Patch update

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Re: Patch update

Post by Puzzledude on Fri 3 Oct 2014 - 16:45

Hello, Conn,

can you tell me what you actually did to fix this, since I can't seem to find this particular debug in the all-in and complete items. I'm using only the Morning star in the IQ hack and have this issue in room 198.


Further testing revealed this:
Peg Switch is to "blame". It always takes priority over the Morning Star. So every peg switch in the room (if on screen) will make the Ball of the Morning Star disappear. I hope this helps to fix this.


Tested some more, the upper update fixes the Peg switch priority problem. Still wondering which code does this though.


Last edited by Puzzledude on Fri 3 Oct 2014 - 17:34; edited 2 times in total
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Re: Patch update

Post by Conn on Fri 3 Oct 2014 - 19:03

First of all, I Need to announce this glove Fixing back, v2 which solves the bunny issue as well:
https://www.zeldix.net/t585-fix-native-glove-bug
all-in is updated with this fix.


The Problem I enountered with the chain was that one chain part didn't circulate; therefore I switched it off in oam:
11/5a14: a9 f0 8d 35 08 ; this stores y-coordinate F0 (out of Screen to the chain part).

This code however only works in case the Buggy chain part is at the second oam space; the first is usually the ball. In this particular room shown above, the ball was at the second space, so my code switched the ball off instead of the chain part.

for this reason the new code is to check whether the 2nd space is chain:
11/5a14: a9 f0 8d 35 08 to-> 20 f0 da ea ea (JSR hook to 11/5af0, nop out the rest)

11/5af0:
ad 36 08 ; load oam tile index
c9 0e ; check if chain
f0 01 ; if chain branch over next Byte RTS
60; return if ball
a9 f0 ; if chain load F0
8d 35 08; set Buggy chain part out of screen
60; return

see if this works for your rooms, I hope so. It's a fragile code, but it seems to work. Let's cross the fingers Wink
I think the Problem is that normally the ball takes the first space in the oam; if there is a peg Switch (as also in my room shown above); it seems like this peg Switch takes the first part; and the ball is then second part and thus disabled instead of the buggy chain part...

I only hope that buggy chain part will not appear somwhow in some room that has also a peg Switch (since it will not be disabled in These rooms. But as for now it all Looks good; that Buggy chain part would otherwise be present static somewhere below you -> (you can test this by making 8d 35 08 to ea ea ea if you want)
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Re: Patch update

Post by Puzzledude on Fri 3 Oct 2014 - 19:28

You were a couple of minutes earlier, since I started to hex compare and found this between a working and not working chain roms.

Found it by hex-comparing-elimination method.

at 115A14, old was A9 F0 8D 35 08
now local pointer, 20 F0 DA EA EA, short jump to 115AF0

new code at 115AF0 (previously 00 bytes)
AD 36 08 C9 0E F0 01 60 A9 F0 8D 35 08 60

It matches to the above.

I tested this new code and it works. Whenever a Peg switch is on screen the ball is seen now.
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Re: Patch update

Post by Puzzledude on Sat 4 Oct 2014 - 6:09

Conn wrote:I only hope that buggy chain part will not appear somwhow in some room that has also a peg Switch (since it will not be disabled in These rooms. But as for now it all Looks good; that Buggy chain part would otherwise be present static somewhere below you -> (you can test this by making 8d 35 08 to ea ea ea if you want)
Yes this works also:
at 115A14, from
A9 F0 8D 35 08 to A9 F0 EA EA EA.

After I do this, the ball is also seen normally when peg switch is on screen. Still couldn't see the "buggy chain part which should be static somewhere below you".

I'm using the native menu code for the IQ (the fb_gs v4 ips patch).
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Re: Patch update

Post by Puzzledude on Sat 4 Oct 2014 - 13:55

Ah well I think I fix this with another code, I already have one in my mind. I will make a Loop checking for the ball and as soon it is present somewhere I will disable the next chain part. Can you tell me where I easily can find a shooter (dungeon, room) so I can retrace what happens there?
In the dark world, first dungeon east of the Pyramid. Enter and make your way one rom up, past the keydoor, which leads into the room with the shooter.


yeah but then the static chain appears on a Screen without the peg Switch, e.g., hera Tower entrance screen.
I couldn't recreate this bug. I went into the tower of Hera with this fix only A9 F0 EA EA EA and couldn't find any problems. This fix works for me.


