Conker's High Rule Tail (v1.1.2)

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Conker's High Rule Tail (v1.1.2)






Hack v1.1.2 Download: https://goo.gl/Wq70JE

MSU-1 Pack Final v1.1: https://goo.gl/7p37DX

Password for the msu-1 files:

!conkermsu1!


Have fun! Very Happy


Last edited by SePH on Sun 12 Mar 2017 - 0:45; edited 2 times in total

SePH
    
    

Since : 2012-06-19

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Conker's High Rule Tail (v1.1.2) :: Comments

Post on Sat 4 Mar 2017 - 6:55 by Puzzledude

Time for glory.
Not sure why, but the original video is gone.



Last edited by Puzzledude on Sun 12 Mar 2017 - 8:04; edited 2 times in total

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Post on Sat 4 Mar 2017 - 12:12 by Puzzledude

Seems like there is a bug in v1.1. When you defeat the skeleton in the first dungeon, he starts blowing up (as if boss) and then a wallmaster brings you to the entrance, disallowing you to finish the dungeon and thus the game.

So here is the v1.0 which does not have this bug and can be indeed finished from beginning to end. This 1.0 is a temporary substitute for 1.1 until we figure out what is wrong in 1.1.

Download v1.0
http://www.bwass.org/bucket/ConkerHRT_v1_0.zip

Also resubmitted the temporary 1.0 to Romhacking (in the queue), since you can not really play far in v1.1.

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Post on Sat 4 Mar 2017 - 12:16 by Conn

Just traced it (not fixed), the problem is here:
Code:
$86/EE82 BD 6B 0B    LDA $0B6B,x[$86:0B6C]  A:0AA7
$86/EE85 29 02      AND #$02                A:0A02
If the value is 00 instead of 02 at $0b6c, the bug won't appear. I try to see where this value comes from Sad

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Post on Sat 4 Mar 2017 - 12:30 by Conn

Ok, here's the fix:
change at
06/b5e6: 02 -> 00

I do not know how, why or anything why it got a 02 in this table. I'll ask Euclid. For testplayings you can however use this value to continue playing.

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Post on Sat 4 Mar 2017 - 12:43 by Puzzledude

Nice.

Here the hex comparisment at 6B580 (block is 67 long)
v1.1
Code:
60 61 61 61 61 61 61 61 61 61 61 00 00 00 00 00 00 02 02 02 00 00 70 00 00 00 90 90 00 00 00 00 00 00 00 00 00 00 00 00 00 60 60 00 00 00 00 00 00 00 00 00 00 00 80 00 00 02 00 00 70 00 00 00 00 00 00 00 00 B0 00 C2 00 20 00 02 00 00 00 00 00 02 00 B0 00 00 00 00 00 00 00 A0 A0 00 00 00 04 02 00 00 00 00 02

v1.0
Code:
61 61 61 61 61 61 61 61 61 61 61 00 00 00 00 00 00 02 02 02 00 00 70 00 00 00 90 90 00 00 00 00 00 00 00 00 00 00 00 00 00 60 60 00 00 00 00 00 00 00 00 00 00 00 80 00 00 02 00 00 70 00 00 00 00 00 00 00 00 B0 00 C2 00 20 00 02 00 00 00 00 00 02 00 B0 00 00 00 00 00 00 00 A0 A0 00 00 00 04 02 00 00 00 00 00

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Post on Sat 4 Mar 2017 - 12:45 by Puzzledude

so there are 2 differences:

at 06/b5e6: 02 -> 00

and there is also another difference (hopefully the intended bugfree one) at 6B580 (60 --> 61)

Not sure what this table is.

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Post on Sat 4 Mar 2017 - 12:51 by superskuj

That's one of the sprite property tables: http://alttp.run/hacking/index.php?title=Sprite_Properties#.2406B53F

That other change will allow (or disallow) an enemy from falling in holes. I believe that was to prevent an enemy without a falling animation from being knocked into holes.

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Post on Sat 4 Mar 2017 - 12:58 by Conn

Ok, well, I edited the first post attached and noted to apply the "hotfix". That's all we can do for now. I hope no further critical bugs will be found Sad

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Post on Sat 4 Mar 2017 - 13:00 by Puzzledude

Ok, here's the fix:
change at
06/b5e6: 02 -> 00
I tested this, and the room is now fine.
Who would have thought, that this 1 byte change was preventing the entire game to be solved.


That other change will allow (or disallow) an enemy from falling in holes. I believe that was to prevent an enemy without a falling animation from being knocked into holes.
Ok, good to know.

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Post on Sat 4 Mar 2017 - 13:04 by Puzzledude

Ok, well, I edited the first post attached and noted to apply the "hotfix". That's all we can do for now. I hope no further critical bugs will be found.
Indeed. I was certain 1.1 is bugfree, since 1.0 was also close to the final version. I will leave the 1.0 in queue on Romhacking, since I've played it through from beginning to end and know how it behaves. Once the 1.1 is played through at least once, I can simply make another edit/update to 1.11 to indicate all the additional fixes from 1.1.

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Post on Sat 4 Mar 2017 - 14:15 by Puzzledude

I do not know how, why or anything why it got a 02 in this table.
Superskuj already found out why this change occured. Using his sprite editor you can change the sprite properties. That 61 to 60 means for the sprite to not be able to fall down the pit for instance. In this manner the stalfos were accidently edited/tested and then accidently left on this false attribute (02 instead of 00) which would define their sprite as the boss-type.

