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Post by Euclid on Tue 18 Oct 2016 - 7:37

It's been happening a lot lately - you lose control of conker when it happens - it accepts no controller input aside from Y and A.

Here's one which I can consistently reproduce (easily):

If you hold A to dash into the kokori milk bar (or any entrances), and then release A but instead hold the Y button with feather conker while the circle effect of entering the bar is happening, the game will stop receiving controller input once Y is released when you are within the bar (release only after the circle effect is gone)

Happens to random overworld area transitions and entrances as well.

EDIT: I have a tracelog of it, appears to be a routine hijacking the controller input....

$80/83EB 22 00 F6 A2 JSL $A2F600[$A2:F600]

Double EDIT: looks like $02F8 isn't cleared in this condition.
Easiest fix would be to clear it when entering caves....

Triple Edit: I won't have time to fix it!
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Post by Conn on Tue 18 Oct 2016 - 9:30

That is strange now. It is the same bug as Superskuj ran into and I actually have already fixed in v1. Also the X in the superbomb (v2) wasn't part of the rom. Luckily everything from v3 (msu fixes) is working. Something went wrong here, either I didn't upload the correct patch or SePH didn't apply it.

Whatsoever, attchaed
- superskuj entrance feather bug fix (2nd attempt)
- X on dynamite fix (second attempt)
- monologue hook

The difficulty select works like a charm Very Happy
I also tested to select easy, read again and select normal. Flag is then reset, as it should be!

Also thanks for my monologue! It's perfect now!! I could spend hours in my room Razz

Nitpicking but strange nevertheless: if I leave my room, I find a barrier here, which is not there when leaving Euclid's room (rebouncing with boots on that screenshot)...
Major Bug? Conker37
if you walk on that spot from right side you can even take a bath Very Happy :
Major Bug? Conker38
Pressing A will let you collect a bush with rupees Ohmygod
Major Bug? Conker39

Also, when leaving Superskuj's Titch, you walk backwards to the entrance, same glitch occured a while ago on your computer.
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Post by Orochimaru on Tue 18 Oct 2016 - 13:44

Those three first bugs are probably overworlds event that eventually happen when progressing to the game. Nothing I can do.

Euclid fixed a lot already and there was probably even more in Parallel Worlds.

Skuj's entrance will stay like that. I ran out of entrances to use.

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Post by Conn on Wed 19 Oct 2016 - 1:43

Ganon still can be killed without an eden arrow, if you let him freeze, and then wait (do not shoot an arrow) and constantly use spin attacks on him.
His life energy (18 at this point), can be zeroed through the spins.

I do not know whether Euclid wants to fix this.
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Post by Euclid on Wed 19 Oct 2016 - 2:50

no not fixing it - i cant reproduce it. His hp should be reset to 0x18 every time he freezes, i have no idea how you guys are getting around it.
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Post by Conn on Wed 19 Oct 2016 - 3:14

It happens all time. When he's down at 18 and freeze, let him recover and attack him with spin attacks only.
Also it happened to erock:




Last edited by Conn on Wed 19 Oct 2016 - 4:52; edited 2 times in total
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Post by Euclid on Wed 19 Oct 2016 - 3:20

leave it as an easter egg if i can't fix by end of the weekend.

Edit: a quick check of the video shows he had red lightsaber - not a bug.

Sword 4 actually has spin attack value of 0x18 - same as silver arrows on ganon. If you're going to use the evil lightsaber the least i can do is make things easier for a player.
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Post by Conn on Wed 19 Oct 2016 - 4:55

I'll probably trace it when I'm home, then I can tell you what's wrong in the code Wink

Also, erock has the glitches detected, but he played on sd2snes, without cheating. Maybe a room too much checked?
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Post by Euclid on Wed 19 Oct 2016 - 5:07

i won't know unless i have the srm, could be a side effect of him using the beta patch where my room was moved to room 1 (i had to quickly fix it)
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Post by Euclid on Wed 19 Oct 2016 - 6:59

Hah that's actually a bug from the original LTTP - basically what's happening is as he's moving (dashing), his AI routine is 0x12 (move) rather than 0x11 (shoot bat). During the 0x12 MOVE AI, the game actually hooked it up to the normal damage routine, so normal spin damage is applied, rather than the special one.

