Pilotwings
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20171226
Pilotwings
- Patch -
v5: http://bszelda.zeldalegends.net/stuff/Con/pw_patch.zip
- PCM's -
- Code:
https://www.dropbox.com/s/deqewz8y8y5hn96/pw.rar?dl=0
Aqua MIDI Remastered (by Aelieth):
- Code:
https://drive.google.com/file/d/1rMoUXUq9CRVSouiv2HwQ4qpPfvziIfe7/view?usp=sharing
Last edited by kurrono on Sat 30 Dec 2017 - 1:34; edited 3 times in total
kurrono- Since : 2015-03-22
Pilotwings :: Comments
New bug report: Game crashes using bsnes+ at the end of helicopter missions.
Passcodes:
108048 Secret Command Level 1
882943 Secret Command Level 2
Passcodes:
108048 Secret Command Level 1
882943 Secret Command Level 2
Shiryu wrote:New bug report: Game crashes using bsnes+ at the end of helicopter missions.
Passcodes:
108048 Secret Command Level 1
882943 Secret Command Level 2
Crashes when you finish the mission or even when you crash the helicopter and should have the game over screen?
I’ve used your passcodes and found out there’s still a buzz on sd2snes (might be the same bug that crashes on emulator) when you crash the helicopter. Right before the game over screen. Also if you wait on the start screen, a demo will start, at the very end of it there’s a short buzz.
*EDIT: on both helicopter missions mentioned by Shiryu you can’t hear the engine noise when you speed up/speed down. (maybe PCM issue with volume boost?)
Last edited by alex_com on Fri 29 Dec 2017 - 8:20; edited 1 time in total
When I landed the helicopter on the helipad and the instructors began to run up to the chopper the background disapeared and the game froze BSNES+ despite the music continuing to play.
The code is rather short and actually shouldn't crash. Sounds like a 1 byte 2byte read problem. As said I'm on vacation and can't trace. I hope kurrono can figure out
I'll figure it out ..i got my speciql friend can help me too..so it ll be fixed tonight
I confirm the crash mentioned by Shiryu on real hardware as well. Graphics get corrupted and audio keeps playing at the end of the mission. The buzz before the “game over” screen is a different bug then. If you interrupt the “game over” animation by pressing start it will do the buzz a second time.
Im checking all those opcodes tonight guys...im,at work cookin subs at 9pm ill deal that..so,dont worry
Ok, after replicating the helicopter landing, the jump that occurs at address $01a26c is the culprit (jumps to aScreenL, Tony/Shirley/Lance rescue jump). Omitting this jump code will stop the crash but at the expense of losing the MSU1 music.
What, I will need from you guys is to do a proper Bsnes093+3 save state just before landing to better capture a trace break at this point. It seems that either this address may be incorrect by a couple of bytes (forward or back). Not sure yet until someone gets me a good save state. I suck at this game and it took me a while to land the helicopter w/o dying all the time.
What, I will need from you guys is to do a proper Bsnes093+3 save state just before landing to better capture a trace break at this point. It seems that either this address may be incorrect by a couple of bytes (forward or back). Not sure yet until someone gets me a good save state. I suck at this game and it took me a while to land the helicopter w/o dying all the time.
I know a ...game genie code to make the spots not shoot u..but it gotta be on the regular rom...msu1 that dont work... Pev ill fix the buzzes..and the other crash problem u check on the landing..we will get thisndone latet..ill be out at 9pm from work
kurrono wrote:... Pev ill fix the buzzes..and the other crash problem u check on the landing...
All I need is a good save state just before landing to capture the correct address. I have a feeling this address is wrong. Or I may just need to know the instructions just before the jump that occurs at $01a26c. There may be a missing LDA that was overlooked just like the ones for your aScreenL02, L0D, L11 jump routines.
kurrono wrote:A Jsr?,i can find that with snes asm dev
As mentioned earlier, the jump from address $01a26c is where the freeze occurs. Not sure if either this the correct jump for this track or if code is just off by a couple of bytes.
I'm pretty sure that a 2 byte read causes the crash, so that
Or better:
Or whatever
You can use debug mode in Geiger and set start and end points.
Should be
aScreenL:
PHA
LDA $2002
CMP #$53
aScreenL:
PHA
LDA $2002
AND #$00FF
CMP #$0053
....
Or better:
aScreenL:
Pha
Php
Sep #$30
LDA $2002
CMP #$53
...
Plp
Pla
Or whatever
You can use debug mode in Geiger and set start and end points.
Conn, the CMP #$53 works fine, traced it in BsnesPlus and it is in 8-bit mode A. I did find out that there was a missing pnemonic code of LDA #$08 before STA $2140. I restored it and the crash is gone. Now, also noticed that PW loops this same address a couple of times until stops and plays the MSU1 track 8 (during the loop, you hear an annoying multi-screech sound, then stops and plays the track 8 fine when the loop is done).
Hey Conn i need more songs for sma...those remasteted dont bring all,songs...and for dkc
.i downloaded 3gig ocremix songs..i still have it on my pc
.i downloaded 3gig ocremix songs..i still have it on my pc
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