Language…
16 users online:  AmperSam, Dangil, DanMario24YT,  Donut, drkrdnk, EvilAdmiralKivi, fsvgm777, Guido_Keller, JezJitzu, mmmdoggy,  patcdr, Scags, timothy726, tOaO, Tomi P, Zavok - Guests: 264 - Bots: 349
Users: 64,795 (2,377 active)
Latest user: mathew

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


That is awesome, thank you very much ^_^. I'll get this in soon.
Layout by LDA during C3.
Originally posted by Extroble
Originally posted by Lightvayne, announcements thread
-Briar Mire - Needs a Layer 3 Castle BG




http://bin.smwcentral.net/u/8006/briar.zip

Welcome back Extroble! What's going on with you?

That looks pretty darn schweet, I like it.
feels like you are in a fortress with that background, good job! Without it, feels like you are in a dark area.
Give thanks to RPG hacker for working on Asar.
I'll report some bugs:

-The World 6 boss isn't inserted or fixed, still crahses.
-The New Layer 3 BG isn't inserted.
Originally posted by Roberto zampari
-The World 6 boss isn't inserted or fixed, still crahses.


I'm aware of this. I'm working on it; please give me time.
I should get a new layout.

Probably won't, though.
After some months of inactivity, I return, download the latest patch and have already found bugs.

Title:
When the "MARIO A / B / C" appears the 2 next to SMWCP2 disappears and the background goes light blue.

General:
The boss clear music sounds off as if it were the original using different instruments

Hub/W4B boss:
Where is this in Digsite Dangers?

Hub/W5 boss:
This isn't implemented yet and needs to be finished

Hub/W6 boss:
Not yet implemented? It just blackscreens.

Hub/W8N boss:
It stops with no way to continue and the sides exit out the level.

Hub/W8T boss:
Can exit out of sides and boss unbeatable as no attack opportunities are given

World 1-1:
Someone somewhere broke the fadeout.

Before:


After:


Mario doesn't perform his "act clear" sign, and there's about a 7 second delay between the act clear music finishing and the stage finishing

World 1-2:
The Lakitu cloud still shoots right when holding left and right.

why has the flying hammer brother exploded

World 1-4 aftermath:
The vanilla world 2 clear snuck in

World 2-1 aftermath:
The vanilla world 4 clear?

World Map:

His pallete is broken.

World 2-3:

His shovel is broken


You can get stuck by flying top-right from the top of the first vertical passageway (BG1 omitted)


This bug is STILL here

World 4A-1:
The checkpoint's broken


Plays title screen music, refer to previous posts, STILL broken

World 4B-Digsite Dangers:
Taking the upper route leads to an endless bonus room

World 6-3:
Crashes to a black screen after exiting right after second checkpoint
World 6-4:

I spawn in the middle of the screen and fall to my death
thx to e r i k for layout

@ The Goal sprite glitch; this was a coding glitch by MarioE, he forgot to turn off the level fade to the extra bit that freezes Mario's movement instead of making him walk....I think I know the fix....

@ Glitch Sprite tilemap; I have no clue what the hell happened. I'll look into it.

@ old cutscenes: Da hell o_O...I will look into that also

@ Mario OW palette; This is slightly my fault. I corrected the Yellow block sprite the shoots out when you complete the Switch palace. However I did not realize at the time is shares the same palette as Mario. This is gonna have to be separated at some point to fix this issue.

@ Tree Level Glitch. I'll place a ceiling. and for the palette glitch, there really should be a reason for that happening. I'll look into it

@ the rest. I'll look into it
Layout by LDA during C3.
Originally posted by Samario
World 2-3:
[img]
His shovel is broken

This should have been fixed two years ago really. I've sent Lightvayne a patch to remap the tiles, so all that's left is the applying it seems.


 

It was applied and was working previously, so not sure what broke
Layout by LDA during C3.

Most of the above glitches have been fixed, however...