My code is hooked off when he's shooting his bat (routine 0x11).

Because it's a split second, the likelihood of it happening in lttp is very close to nil - however if you aim very carefully with your spin attack just as ganon starts to move in the original, you can reproduce it.

I'll hook something off the damage routine for this - hopefully it doesn't lag everything else (0x11 damage routine is the normal one, which means it gets executed when anything gets hit (even a Goomba in retro land).

As I'm sleepy and have work tomorrow, can this wait?
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Post by Conn on Wed 19 Oct 2016 - 10:55

The fix is rather easy:

Here's the code executed on spin:
Code:

$86/EF61 BD 50 0E    LDA $0E50,x[$86:0E50]   A:0808 X:0000 Y:0009 P:envMXdizc
$86/EF64 85 00       STA $00    [$00:0000]   A:0818 X:0000 Y:0009 P:envMXdizc
$86/EF66 38          SEC                     A:0818 X:0000 Y:0009 P:envMXdizc
$86/EF67 FD E2 0C    SBC $0CE2,x[$86:0CE2]   A:0818 X:0000 Y:0009 P:envMXdizC
$86/EF6A 9D 50 0E    STA $0E50,x[$86:0E50]   A:0810 X:0000 Y:0009 P:envMXdizC
$86/EF6D 9E E2 0C    STZ $0CE2,x[$86:0CE2]   A:0810 X:0000 Y:0009 P:envMXdizC


You could hook somewhere in above fragment, make a security check if $A0 is #$00 or whatever (so it is indeed Ganon), and replicate this code of yours:

Code:
$30/8400 A9 01       LDA #$01                A:8F13 X:0000 Y:0001 P:envMXdizC
$30/8402 9D F0 0D    STA $0DF0,x[$9D:0DF0]   A:8F01 X:0000 Y:0001 P:envMXdizC
$30/8405 BD 50 0E    LDA $0E50,x[$9D:0E50]   A:8F01 X:0000 Y:0001 P:envMXdizC
$30/8408 C9 20       CMP #$20                A:8F18 X:0000 Y:0001 P:envMXdizC
$30/840A 90 07       BCC $07    [$8413]      A:8F18 X:0000 Y:0001 P:eNvMXdizc
$30/8413 A9 18       LDA #$18                A:8F18 X:0000 Y:0001 P:eNvMXdizc
$30/8415 9D 50 0E    STA $0E50,x[$9D:0E50]   A:8F18 X:0000 Y:0001 P:envMXdizc
$30/8418 A9 7F       LDA #$7F                A:8F18 X:0000 Y:0001 P:envMXdizc
$30/841A 9D F0 0D    STA $0DF0,x[$9D:0DF0]   A:8F7F X:0000 Y:0001 P:envMXdizc
$30/841D 6B          RTL                     A:8F7F X:0000 Y:0001 P:envMXdizc

BTW: too much work probably, but I wonder whether a palette swap is possible while Ganon is in freeze state, like turning him into lightblue or white as it was in original Zelda? I tried to artificially test this in $0f50 but failed.

Edit:

Here's Erock's srm, where it says glitches detected, though he didn't cheat in case you like to check
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Post by Euclid on Thu 20 Oct 2016 - 2:22

i know the fix to swap stop him from dashing cleanly, just didn't have time to write some asm.

i'll fix it up today/tomorrow.
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Post by Euclid on Thu 20 Oct 2016 - 6:41

I just checked Erock's srm file.

Room 243 right side - must be because of layout 7, the real hardware must do something different in terms of checks. I'll remove it from the ending check since it's layout 7.
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Post by Euclid on Thu 20 Oct 2016 - 7:26

Ganon silver arrows fix. This should get him for good.

