DSHack

Archive Generated December 23rd, 2018
A few problems with my custom track
Author Posted on 2015/12/19
#1166
CuriousTommy So I have been working on my custom track and have been making a good amount of progress. The best part it that I was able to get the course to load without crashing; however, with that being said, I am having issues with the glider and the lap counts. I used Rainbow Road as my template

With the gliders, I was wondering if there is a way to set up the jump height of that glide. There is a youtube video in case if you didn't understand what I was trying to say. without holding the joystick up, I lose a lot of height. This gets more problematic when it comes to CPUs. since it seems like the CPUs never try to tilt upward.

In case if video does not work

The interesting thing with lap counts is that I can get the first and second lap to work (Remember this is Rainbow Road so it is split into sections), but I can not get the last lap to trigger, so I can't finish the course at all. In the end. I want to have this track be driven three times instead of splitting it into three section, but I want to fix this issue before I try to figure out how to do that.

Thank you for taking the time to reading this message,
CuriousTommy

P.S. Keep in mind that this track is still a work in progress
Here is a link to my Custom Track
Author Posted on 2015/12/19
#1167
MKGirlism I fixed the Video Embed for you.
Next time, use only the Video ID.
Author Posted on 2015/12/19
#1168
CuriousTommy
I fixed the Video Embed for you.
Next time, use only the Video ID.

Okay, I'll do that next time.
Author Posted on 2015/12/22
#1193
CuriousTommy I have been playing around with my custom track recently and made a good amount of changes recently.

I came up with workarounds for the glider issue, so that is not an issue for me.

I noticed that there is a positioning bug when I am in certain sections of my custom track. There are two video that demonstrate this issue: the character position bug & the race end position bug. I am not sure what I am doing wrong since it looks like I have everything set up properly on the kmp file.

I am not sure if this bug is persistent with my recent modification, but I also noticed that using a blue shell will result with a game crash (it's not immediate though, it happens when the blue shell is about to hit the player in first place, but this only seems to happen when I attempt to finish the last lap.

With the recent modifications I have made, I still have the lap issue problem, but this time, I removed the sections in the kmp and tried to make it into a 3 lap course, so the lap change never triggers.

I also noticed that with the recent changes I have made, the CPU are having trouble with the mushroom jumps (I think the first one requires tricking in order to make it). Has anyone come up with a good solution for that?

Here is a link to my updated Custom Track
Author Posted on 2015/12/31
#1240
Miles Ermiiworth You probably have messed up the Key checkpoints. By the way, if you set Glider Routes, you can make a "fixed" route I think by linking the KCL Value to the right Path.
Author Posted on 2016/01/01
#1256
CuriousTommy
You probably have messed up the Key checkpoints.

Comparing it to other Nintendo track, I can't tell what I am doing wrong. ID 0 always starts with Key 0 and between each key, there should be 255.
I have it like this on the key checkpoints: 0 ... 225 ... 1 ... 225 ... 2 ... 225 ... 3 ... 225 ... 4 ... 225
Are there special rules for key checkpoints?

By the way, if you set Glider Routes, you can make a "fixed" route I think by linking the KCL Value to the right Path.

That's nice to know! I'll keep that in mind for the future.