I can't seem to duplicate this one. Mind telling me how you got it to happen?
Layout by LDA during C3.
Okay, perhaps somewhat belated, but here's a layer 3 bg for 11C.


http://bin.smwcentral.net/u/8006/flislands.zip

Edit: While we're at it,
Code
12B	 Rusted Retribution Layer 2 segments needs a Layer 3 BG. 


http://bin.smwcentral.net/u/8006/rust.zip

Edit:
Code
122	 Lava Lift Lair 	 Cavern section needs a Layer 3 BG.	 


http://bin.smwcentral.net/u/8006/lava.zip
I have no idea if it was reported, but I discovered a strange glitch with the No-Yoshi Blocks. If you have Yoshi and you spit a P-switch into these blocks, Yoshi will disappear and those blocks will randomly turn into a 1-UP mushroom (or cause game crash). You can check this in Smoldering Shrine. Just get Yoshi and go to the Lakitu section. Get the switch and spit it out in the end of the section.

Sorry for no screenshot, my computer for some reason doesn't save screenshots properly from ZMZ.
Nice, Extroble, i'll wait the next version of SMWCP2 for further results.
Running through so far, I've found 3 bugs, pretty sure 2 are known (SMWC coins already being considered collected in a level even if empty on the OW map / Title screen text and background coloring http://bin.smwcentral.net/u/4803/smwcp2_00000.png)

One thing I didn't see mentioned in this thread (AFAICT), was the discoloration on the fence in Smoggy Steppe

Yeah, the SMWCcoins have become another thorn in my side. I need to have p4 fix the code in the status bar when ever he gets the time.

Nice catch on the fence glitch. Surprised no one noticed that before...o_O
Layout by LDA during C3.
Here's what I found in world 3 that I didn't see documented on the front page:

Akarui Avenue:
Butes and another enemy have glitched graphics



Onsen Overhang:
Ninji can jump into ceilings and walls, just lower it's platform and you'll be good


The text box for the toxic water gave off more of a "take a hit" vibe, and not a "kills you" vibe.


Togepuku Tussle:
The chainlink fence or whatever it's called is glitched around the borders


There's an empty message box underwater, I'm guessing that the message at the start of the level was meant to be moved there.


Kourai Crevice:
Are the ninji here supposed to be inedible? Also, they can jump into walls, which should be fixed.



Shénmì Frica-Sea:
The midway points here don't work, if one is active, the game will freeze while loading the level.

This part of the cliff seems odd, since you can't jump through the bottom of the ledge below it.


Minor gripe here, but I think it would be a good idea to make the hole there a bit more tangible. Adding EXanimation to show water flowing in there or more rubble could work.


Submap:

pressing right while on the pipe to the right of Pon-Pon Palace will make mario walk onto a pathway that doesn't exist.
World 2 bug findings:

Treetop Toss-up:
Para-Bobombs use the incorrect palette in the original SMW, this is nearly impossible to notice though, since they use little to no coloration. The graphics used however, make it quite noticeable.


Manic Mine:
This is more of an annoyance than an actual bug, but when the timer on the mine cart expires, the light disappears instead of turning off, it looks a tad odd.


Floral Fears:
glitched graphic enemy at the start.


Briar Mire:
Not sure if it's actually a bug or not, since it actually looks good, but the Dryad sometimes spawns pink munchers and green apples instead of red ones.

In Coaster Commotion, the palette perspective between the Foreground and background is a little off. The background is darker than the foreground. Either brighten up the background or darken the foreground.

Also, palette 7 causes the clouds in the foreground to have a bad palette, and glitches all palette 7 related things due to the background. I noticed palette 1 isn't being used at ALL, so why not move those 2 palettes up and have palette 7 back to normal and the like?

It's minor, but it would be a good idea to change the palette.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Originally posted by Falconpunch
In Coaster Commotion, the palette perspective between the Foreground and background is a little off. The background is darker than the foreground. Either brighten up the background or darken the foreground.


You really have no idea how lighting works do you?


@ Atma:
-The Bombomb sprite has been fixed
-Could probably draw an off light on the kart itself...
-The glitched sprite was removed
-They are suppose to be colored like that
-Bute GFX were fixed
-The Glitched fence gfx are fixed
-Not sure what message was suppose to be in that box, but I'll look into it

Everything else I'm still working on.
Layout by LDA during C3.