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 Post subject: Re: Paper Mario (Updated 2-21)
PostPosted: Tue Jun 15, 2010 3:18 am 
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Wally wrote:
Gunna have a look at these blends tonight


Actually there's way too much guesswork involved, Kreationz could you fix Paper Mario so we can view the Displaylist debugger please.


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 Post subject: Re: Paper Mario (Updated 2-21)
PostPosted: Tue Jun 15, 2010 4:51 am 
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Wally wrote:
Gunna have a look at these blends tonight


eh. I need kreationz to fix the Displaylist Debugger before I can work on this.. Its too hard otherwise.


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 Post subject: Re: Paper Mario (Updated 2-21)
PostPosted: Tue Jun 15, 2010 8:45 am 
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Wally wrote:
Wally wrote:
Gunna have a look at these blends tonight


eh. I need kreationz to fix the Displaylist Debugger before I can work on this.. Its too hard otherwise.


I fixed some things on the DL Debugger. What is still broken ?


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 Post subject: Re: Paper Mario (Updated 2-21)
PostPosted: Tue Jun 15, 2010 3:42 pm 
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Try running it on Paper Mario :P


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 Post subject: Re: Paper Mario (Updated 2-21)
PostPosted: Thu Jun 17, 2010 10:21 pm 
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maxi_jac wrote:
I fixed some things on the DL Debugger. What is still broken ?


Are you able to fix the Display List Debugger, maxi_jac? Kreationz is busy with the Async bug, but I will stalk him until he fixes it if you can't/don't want to do it. :P



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 Post subject: Re: Paper Mario (Updated 2-21)
PostPosted: Fri Jul 09, 2010 9:03 pm 
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Don't be lazy Wally <_< just use the missing_mux to get those blendmodes done, how you think I made around 20+ Paper Mario blendmodes? :P



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: Paper Mario (Updated 2-21)
PostPosted: Fri Jul 09, 2010 10:45 pm 
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Salv-E wrote:
Don't be lazy Wally <_< just use the missing_mux to get those blendmodes done, how you think I made around 20+ Paper Mario blendmodes? :P

Errghh.. salvy that's 2 gravedigs in a row, lol... Display List Debugger doesn't work right OoT either, I think I should mention...



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 Post subject: Re: Paper Mario (Updated 2-21)
PostPosted: Fri Jul 09, 2010 10:58 pm 
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@@ NintendoBoy14 : I never liked how the "rules" in mods is for grave digging is to be honest.

My say is as long as the said reply is still in topic or it's useful to the thread I don't see why to lock it or complain about it.



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: Paper Mario (Updated 2-21)
PostPosted: Sat Jul 10, 2010 12:20 am 
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Salv-E wrote:
@@ NintendoBoy14 : I never liked how the "rules" in mods is for grave digging is to be honest.

My say is as long as the said reply is still in topic or it's useful to the thread I don't see why to lock it or complain about it.


It's only "grave digging" if the topic is more than a month old, and this one isn't. Besides, I'm going to update the thread soon. I almost beat the Crystal Palace and it froze; and I forgot to make a savestate :/



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 Post subject: Re: Paper Mario
PostPosted: Tue Aug 03, 2010 4:40 am 
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mattkd wrote:
I've heard that theres been freezes throughout the game. I wonder if that'll ever be fixed. how do you even get passed em?

Actually, the game has become quite stable, but still the way I bypass the freezing bugs is by creating savestates frequently, since most of the bugs are random.

As for the other question, the game doesn't have that many graphic bugs (so far) just the ones that everyone knows, and these, which btw is not how Mario looks in the entire dungeon, just a few parts.


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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Sun Oct 24, 2010 3:52 pm 
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Cleaned up the first post as some of the bugs have been fixed :)

I'm done with Chapter 7, and now all that remains is Chapter 8. Fortunately there haven't been many new bugs, just the previous ones that re-appear in different parts of the game. I added two bugs, and I believe both of them are regressions.



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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Sun Jan 02, 2011 3:39 pm 
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Im using Rev 631 For my psp go running 6.20 TN-B And i noticed Mario and his Companion are black squares when walking in shooting star summit for the first time
Ill include a savestate and a picture
Attachment:
File comment: Picture
sd0000.png
sd0000.png [ 120.17 KiB | Viewed 1660 times ]

Hope this helps :)


Attachments:
File comment: SS
saveslot0.ss [1.1 MiB]
Downloaded 57 times
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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Tue Jan 11, 2011 1:49 am 
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@@ DarkGigaBowser : Thanks for the report, that's a known issue. Maybe now that the debug display works in Paper Mario, somebody could try and see if is fixable with a blendmode.



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: Paper Mario (Updated 2-21)
PostPosted: Fri Jan 21, 2011 6:39 pm 
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Wally wrote:
Wally wrote:
Gunna have a look at these blends tonight


eh. I need kreationz to fix the Displaylist Debugger before I can work on this.. Its too hard otherwise.


Now it works Waldo, get to it! Pretty please? :3



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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Thu Feb 10, 2011 7:47 pm 
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Paper Mario is just so awesome, but it's got too many bugs on Daedalus!D: (Hope ths isn't TOO much of a bump, after all it's only been 10 days since last post :P)


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