Testing:
Old code (shooter) ok


Long fix (shooter) static chain bug


A9 F0 EA EA EA short fix (shooter) ok

-----

Old code (peg switch) no ball bug


Long fix (peg switch) ok


A9 F0 EA EA EA short fix (peg switch) ok

------

A9 F0 EA EA EA short fix (many peg switches) ok

------

The only bug I could still find (for all version of the code).
Use the Goldstar immediately after you get hit and are blinking; and you will have 2 small lines in the ball. If you move or get hit again, they disappear.



No peg switch on screen in tower of hera
(still ok with the short EA fix)

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Re: Patch update

Post by Conn on Sun 5 Oct 2014 - 12:58

Awesome Puzz! I retraced now why it is the way (I couldn't find the shooter with your description but don't mind).

I checked the code and it works; if you leave the a9 F0 the Buggy chain part will be erased. you can try this by
A9 F0 EA EA EA -> ea ea ea ea ea; then the Buggy chain part is present.

The fix goes easier; just make
11/5a14: ea ea ea a9 f0 - that's it. You can make the complete
11/5af0 line to 00 again then.

all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip

There's a small bug when hitting non-killable sprites like the icey wall Monsters that require the firerod. The chain will dissolve - but this is not so severe in normal game-Play speed.
Anyways, I try to see what's wrong with the vram Transfer of the lines
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Re: Patch update

Post by Conn on Sun 5 Oct 2014 - 13:58

ok, there's a good Chance I fixed also the bug with the lines, can you briefly test?

all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip
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Re: Patch update

Post by Puzzledude on Sun 5 Oct 2014 - 17:56

This new code is great! All is ok.

Testing:
-shooter-beam on screen, ok (ball visible, no static chain)
-1 peg switch on screen, ok (ball visible, no static chain)
-2 peg switches on screen, ok (ball visible, no static chain)
-3 peg switches on screen, ok (ball visible, no static chain)
-0 peg switches on screen, but the room has peg switches, ok (ball visible, no static chain)

-using the Goldstar while blinking because of getting hit (the bug with the 2 lines in the ball is gone).

-Goldstar hits the peg switch while almost making a circle (because of the hit, the weapon is turned off= ok, normal reaction because of the early hit). The same with the Ice man. No problems here.


And I hex compared the all-ips (before) and all ips now:

Changes:
1.) 115A14, from A9 F0 8D 35 08, to, EA EA EA A9 F0.
2.) 115AF0, all 00 bytes in the entire line.
3.) 115526, old is 66 C9 02 F0 28 C9 03,
new is 2F C9 04 F0 28 C9 06.
4.) 115551 from 70 to 74.
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Re: Patch update

Post by Conn on Mon 6 Oct 2014 - 7:55

Nice, I hope the Goldstar is now completely debugged. I also sent a pu Version to SePH, but dunno whether he's still around.
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Re: Patch update

Post by moegami on Tue 7 Oct 2014 - 9:37

Looks like I have some more patch updating to do Laughing

also that's awesome SePH! Hope you had fun Woot!!
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Re: Patch update

Post by Conn on Tue 7 Oct 2014 - 10:00

Yes, I hope the same and welcome back Smile
As for the files I sent you, pls delete the post from the September 28th (goldstarfix) but apply all the other, like the tilefix from october, 4th and the new Goldstar fix from yesterday, october 6th.

If you already have applied the patch from 28th September, don't mind but only take care that the patch from yesterday october, 6th is applied 2nd.
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Re: Patch update

Post by Conn on Wed 8 Oct 2014 - 15:49

Alright, I made all patches this way that they are compatible with all my hacks (all-in) and PU (which is getting quite hard, since most People want to apply them to the normal 1MB Rom and the place gets rather limited there - I should have known a year ago when I started and move all my hacks outside the main 1 MB to expanded area. Ah well...)

