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General Bugs and TODO list [Updated 6-25] (Please report all bugs here; General and Level specific)

Originally posted by AnybodyAgrees
For some reason, Madam Mau ends the level when she does her second attack. I lol'd so hard the first time I saw it, but it should be fixed.

Nobody seemed to pay attention to this, and it's quite serious.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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It's a known issue.

Truthfully, that boss was never properly tested and my editing of her so I could try it out led me to believe that the boss is just too aggressive with her attacks. Much like any woman. *gunshot*

It may be known, but I didn't see it on the first post.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.

It's been added, among a few other things
Layout by LDA during C3.
Whenever a sprite that can hurt mario gets pushed up by the vent blocks, it has no ceiling interaction, allowing it to corner clip through ceilings.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
In Hiker's Hollow, when I enter the very first pipe in the level & go into the cave part, if I go into that little puddle immediately to my right, and then press Down so he's small enough to cause him to act how he does underwater, then stand back up, he becomes unable to jump (either button) unless I hit Up first.

I don't THINK that's supposed to happen, but I could be mistaken.
Believe it or not, I still exist in some fashion.

Its actually a general issue with SMW itself and happens in the original too.
Layout by LDA during C3.
Ah; I wasn't quite sure if that was the case or not, so I thought I'd make sure.



However, I'm pretty sure I've found an actual bug this time, and it doesn't appear to be listed:

On the OW, if you go down from Reclaimed Refinery, it will lead to a 'level' right next to Smoggy Steppe; going into the 'level' results in a room w/ the Bonus Game background, no music, and no floor, so Mario just falls to his death. Also, going right will lead to Smoggy Steppe, but you can't go left from Smoggy Steppe to get to this 'level'.




EDIT: Also, in Countdown Chamber, bringing a shell into the exit pipe of the 'countdown' part of it will cause said shell to turn the color of the background.
Believe it or not, I still exist in some fashion.
Originally posted by Lightvayne
Its actually a general issue with SMW itself and happens in the original too.

The bug doesn't show up in the original because there are no one-tile-high water puddles there. Edit the level a little and the bug should go away.
<blm> zsnes users are the flatearthers of emulation
Originally posted by Alcaro
Originally posted by Lightvayne
Its actually a general issue with SMW itself and happens in the original too.

The bug doesn't show up in the original because there are no one-tile-high water puddles there. Edit the level a little and the bug should go away.

Aha! That would explain why I hadn't seen it happen in the original!

I feel much less noobish now. :P
Believe it or not, I still exist in some fashion.
Frostflow Freezer crashes the game upon entering the last area.

The W9 path in Opulent Oasis has the gravity inverted once the green monty mole is moved onto the corresponding block. We're still not done with that anti-gravity fixing.

The background goes into seizure mode on Opulent Oasis and Dynamic Disarray when the screen scrolls up or down.

Those are the bugs I could find.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.

Originally posted by AnybodyAgrees

The W9 path in Opulent Oasis has the gravity inverted once the green monty mole is moved onto the corresponding block. We're still not done with that anti-gravity fixing.

The background goes into seizure mode on Opulent Oasis and Dynamic Disarray when the screen scrolls up or down.

Those are the bugs I could find.

Everything is fixed. Still looking into the Frostflow Freezer issue.
Layout by LDA during C3.
found 1 glitch type: sprite

I discovered a stationary reusable p-switch sprite that you can still interact with the switch (solid and passable) before the switch "pops" back up (de-activate):

you see, the switch is interactable (solid and pressble) but its still showing that flattened graphic and mario is blocked from walking into it rather than walking through it as if its not pressed.
The switch is suppose to become pressable and show the "unpressed" graphic only if the timer is zero, not before zero.
try using this block. The switch is meant to be pressable when the timer is zero, not before it.

found 2 glitch type: graphic (located in Crumbling Catacombs)
there is a missing pixel on the bottom left part of the door frame in the 2nd section of the level and also on any door that mario can enter (so its not just that level, level 0x89 and 0x86.


found 3 glitch type: layer 3 (located in world 4 Stone Sea Sanctuary)
the level before jellectro boss (the area with the high tide), if the lock animation sprite flag is set ($7E:009D) such as mario taking damage, getting the powerup that shows the growing animation, L/R scrolling and dying, the water flowing right moves faster.

so if i touch a jelly fish cheep cheep etc this glitch happens.

fornd 4 glitch type: exit enabled objects
Another thing in some levels - doors and pipes placed on the edge of the screen boundry has a change that it leads to the endless bonus game by mario's position from entering those objects. This happends because mario is on the previous screen than the object and the game thinks that mairo has enter the "undefined exit".
This is a screen shot of world 4: digsite dangers.

