DSHack

Archive Generated December 23rd, 2018
whitescreen
Author Posted on 2016/01/01
#1255
B.B ive been trying to port n64 mario raceway and it seems to be ok but every time i try to load it, it white screens. i've created key checkpoints, enemy routes, item routes, etc. maybe i did something incorrect along the way.

if needed, here's the szs. i only replaced the bcmdl, kmp, and kcl
http://a.pomf.cat/uxqafe.szs

any help would be appreciated!
Author Posted on 2016/01/01
#1257
MKGirlism It's quite difficult to verify, as one part of the CT falls outside the Viewport.
But what I've found is:

1. The Startline object is outside the Checkpoints, it's supposed to be inside.
Wherever you put the Sun object, doesn't matter.
2. Item Paths are even more interesting, because the 0th Path has 1 as both Prev 1 and Next 1, and the 1st Path has 0 as both Prev 1 and Next 1.
Fixing that one would be easy: Simply remove the 1st Path (I mean, the one with ID 1, not the first on the list), so you'll be left with only 1 Item Path. After that, make sure you change Prev 1 and Next 1 to 0.
3. The Y Axis for almost all Item Points is 0, make sure it's at least +1.
Author Posted on 2016/01/01
#1258
DarkFlare First of all, your BCMDL is named wrong. But apparently that's not the only issue, because it froze when I named it properly.

So that means it's an issue with the KMP. I have personally never made a KMP that works, even though i follow exact guides from people, and moving a single point causes the game to crash. But it looks like your checkpoints are too close.

and btw i was also working this track, but we can have 2
Author Posted on 2016/01/01
#1259
B.B
It's quite difficult to verify, as one part of the CT falls outside the Viewport.
But what I've found is:

1. The Startline object is outside the Checkpoints, it's supposed to be inside.
Wherever you put the Sun object, doesn't matter.
2. Item Paths are even more interesting, because the 0th Path has 1 as both Prev 1 and Next 1, and the 1st Path has 0 as both Prev 1 and Next 1.
Fixing that one would be easy: Simply remove the 1st Path (I mean, the one with ID 1, not the first on the list), so you'll be left with only 1 Item Path. After that, make sure you change Prev 1 and Next 1 to 0.
3. The Y Axis for almost all Item Points is 0, make sure it's at least +1.


The part of the CT outside the view is inaccessible to drivers anyway, so it's not an issue. There's no need to put checkpoints out there.

1. OK, I didn't notice. I removed the Sun object too.
2. Oh, alright.
3. I got lazy here. I fixed each path to a Y coordinate.

Even with all of these changes, and DarkFlare's notice that I named the BCMDL incorrectly, it still gives a whitescreen. At this point, I'm not sure of the issue. Maybe the filesize is too big or the Enemy Paths are too complex?

Here is the updated .szs:
http://a.pomf.cat/ofddfc.szs

First of all, your BCMDL is named wrong. But apparently that's not the only issue, because it froze when I named it properly.

So that means it's an issue with the KMP. I have personally never made a KMP that works, even though i follow exact guides from people, and moving a single point causes the game to crash. But it looks like your checkpoints are too close.

and btw i was also working this track, but we can have 2

Sorry, I didn't know. This track seemed the most simple to port for me so I chose it.
Author Posted on 2016/01/01
#1264
DarkFlare I'll let you take care of it, I've pretty much lost my patience with MK7.