Btw: can you (or Puzz) move this Topic;
https://www.zeldix.net/f42-single-codes-collection
from "documents" to "patches"? It fits better there with the asm scripts, small hacks and all-in template.

Maybe we can also disentangle "Hack's Database" into -> Projects and Hacks. Projects should contain all your Projects in the work (PU, GOT...ec), abandoned Projects, Master Quest projects and complete Projects - better to use the term Project instead of hacks here.
Hacks should contain the small hacks and sprite hacks.

All in all I would suggest this order:
Patches
- Projects
--Hacks (Projects) in the work
--Complete hacks (Projects)
--Master Quest hacks (Projects)
--Hacks (Projects) with unknown Status
--Abandoned hacks (Projects

- Hacks
-- ips hacks (instead of small hacks)
-- asm hacks
-- single codes
-- sprite hacks
-- all-in template
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Re: Patch update

Post by Puzzledude on Wed 8 Oct 2014 - 17:27

I've moved Single Codes from Documents to Patches.

However the rest. I can do this as well. But the Remodelings are quite big, since the Hacks's Database currently has 7 subcategories. 5 would go into Projects and 2 into Hacks.

Since the single, all in and ASM are currently directly under Patches, they would have to move to a sub category (Hacks).

Above-category Patches would then only have 2 categories: Projects and Hacks.

Also ips hacks seems strange. Not really logical, its more like ips patches or small hacks.

Will look into this tree-change tomorrow.
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Re: Patch update

Post by Conn on Wed 8 Oct 2014 - 17:52

You're right... maybe better is to make a completely new category called "Projects" and move all the Projects there, so you have: Tools, documents, patches, graphics and (new) Projects on the main screen?

Then you could dissolve "hacks database" in the category patches and make "small hacks" and "sprite hacks" as own Topics in patches below asm patches, single codes collection and such.
Maybe we can also find a better idea for the term "small hacks"... improvement hacks, innnovative hacks... something in this direction.

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Re: Patch update

Post by Puzzledude on Thu 9 Oct 2014 - 7:06

Conn wrote:You're right... maybe better is to make a completely new category called "Projects" and move all the Projects there, so you have: Tools, documents, patches, graphics and (new) Projects on the main screen?
Yes, however tools were really not meant as a "project".

I've decided to go with the first idea, that leaves documents, tools and gfx as they are.

New "Patches" global tree:

-Patches
---Global Projects
-----Complete hacks
-----Hacks in the works
-----MQ hacks
-----Hacks with unknown status
-----Abandoned hacks

---Additional Projects
-----Innovative hacks (previously Small hacks)
-------Menu adjusting
-------Brand new items
-------Item adjusting
-------Intro adjusting
-------Ending adjusting
-------Other hacks
-----ASM patches
-----The All-in patch
-----Single codes
-----Sprite hacks
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Re: Patch update

Post by Conn on Thu 9 Oct 2014 - 9:48

Alright thanks! This is in any case much better and makes more sense.

edit:

Yes, however tools were really not meant as a "project".
I was meaning a new category in ressources called "Projects" listed in the same Level as Tools, patches and documents, not as sub-section of Tools. This way you have all the small hacks (innovative, asm, single codes) below patches and all the Projects as an own category -without having These 2 big sub-section in patches (as it is now, but this is also fine for me).
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Re: Patch update

Post by Puzzledude on Thu 9 Oct 2014 - 11:44

Conn wrote:Alright thanks! This is in any case much better and makes more sense.
I was meaning a new category in ressources called "Projects" listed in the same Level as Tools, patches and documents, not as sub-section of Tools. This way you have all the small hacks (innovative, asm, single codes) below patches and all the Projects as an own category -without having These 2 big sub-section in patches (as it is now, but this is also fine for me).
Oh, yes, I can do that. This seems more logical now, since I know the tree goes quite "far", so without those 2 sections, there is one "branch" less.
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Re: Patch update

Post by Puzzledude on Thu 9 Oct 2014 - 12:05

Ok, it is done now:

