Pre-Beta Final Checklist
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Re: Pre-Beta Final Checklist
Euclid, unfortunately I have to shift this bug to your list as well:
The reason is this code:
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
- 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
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
Conn- Since : 2013-06-30
Re: Pre-Beta Final Checklist
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...
Edit: stupid me thinking those spikes are real...
Euclid- Since : 2012-06-21
Re: Pre-Beta Final Checklist
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
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- Since : 2013-06-30
Re: Pre-Beta Final Checklist
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.
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- Since : 2012-06-21
Re: Pre-Beta Final Checklist
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:
That works in any case
- 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
Conn- Since : 2013-06-30
Re: Pre-Beta Final Checklist
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:
Exiting a dungeon and going into an overworld however works fine and the transition is black:
If I reckon, that transition is also hdma isn't it?
Oh well, small issue I guess.
Floki- Since : 2012-06-19
Re: Pre-Beta Final Checklist
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:
Outdoors:
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.
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:
Outdoors:
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- Since : 2013-06-30
Re: Pre-Beta Final Checklist
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!
Oh well no big deal, I'll just add a note about this in the readme!
Thanks anyway!
Floki- Since : 2012-06-19
Re: Pre-Beta Final Checklist
^^^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
Another problem solved, case closed!
Floki- Since : 2012-06-19
Re: Pre-Beta Final Checklist
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- Since : 2012-06-21
Re: Pre-Beta Final Checklist
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.
Will send a pm to qwertymodo regarding the pcms. This may be the last thing preventing to release the alpha.
Floki- Since : 2012-06-19
Re: Pre-Beta Final Checklist
@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.
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- Since : 2012-06-19
Re: Pre-Beta Final Checklist
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.
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- Since : 2012-06-21
Re: Pre-Beta Final Checklist
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- Since : 2012-06-21
Re: Pre-Beta Final Checklist
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.
Room 130 will move the stairs away from the entrance but need to leave it for puzz jumping puzzles to work properly.
Floki- Since : 2012-06-19
Re: Pre-Beta Final Checklist
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.
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- Since : 2012-06-21
Re: Pre-Beta Final Checklist
^^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- Since : 2012-06-19
Re: Pre-Beta Final Checklist
BG2 in ganon painting = set to dark room
BG2 in tardis = set to parallaxing
so if possible disable speed hdma in both settings
BG2 in tardis = set to parallaxing
so if possible disable speed hdma in both settings
Floki- Since : 2012-06-19
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