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Post on Sat 4 Mar 2017 - 14:19 by Conn

So SePH seems to have forgotten to change that back...

I hope you won't run into further major glitches; if you do you surely let us now... Also let us know as soon you cleared the game, so we know that 1.1b release is safe Very Happy

SePH and/or Puzz, please resubmit the merged hotfix patch at romhacking and replace the patch file in this post with the merged hotfix.

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Post on Sat 4 Mar 2017 - 14:43 by Puzzledude

Also let us know as soon you cleared the game, so we know that 1.1b release is safe
I have to say this bug was found by someone else on the Discord forum/speedrun community.


SePH and/or Puzz, please resubmit the merged hotfix patch at romhacking and replace the patch file in this post with the merged hotfix.
Currently I will leave the 1.0 on Romhacking, as it is still on queue. Since this version is the last one to be fully finished/tested from beginning to end (and we know it can be finished despite small problems which were addressed in 1.1).

Once the 1.1 is played at least once from beginning to end (currently not so), then I will submit that version (probably labeled 1.11= 1.1+fixes).

And since they need 24 hours to accept anyway, the queue would have multiple versions. So they might get confused, if I resubmit right now.

So this is the plan for Romhacking:
-in queue already (temporarily reverting back to 1.0, which I played from beginning to end and know it is stable enough for release),

-then resubmit/update to 1.11 (= 1.1+fixes) - but only after the entire game is finished from beginning to end (not so at the moment)

-future (erock's new gfx), resubmit/update to 1.2 if necessary


This is also importaint:
-be able to expand the credits on Romhacking to 10 people instead of 5 and add contributors : Erock, Qwerty etc (I can not do that since when I select 10, the site "freezes").
-also in queue already: change Music artist to "Trovsky" (already done, just again waiting approval).


Of course here on Zeldix SepH can just display the current 1.1 with hotifxes - or also merge them with the IPS. Not so easy to do that on RHDN due to 24/48 hour delay in the queue.

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Post on Sat 4 Mar 2017 - 16:14 by Puzzledude

Also let us know as soon you cleared the game, so we know that 1.1b release is safe.

Just started retesting the game. I named it 1.12, as I fixed that stalfos-exploading byte - and also the new checksum bytes. I can see the other 1.1 updates already.

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Post on Sat 4 Mar 2017 - 17:51 by SePH

Puzzledude wrote:Seems like there is a bug in v1.1. When you defeat the skeleton in the first dungeon, he starts blowing up (as if boss) and then a wallmaster brings you to the entrance, disallowing you to finish the dungeon and thus the game.

Facepalm (Forgot to revert that lol) Very Happy

Is it easy to update it on rhdn once its out of the queue? Do I have to re-submit it I mean?

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Post on Sat 4 Mar 2017 - 17:58 by Puzzledude

Facepalm (Forgot to revert that lol) Very Happy

Is it easy to update it on rhdn once its out of the queue? Do I have to re-submit it I mean?
I already submitted the 1.0 version SePH, which will be updated tomorrow or the day after to the 1.12 version, which I'm currently still testing to avoid further bugs. I also fix the checksum for instance, since when you edit that byte back to 00, the checksum is invalid (tivial but still).

But it would be nice for you to resubmit the credits. Currently also 2 edits in the queue, both wrong.
So you can make another "edit credits" entry:
first change Chpexo to Trovsky (new hacker write-in as he is not on the list of existing hackers), then change 120 new songs to 102 songs.

Then expand the number of people from 5 to 10 (I can not do that for some reason), and add people beyond 5, Eroc, Qwerty etc and simply also fill in what they did, while also choosing "hacking" from the list.

This should sort out the Credits problem.

The News is already submitted.

And the Rom will be updated to 1.12 tomorrow or the day after, when I play it through (currently in dungeon-4 and I see all the updates and debugs from 1.0 which are great).


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Post on Sun 5 Mar 2017 - 20:08 by Conn

Here's a hotfix for the higan users, the bml currently in the package has this problem



The space after track 102 renders the bml to not work anymore. Here's the working one until SePH replaces it in the msu1 package, please use this
Attachments
working_manifest.zip You don't have permission to download attachments.(1 Kb) Downloaded 5 times

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Post on Mon 6 Mar 2017 - 6:47 by Puzzledude

The space after track 102 renders the bml to not work anymore.
LoL, great for you to find this. I hope this is also posted on Rhdn where one user had a problem with Higan.

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Post on Tue 14 Mar 2017 - 21:32 by corvusfan23

I was wondering if anyone here could help me get this working with the Bsnes core in RetroArch. I tried loading the manifest.bml but I think that is where the issue lies. I got it working in bsnes like the guide suggests, but I cant get it working in RetroArch with the bsnes core. Any suggestions?

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Post on Wed 15 Mar 2017 - 2:38 by Euclid

corvusfan23 wrote:I was wondering if anyone here could help me get this working with the Bsnes core in RetroArch. I tried loading the manifest.bml but I think that is where the issue lies. I got it working in bsnes like the guide suggests, but I cant get it working in RetroArch with the bsnes core. Any suggestions?
use the snes9x core - bsnes core requires some weird directory setting.

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Post on Wed 15 Mar 2017 - 2:45 by corvusfan23

I did get it to work, I just forgot to post back here. All I did was modify the bml file and voila, got it. I have the rom and all of the msu-1 files in the same directory, and it worked.

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Post on Mon 20 Mar 2017 - 20:06 by makeamericagreatagain

wondering if this would work if it were made into a snes 3ds injection

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