News:

Don't forget to visit the main site! There's lots of helpful docs, patches, and more!

Main Menu

[SM] PLM Animations out of position

Started by dewhi100, August 24, 2017, 08:49:57 PM

Previous topic - Next topic

dewhi100

PLM Animations are offset compared to the actual position of the PLM. In the image below, the lower missile is the actual pickup. The higher one is the fake. The fake animates, while the PLM is static. It doesn't even draw (invisible) until that area goes offscreen and then comes back into view. The same may be true of the animation- it starts offscreen so I have no idea. This sample pickup and another actual pickup in the room seem offset by the same amount; the fake is x - 3 and y + 8. The door cap in the room has a similar problem. IDK if this is global as I only have one room. What's going on here?

Things that I've done in the ROM, that may have contributed: Erased over all the other rooms, setting them to pBomb door tiles. Resized room 00; it's now only 2 wide and three tall. Moved Samus' ship (technically removed and then reinstated the ship enemies). Moved the save 1 for crateria to match the ship, and Samus' starting spawn along with it. Messed up PLMs using the outdated Smile Offline and then repaired them with the help of a more recent version. Replaced room 00's scrolling sky BG with a layer2. Added the DSO patch for making layer2 transparent (a Cool Tool once you figure out how the heck it works). And I also changed the FX1 from rain to nothing, since it interferes with said patch.

[spoiler][/spoiler]

Scyzer

Does this happen for all PLMs of the same type?
If you use SMILE RF, check in the PLM Editor and make sure the PLM Offset values are both 00 for that type.
It's possible the offline test version broke something I wasn't aware of with PLMs, so newer versions can't fix it. If you want me to take a look at it, export bank $84 as a bin file (ROM Stuff > ROM Data > Address 848000, Size 8000 > Export .BIN Data) and send it to me via a message and I'll have a look.

dewhi100

So far, I've seen missiles, supers, and blue for caps behaving this way. One thing I forgot to mention is that they animate correctly in quickMet. Only when running the game normally does this happen. I've changed the room name to garbage, so I know it's not a soft-patching issue. I'll do a byte compare against a healthy room when I get home, and post a dump if I'm still stuck.

dewhi100

I can confirm that the only change in Bank 84 is a single byte, changing the missile pickup from 05 to 01.

Smiley

Sounds like you just have a bad door transition somewhere.

dewhi100

After more testing, that's sort of what happened. The problem is the Crateria Save 1 that I modified. Apparently, the Save Station X and Y (pixel that will be top-left corner of the screen) must be a multiple of 0X100, or else the PLM animations are drawn in the wrong place. Is there any way around this? I'd rather not have to redesign my room.