Pre-Beta Final Checklist

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Post by Conn Tue 6 Sep 2016 - 16:02

Euclid, unfortunately I have to shift this bug to your list as well:


- In the optional? Ganondorf fight (Super Aghanim #3) where he splits into three clones, if you die and reenter the arena, he will not split, which makes the fight easier. I don't know if it's because I skipped his dialogue or not, but I'm sure this is fixable.

The reason is this code:
Code:

$2F/8435 AD 51 0E    LDA $0E51  [$8E:0E51]  
$2F/8438 C9 60       CMP #$60                
$2F/843A F0 0F       BEQ $0F          
$2F/843C A9 07       LDA #$07
$2F/843E 8D 80 0D    STA $0D80
When you die at super Aghanim #3, take the blue pill, $0e51 is not reset (still has the value #$60) and you only have to fight 1 aghanim as $0d80 does only get the value #$03 and not #$07.

I could of course reset $0e51 on dying screen or whatever, but as you made this code, I prefer leaving it to you to not break  anything  Woot!!
Conn
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Post by Euclid Wed 7 Sep 2016 - 3:54

that is strange as 0e51 is a generic sprite memory. I saw that listed under my buglist but haven't got the time to reproduce yet (takes time to get there)

Edit: stupid me thinking those spikes are real...
Euclid
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Post by Conn Wed 7 Sep 2016 - 5:05

Ah, 0e51 is the HP of Aghanim, it's strange though that the code explicit checks this value since it is 0e50(x10) bytes.

I also noticed that the "real" aghanim is one of the both fake aghanims, I do not know whether this is on purpose (real aghanim has a different palette and the shadow is stronger, but you have to fight one of the both "fake" aghanims
Conn
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Post by Euclid Wed 7 Sep 2016 - 8:46

0E51 is the HP of the agahnim clone. Technically if there are sprites with HP in the room before it the bug shouldn't occur - it didn't matter in the old setup as the player would have needed to move along many rooms to trigger this.

0E51 is used to check whether super agahnim is "dead" - as HP reaching 0 triggers the split check again and fill the HP back to F0 if it's not correct.

As a test, after dying, get into my dos area or Puz's documents and then go back to the super agahnim room - it doesn't occur.

Now I can try to fix the code by doing more checks on the clones, or if Seph can, add two sprites to room 188 entrance. 2 Pegswitches look ok to add to that area for decorative reasons.
Euclid
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Post by Conn Wed 7 Sep 2016 - 9:32

Don't mind Euclid, I found an easy to hook address at the dying screen menu, and added that fix patch to my current v10:

Code:

$89/F59C 22 70 BC A2 JSL $A2BC70[$A2:BC70] 
$A2/BC70 08          PHP                   
$A2/BC71 E2 30      SEP #$30               
$A2/BC73 AD 0E 01    LDA $010E 
$A2/BC76 C9 31      CMP #$31               
$A2/BC78 F0 02      BEQ $02 
$A2/BC7A 28          PLP                   
$A2/BC7B 6B          RTL
$A2/BC7C AD 51 0E    LDA $0E51 
$A2/BC7F C9 60      CMP #$60             
$A2/BC81 F0 02      BEQ $02 
$A2/BC83 28          PLP                   
$A2/BC84 6B          RTL
$A2/BC85 A9 00      LDA #$00             
$A2/BC87 8D 51 0E    STA $0E51  [$80:0E51] 
$A2/BC8A 28          PLP                   
$A2/BC8B 6B          RTL

That works in any case Very Happy
Conn
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Post by Floki Wed 7 Sep 2016 - 15:25

Euclid wrote:Hahahahahaha the answer is so simple

Zsnes -> config -> options -> uncheck "use new gfx engine"

The new gfx engine sucks, so don't use it!

Just noticed that with that option turned off in zsnes the following happens:

Entering or exiting from a dungeon into the overworld displays the transition in green:

Pre-Beta Final Checklist - Page 3 Stargate_Z3v6976_puzz_0000
Pre-Beta Final Checklist - Page 3 Stargate_Z3v6976_puzz_0001
Pre-Beta Final Checklist - Page 3 Stargate_Z3v6976_puzz_0006

Exiting a dungeon and going into an overworld however works fine and the transition is black:

Pre-Beta Final Checklist - Page 3 Stargate_Z3v6976_puzz_0005

If I reckon, that transition is also hdma isn't it?

Oh well, small issue I guess.

Floki

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Post by Conn Wed 7 Sep 2016 - 16:06

From the asm coding side there's nothing we can do... I guess, but maybe Euclid has a way.

