or some platforms in another View (1, 2, 3...) it doesn't appears.

I revised all the object stuff and all is ok.

What is happening?
Posted on 07-30-14, 02:13 pm
Death by cuteness

Karma: 6564
Posts: 108/598
Since: 05-01-13
One of the reasons it happens is when 2 (or more) views are adjacent to each other, like this :

Usually when this happens, only enemies and sprites in the leftmost view (in this case view 1) appear at all.

To fix that mistake, place the views far enough from each other (be it vertically or horizontally), to the point where at least one of the 256×256 squares has been emptied, like this :

Look at the 3rd square, it has nothing in it, thus is means that the gap between the 2 views is at least 256 pixels, which is safe enough to ensure that enemies and sprites will be loaded in the second view too
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