-Resources
-----Projects
---------Complete hacks
---------Hacks in the works
---------MQ hacks
---------Hacks with unknown status
---------Abandoned hacks
-----Tools
-----Documents
-----Patches
---------Innovative
---------ASM
---------All in one
---------Single codes
---------Sprite hacks
-----Graphics
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Re: Patch update

Post by Conn on Thu 9 Oct 2014 - 12:09

womderful and much better than having it together.
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Re: Patch update

Post by Puzzledude on Thu 9 Oct 2014 - 18:31

Yes, I also changed the Small hacks into Innovative hacks (since you mentioned this and are the main author of those), and the All-in rom was renamed to All-in patch.
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Re: Patch update

Post by Conn on Wed 22 Oct 2014 - 3:12

As many of you followed the thread, it seems like I was able to make the msu-1 patch completely sd2snes compatible (my deepest thanks to mwreichelt at this place and the playtesters TheRetromancer and EmuandCo).
Hopefully it is 100% debugged.
Here's the hack:
https://www.zeldix.net/t453p100-enable-msu-streaming-music

Also there are some flickering in native zelda - e.g., after flute Transport going into menu or pressing select while the bird is still on Screen. I fixed this here
https://www.zeldix.net/t385-original-alttp-bug-fixes

Both hacks are now preapplied in the all-in template:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
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Re: Patch update

Post by Conn on Fri 24 Oct 2014 - 13:48

Thanks to Ikari_01 we were able to improve the msu-1 patch even further (took 11 Versions to minimize flickering).
Now it should work alright and I'd say the new Version is safe and perfect enough to use it!
http://bszelda.zeldalegends.net/stuff/Con/zelda3_msu.zip

Of course also the all-in template has been updated:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

.

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Re: Patch update

Post by Conn on Mon 27 Oct 2014 - 15:07

Again an update to the msu1. Ikari has even more optimized the Transfer of the data and also the optional Video has been fixed.


http://bszelda.zeldalegends.net/stuff/Con/zelda3_msu.zip

Of course also the all-in template has been updated:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip
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Re: Patch update

Post by Conn on Sat 29 Nov 2014 - 7:04

There were some complains about e.g., the feather making the game too simple as you can dodge monsters. What might be possible is to freeze the Player after using it for a second.

Also I am a bit unhappy with the fairy flippers diving. What could be done here is to drain Magic using the diving ability.

Tell me your thoughts about my hacks.

Edit:
ok I added a delay to the feather. After you used it you freeze for a fraction of a second, this however is enough time to Monsters to hit you (so no more cheating with this Feature is possible). New v.26
https://www.zeldix.net/t394-roc-s-feather
All-in has been updated. I also sent you a pu Version, seph per mail

as for the fairy flippers I am unsure what to do. Actually the dodging is only necessary on overworld as dungeons hardly have Monsters beneath the Surface.
I am against making the dive Lasting a certain amount of time. Possibly I couple it to Magic cape drain.

Edit2
Alright. I made the diving Feature drain a ~small~ amount of Magic. Really not much and you still can dive a Long time.
I only want People to not abuse the dodging Feature of the fairy flippers on the overworld, so it better costs at least a small bit to use it (but it also Drains Magic in dungeon dives, so make sure you can refill your Magic somehow).


Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip

all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

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Re: Patch update

Post by Conn on Sat 29 Nov 2014 - 15:19

some Feedback would be nice if anybody can test the new

http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

- I dunno whether the not-move Phase of the feather is too long
- the Magic drain of diving is too Little

I made it through try/check and Intuition but I Need other opinions here Wink

Edit: uhm, I edited it myself as I think it is too Long/little
feather delay 20->18 (one quarter less)
diving Magic drain 30->18 (double fast, but still slow)
all files been updated- if you Need the address to alter it as well SePH, let me know
Complete items update:
http://bszelda.zeldalegends.net/stuff/Con/complete_items.zip

all-in update:
http://bszelda.zeldalegends.net/stuff/Con/all-in_ips.zip

Feather v.27
https://www.zeldix.net/t394-roc-s-feather
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