The reason I am that opinion is the "zero" bg, which color is taken for the default windowing effect. Try and disable the bg layers 1, and 2 with pressing "1" or "2":

Indoors:
Pre-Beta Final Checklist - Page 3 V941_f15

Outdoors:
Pre-Beta Final Checklist - Page 3 V941_f16

So, unless you can change the "zero" background layer to black in Hm I do not think there's anything we can do. Also native alttp uses that green color for outdoor areas.
Conn
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Post by Floki Thu 8 Sep 2016 - 11:39

And I also use that green color for at least one area.

Oh well no big deal, I'll just add a note about this in the readme!

Thanks anyway! Smile

Floki

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Post by Floki Thu 8 Sep 2016 - 20:36

Pre-Beta Final Checklist - Page 3 Stargate_Z3v6981_0000

^^^Hahahahahahahahaha

Guess what guys....when I moved my monologues in the 0-200 region, I accidently moved the monologue that triggers this as well. Hence why it didn't load properly. Arghhhh.

All is good now! It was loading monologue 156....but then I found this in my notes:

2F:83F8 E2 00 ; MONOLOGUE 226 = BOWSER'S HIDEOUT (Ganon's hideout) 156????????????
2F:840A EA 00 ; MONOLOGUE 234 = TRIFORCE SHRINE
2F:841C FD 00 ; MONOLOGUE 253 = INFINITY CHAMBERS (The source)   

^^Re-added the monologue to 226 and now it works perfectly Razz

Another problem solved, case closed!

Floki

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Post by Floki Thu 8 Sep 2016 - 20:42

speed in Tardis dungeon, will stick after use:
Pre-Beta Final Checklist - Page 3 V941_f18

- same issue in heaven shop, only battery:
Pre-Beta Final Checklist - Page 3 V941_f19


@Euclid: the speed sticking up effect only happens in dungeons with a parallaxing bg2. Can the speed hdma effect be disabled if the bg2 is set to parallaxing or parallaxing2?

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Floki

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Post by Euclid Fri 9 Sep 2016 - 4:10

i was going to look at my buglist over the weekend.... i'll see if i can fix it otherwise i'll do as you said.
Euclid
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Post by Floki Fri 9 Sep 2016 - 9:31

Great I should be done with all my bugs list soon as well.

Will send a pm to qwertymodo regarding the pcms. This may be the last thing preventing to release the alpha.

Floki

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Post by Floki Fri 9 Sep 2016 - 9:37

@Conn: The green native grass is only used in one area where you dig the deku seed.

I think I'll change the native green grass palette to black so that it takes care of that green overlay and if possible could you add one more tile for the digging treasures? Like you did with the sand diggable treasure? I'd change my space area grass to another green color so that native green is unused.

Floki

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Post by Euclid Fri 9 Sep 2016 - 10:22

Could just be because I'm working on a pre-beta rom.

Room 130, there's a bunch of stairs hidden behind the floor on BG1 at X:16 Y:32 near the bottom left entrance area. Get rid of it as it allows people to swim in tardis lol.
Euclid
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Post by Euclid Fri 9 Sep 2016 - 10:59

Lord SePH wrote:speed in Tardis dungeon, will stick after use:
Pre-Beta Final Checklist - Page 3 V941_f18

- same issue in heaven shop, only battery:
Pre-Beta Final Checklist - Page 3 V941_f19


@Euclid: the speed sticking up effect only happens in dungeons with a parallaxing bg2. Can the speed hdma effect be disabled if the bg2 is set to parallaxing or parallaxing2?

Pre-Beta Final Checklist - Page 3 Image2

I actually don't think its parallax - retro land seems to work fine. I actually think it's BG2 ontop with tile overlay causing it (heaven shop is on top and so are parallel tower ruins + Erock's folder)
Euclid
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Post by Floki Fri 9 Sep 2016 - 11:56

Nope heaven shop, garden of eden, retro, tardis are all parallax. Speed effect sticks up in retro too. Erock and pw ruins is bg2 addition+on top!

Room 130 will move the stairs away from the entrance but need to leave it for puzz jumping puzzles to work properly.

Floki

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Post by Euclid Fri 9 Sep 2016 - 23:52

I tried it in my rom, retro is fine.

I can see the problem in heaven's shop though

Also tardis is only broken at the ganon painting.

I tried digging around for the beta rom again just in case I did too many mods on mine, but looks like you removed it.
Euclid
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Post by Floki Sat 10 Sep 2016 - 0:19



^^all parallaxing backgrounds have the exact same problem, the bg2 stays on top until you switch screens and worst the start menu becomes transparent, like in that video where the stars are in the subscreen menu!

Floki

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Post by Floki Sat 10 Sep 2016 - 0:37

BG2 in ganon painting = set to dark room
BG2 in tardis = set to parallaxing

so if possible disable speed hdma in both settings

Floki

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