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

Originally posted by GreenHammerBro
p-switch sprite problem quote from before.
OOPS, Before you use the p-switch version 4.5, I highly recommend version 4.6.
I found a glitch that the p-switch did not launch mario upward when it deactivate when big/fire/cape mario is inside of it, because the bottom offset only runs if mario is UNDER the block (also run when small mario or big crouching mario INSIDE it). I update this block so it uses the body, head & bottom offset and make it warp #$10 (16 in decimal) up instead of launching mario's y speed upward.


Sorry another p-switch update -> a new version 4.7 have fixes with the upsidedown switch
Give thanks to RPG hacker for working on Asar.

Awesome, thanks for the update
Layout by LDA during C3.
head offset bug:

you see, mario's head is going through the spike block without getting hurt, even though he's isn't couching, This happens because the labels on the db $42 "head" and "body" are incorrect order. SMWiki have that wrong code and here is the code:
Originally posted by smwiki btsd
Code
db $42
JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireBall
JMP TopCorner : JMP HeadInside : JMP BodyInside

the red needs to be switched.
the order is actually:
below, above, side, sprite top/bottom, sprite sides, cape, fireball, top corner, body, and then head.
this error caused this:
Code
BodyInside: -> runs the head code
HeadInside: -> runs the bodyinside code

(don't need to fix BTSD, its working perfectly, its the labels pointers causing this bug)

I think its cause by having the head code calling the return code and was labeled "bodyinside" while the body code is running the hurt code and was labeled "headinside"

Mod edit: nuked table stretch
Give thanks to RPG hacker for working on Asar.
Levels with song 3B do not work. I think there's a problem with the song itself.
The new Sumo Graphics are gone, the new ninja chuck graphics aren't there either, and the Jelectros still don't have their new graphics.
Floor Generator

Can be converted to level/uberasm to be used in water levels. Togepuku Tussle (45, 4A, 4B), Tropical Turnout (9B), Opulent Oasis (33), Coral Corridor (44), Crystalline Citadel (78), and Carnival Caper (90, 110) will benefit from this.

(also the replacement for brutal beach but thats not greenlit yet)

After converting it and testing it as Uber ASM, I will have to admit that its a nice patch, but it has some bugs.

This not only works when Mario is near the bottom of the screen, but also near the top. Also this activates way to soon. I'm still fairly visible in the screen and still prevents me from moving left or right which would cause a problem in a few levels. Gonna have to deny the request for that to be inserted (and tbh probably should have been fixed before accepted in the section).
Layout by LDA during C3.
use this instead:

Code
REP #$10
LDX $80
CPX #$00C8
BCC +
CPX #$0200
BCS +
STZ $7B
+
SEP #$10
RTS


increase the 00C8 if mario is still too visible

Works like a charm, but bumped it up to D8 for best results
Layout by LDA during C3.
sorry, another p-switch update #smw{-_-2}
version 4.7.1 I reduce the unessary RTL's around the code and make the branch code call the return code to reduce the number of lines used. Also the offset labels in the p-switch are reduced so that its only 1 label per code it runs.
Give thanks to RPG hacker for working on Asar.
nb. Sorry if I'm not supposed to be posting here

-Killing a Lakitu over lava (world 1-2 is a good example of this) causes the Lakitu's corpse to splash with incorrect graphics.

-Dying with a Fishing Lakitu relatively close above (or below, though I haven't found a place to notice that happening) you will cause you to collect the 1-UP as you die (Edit: forgot to clarify: this does NOT make the 1-UP count)
thx to e r i k for layout
Yes, you belong here, Samario. Thanks for reporting those.

Here's a fix for bug 2. I'm not sure what to do with #1; poking the $166E value removes the splashing, but they're still interacting with the lava in ways I don't think they should.
That, and if Lakitu can create glitched splashing, other sprites (those Koopa shells, for example) can do it as well.
<blm> zsnes users are the flatearthers of emulation
BUGS:
- Big Mario's (specifically) end of level walking animation is odd - he has a look up sprite in his walking animation (but only on certain levels (1-2 for example)).
- 1-5's Bob-Omb's explosions create leaves instead of stars
- Koopas' shells (when killed by a fireball) are still affected by fireballs, enemies etc.
- World 1 Boss: chomper-like thing has graphics erroneously loaded oddly
- World 1 Boss: Fireball graphics overwritten in RAM by... something
- World 1 Boss: P-Switch music plays upon boss defeat
- SEVERE World 1 Boss: Game locks upon defeat as P-switch music is never-ending
- (technically not a bug) 1-5 message 2 is far too ambiguous
thx to e r i k for layout
MOAR bugs:
SEVERE World 2 Boss: Game freezes upon getting hit EVEN SLIGHTLY offscreen (get hit after bouncing off the Dryad)
SEVERE World 2 Boss: Game freezes upon clearing boss
thx to e r i k for layout

If I recall, the freezing is due to the SMB3 power down patch. Don't think I ever added it to the list though. Thanks for the reminder
And at the moment all the bosses crash when beaten
Layout by LDA during C3.
do they activate a music upon death? If so, they are probably pointed to a NSPC bank, AMK rewrites the entire SPC engine (music I suppose), so they'd need to be repointed.
Your layout has been removed.

Turns out the issue was related to an old OW hijack that wasnt't being used anymore. Problem has been fixed. Big thanks to Lui37
Layout by LDA during C3.
Bugsss (requested by Lightvayne to put here on IRC)
- Coaster Commotion is laughably broken
- The enemies in the bouncy castle do not pause when Mario's hit
GAME-BREAKING World Map:Pressing down on Frivolous Fires causes Mario to walk UP out of the world map to an unnamed level above the map (with World 7's music, I think). Entering this level causes the game to crash and deletes the current savefile (I had two savefiles, one with 25 exits and one with 0. After this, I only had the one with 0)
- World 5? Boss: no boss!
thx to e r i k for layout
Originally posted by Samario
- Coaster Commotion is laughably broken

In what way? Can't fix it if I don't know what's wrong.

and various physics issues



EDIT:
SEVERE World 7-3:Entering sublevel 2E crashes the game rather spectacularly
thx to e r i k for layout