Pages: 1
Posted on 08-24-16, 08:13 am
Birdo


Karma: 2754
Posts: 1765/2091
Since: 06-26-11
I've edited jyotyu and applied some ASM hacks, is that the reason for this? How can this be resolved?
Posted on 08-24-16, 08:24 am (rev. 1 by  MarioFanatic64 on 08-24-16, 08:25 am)
Roy Koopa
The guy who does things.

Karma: 12684
Posts: 2177/2796
Since: 07-01-11
I've actually had the opposite problem- bricks (with something inside it) turn into coins but still act like bricks.

Don't know the solution.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 08-24-16, 09:30 am (rev. 2 by ImageBot on 11-21-16, 03:23 am)


Karma: 1064
Posts: 136/200
Since: 02-02-15
P-Switch and the several kind coins and bricks:

I have same problem with some tiles.
I ever change the "balls" if I'm distracted. But it's a knowed behavior.
Mero Mero recently made some improvments on Editor to version 380b (post #51035) He could take the oportunity an name this silly tiles in the language file.

Look the behavior below.


The object coin 20 and brick 44 will change normally when P-switch is activated.
The object coin 25 will turn in brick, but still can be catched like a coin
The object brick 52 will not turn in coins, while P-switch is activated.

NSMB Editor: P-Switch and different behavior of kind of coins and bricks

Video: 20 seconds

Download NML: example
Posted on 08-24-16, 09:44 am
Birdo


Karma: 2754
Posts: 1766/2091
Since: 06-26-11
That is useful information, but the problem is that object 44 isn't acting like it does in retail.
Posted on 08-24-16, 09:47 am
Roy Koopa
The guy who does things.

Karma: 12684
Posts: 2178/2796
Since: 07-01-11
 Hiccup, what ASM hacks are you using? Since we're having similar issues we may be able to isolate the problem ASM by comparing the patches we're using.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 08-24-16, 10:57 am (rev. 1 by ImageBot on 11-21-16, 03:23 am)
Birdo


Karma: 2754
Posts: 1767/2091
Since: 06-26-11
Posted on 08-24-16, 11:05 am
Panser
I AM DERP INCARNATE

Karma: 503
Posts: 27/328
Since: 08-20-16
I remember having a similar problem where everytime i applied new ASM hax then all the tile behaviours would reset to what they were in the PAL rom. (i switched to an NTSC rom for ASM hax) Deleting all other NSMB roms from the roms folder solved this...
rip signature
Posted on 08-24-16, 11:12 am
Birdo


Karma: 2754
Posts: 1768/2091
Since: 06-26-11
Posted by MarioKart7z
I remember having a similar problem where everytime i applied new ASM hax then all the tile behaviours would reset to what they were in the PAL rom. (i switched to an NTSC rom for ASM hax) Deleting all other NSMB roms from the roms folder solved this...

The only way I could find to get around that is to edit a non-ASM ROM's tilesets, then apply ASM to a clean ROM, then import the edited tilesets to the ASM'd ROM
Posted on 08-24-16, 11:20 am
Panser
I AM DERP INCARNATE

Karma: 503
Posts: 29/328
Since: 08-20-16
Posted by Hiccup
Posted by MarioKart7z
I remember having a similar problem where everytime i applied new ASM hax then all the tile behaviours would reset to what they were in the PAL rom. (i switched to an NTSC rom for ASM hax) Deleting all other NSMB roms from the roms folder solved this...

The only way I could find to get around that is to edit a non-ASM ROM's tilesets, then apply ASM to a clean ROM, then import the edited tilesets to the ASM'd ROM

No worries; i didn't need the other roms anyway
rip signature
Posted on 08-24-16, 11:55 am
Banned for being a complete retard.

Karma: 84
Posts: 106/140
Since: 02-25-16
The Jyotyo tileset behavior appear to be very sensible if we insert an ASM with out some careful. I noticed odd behavior too in a few bricks some time ago. Since I'm just a simple user I chose the most dumber solution: save each individual level and import it to a clean ROM.
Posted on 08-24-16, 12:50 pm
Roy Koopa
The guy who does things.

Karma: 12684
Posts: 2179/2796
Since: 07-01-11
We share the clone fix, spiny/beetle fix, springboard fix, swooper fix and starman fix.

Maybe this isn't an ASM issue.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 08-24-16, 01:25 pm
Birdo


Karma: 2754
Posts: 1773/2091
Since: 06-26-11
There are also the general ASM hacks from the ASM template. And it could be those seemingly unrelated hacks, or just a general ASM issue.
Posted on 08-24-16, 09:20 pm


Karma: 1064
Posts: 137/200
Since: 02-02-15
Posted by MarioFanatic64
I've actually had the opposite problem- bricks (with something inside it) turn into coins but still act like bricks.

Don't know the solution.


Like... this?

Youtube: 23 seconds

[] -P
Posted on 08-26-16, 11:16 am
Roy Koopa
The guy who does things.

Karma: 12684
Posts: 2185/2796
Since: 07-01-11
^^^ Yep. That's my issue. I can walk on top of them too.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 08-26-16, 05:41 pm
Banned for being a complete retard.

Karma: 84
Posts: 131/140
Since: 02-25-16
I had the same flocking problem. I don't know what the ASM I inserted in that time. Someone else noticed the same behavior?
Posted on 08-26-16, 06:01 pm
Birdo


Karma: 2754
Posts: 1780/2091
Since: 06-26-11
Posted by Luluca
Someone else noticed the same behavior?

See post directly above yours.
Posted on 08-26-16, 08:45 pm, deleted by  Arisotura: who cares? blarg
Pages: 1