I still don't like where I've done the hook - I do check for ganon but it literally gets executed everytime something gets hit (even outside of room 0)

Hopefully it doesn't introduce too much lag - I've minimised the number of cycles used there as much as possible.
Attachments
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ganon_fix2.asm.txt You don't have permission to download attachments.(1 Kb) Downloaded 2 times
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Post by Conn on Thu 20 Oct 2016 - 7:32

Great!
if you'd use the fastrom banks it might help, e.g., instead 30/8400 -> b0/8400. But I assume this code is only executed on hitting him, so there is no lag to expect.
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Post by Euclid on Sat 22 Oct 2016 - 3:22

It's actually not noted anywhere for the following things which we just take for granted - put it in the readme where possible
- L/R swap items
- Functions of Weed/Speed/Beer except for someone noting the prices are the same as lttp (red/green/blue potions respectively)
- Beer got thrown into the drugs category which I'm sure the masses won't agree. Happy to rename it to "Just beer?" in the start menu to indicate it's not ordinary beer.

Minor issues (doesn't have to be fixed)
- No Chris Holigan room exit so if in some strange case a player ends up in room 3 the rom will crash on exit - but you appeared to have used up all the exits, so I would just remove the exit in room 3 and force the player to take the red pill.
- dungeon 1 - Room 11 - the door going down doesn't work - I needed to backtrack for that extra 100 bucks in room 27 (I'm greedy Razz)
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Post by Orochimaru on Sat 22 Oct 2016 - 9:47

L/R items switch is explained in the monologue when you get the 2nd item (hookshot)

Dont feel like rename the beer. I would have to change my monologue as well and I gotten lazy. Theres enough drugs in there lol

Chris hoolihan exit is supposed to be set already on the starting entrance. I'll verify at home.

I'll change the 100 rupees chest into 5 rupees so you arent greedy lol

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Post by Orochimaru on Sun 23 Oct 2016 - 9:20

Found a bug yesterday while testing.

If you start a game on the third slot, link's uncle is still having a sword and shield in his hands (although glitched gfx)

Also is it possible to change the beginning music you first hear when you wake up into the village music? Native only.

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Post by Conn on Sun 23 Oct 2016 - 11:39

mh, I tried hard to reproduce that slot3 bug... failed. Do you maybe have some cheats activated?

As for the music... frankly, I'd rather not like to stir again in that code. Music and msu1 is working. This starting music is coupled with msu1, and 8 days before release, the chance is higher to break anything here than that this has a real advantage. This is so small (you hear the village music on re-entering and also always on part3 starting) that I'm tempted to put that request into Erock's corner Razz
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Post by Orochimaru on Sun 23 Oct 2016 - 13:37

Lol

Alright will check if cheats are the cause and probably try to change the beginning music into the village music directly in the music editor.

No need to cause more bugs at this stage :p

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Post by Conn on Sun 23 Oct 2016 - 16:36

You can try
02/dea6: 03 -> 07

if you use theme; however I do not know know what happens with msu then. It appears that track 03 is the same as 07. But I lost the track list, or am unsure how msu handles this 03/07 music tracks. So it's your risk Wink

As for slot3, I retried... works perfect for me. If you didn't cause any side effects through some changes since my last patch or have some cheats activated, I'd not know what's wrong here

Edit:
Ah, the first real life help of Euclid's msu player Razz (Conn)
Track 03 and 07 are the same, means you should be able to switch that byte SePH and wish granted Very Happy
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Post by Orochimaru on Sun 23 Oct 2016 - 18:21

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^^yep already knew this :-)

Reason why they were the same was because of that damn beginning song that would play, but you fixed this!

Awesome!

(I actually search for that byte in all of MoN's source for about two hours but couldn't find it!)

Also tested the bug I mentioned and it doesn't happens anymore it seems. Most probably some cheats were the cause!

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Post by Conn on Sun 23 Oct 2016 - 19:11

Had a busy day, therefore I didn't look at it in first place... for me that was in the end one trace log and 2 minutes work, so sorry for having you search 2 hours for naught.
Great that the slot3 bug magically solved Wink

Time for retirement Very Happy
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Post by Orochimaru on Sun 23 Oct 2016 - 20:53

Indeed!

Feeeeels great already.

Time to wait seven more days and then release!

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Post by Conn on Mon 24 Oct 2016 - 4:46

So, you are done, Euclid is done, qwerty is hopefully soon done, and that's it? Woot!!
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