If I stand next this door with mario slightly to the left from the door's position (such as 1-3 pixels left from the door) and press up, I get trapped. To fix that, make shure that the screen exit to link to next level is on each side of pipes/doors so no matter where mario enters that exit enabled object, he will not get stuck in the bonus game.
it also happens in the first area in world 4: Scorching Sepulcher, the horizontal pipe that sometimes lead to the bonus game or to the next area 50/50 chance.

found 5 glitch type: blocks
In world 5: fantastic elastic, where the second two koopas are, if small mario or big crouching mario manage to reach to the tight areas in the ceiling (by bouncing off the koopas and up to the ceiling), he will get stuck inside the wall.

I think this happens because the left/right side of the block bounces mario to the opposite direction, it also has a slightly upward bounce when hitting the sides. To fix that, remove the vertical speed or space the walls apart.

found 6 glitch type: block's behavior.
world ??: asteroid antics

There is a problem with the tile's behavior acting like a ledge at the "rift" of the dimension (on the ceiling where mario is going through), where the border between "space" (or where two different colors meet). perhaps the editor for blocks probably x-flip the map16 and forgot to set up the behavior for the ceiling. (remember in the 16x16 tile editor that "8x8 editing mode" select mode cannot change a blocks behavior.)
Its near the end of the area.

found 7 glitch type: powerdown patch
If fire/cape mario takes damage by an object above the screen, the game freeze but not crash with a black screen.
Screenshot of world ??: Nexus Norvegcus:

^this level is vertical autoscroll - mario hits the laser with his head and the game frozed.

found 8 glitch type: overworld
After beating world 5: carnival caper the map screen will be on the factory's submap, but mario is still in the carnival area (the level name still say the name of the carnival level.

found 9 glitch type: sprite
The blue circle flying koopa has a glitchy stunned interaction after mario hits it with a cape (it acts like a koopa shell). mario can pick it up (it can still hurt mario still), kick it, and if you kick it to the top of the screem, the hoopa graphics will "wrap" to the bottom of the screen.

^the glitched koopa right of mario. (Also, the stunned koopa has a hi-gravity when falling, so if you hit it with a cape very high, it will fall like its a meteor).
Give thanks to RPG hacker for working on Asar.









Were these on purpose?

Coaster Commotion:

The music for the rest of the level still needs to be inserted.

Stone Sea Sanctuary:

BG for the Under water part and the Boss fight needs to be redrawn.

Barathrum Baritis: The Palette for the BG looks odd. Also is this the right level?

Digsite Dangers:

The boss seems to kill himself on the next phase and the midway point has odd color



Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Quote
^the glitched koopa right of mario. (Also, the stunned koopa has a hi-gravity when falling, so if you hit it with a cape very high, it will fall like its a meteor).


Blue Parakoopas are notoriously glitchy and have been known about for at least a year now.

Originally posted by slakkmichael

(desert level BGs)

Were these on purpose?


I fail to see what you're complaint here is.

Quote
Coaster Commotion:
The music for the rest of the level still needs to be inserted.


It just needs to be changed in the editor to use the correct music number, nothing more.

Quote
Stone Sea Sanctuary:
BG for the Under water part and the Boss fight needs to be redrawn.


No it doesn't. It already is using a redrawn BG.

Quote
Barathrum Baritis: The Palette for the BG looks odd. Also is this the right level?


Level was replaced completely in the latest base ROM.

Quote
Digsite Dangers:
The boss seems to kill himself on the next phase


Could you be more specific?


Quote
Digsite Dangers:
The boss seems to kill himself on the next phase


That glitch was fixed in the newest baserom.

As for everything else pointed out, I'll be taking care of it throughout the week
Layout by LDA during C3.

Self-Explanitory.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
World 4:
Brutal Beach Bash (new level):
*The name Barithum Barthis is still there, even though the new level is in place.
*While playing through the level for the first time, I found a lotus plant that seems to be mostly floating. The only part on the ground is its right end. I'm including a picture with this report, so you can see where it is.

--------------------------------------------
World 6:
Cumulus Chapel:
*Beating this level still breaks the game.

Stormy Stonghold:
*There is a door in this stage that leads to Level 0, where I'm forced to lose a life.
--------------------------------------
World 8:
Petroleum Passage:
*Glitched graphics present.
*Empty message box still there. Scorpion did tell me that he doesn't remember writing a second message.

Nexus Norvegicus:
*Glitched graphics present.


Vanilla Twist!

Originally posted by Hailcrash
bugs


Everything but the Chapel level is now fixed
Layout by LDA during C3.
It's been a very long time since I've even touched Cumulus Chapel, but if I recall, I did a few unique things in that level that weren't done anywhere else in the hack. These may be contributing to the crash, and they include:

-Putting the goal sprite in a vertical area.
-Implementing Yoshi drums into the song via an AddmusicM-specific command. If the base ROM isn't utilizing AMM anymore (I don't know if it was moved over to AMK or not), then it may be causing the crash.