Major Bug?

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Post by Conn Fri 28 Oct 2016 - 18:53

*lol, awesome!
And yes, if even ast could cause a traffic of 100 GB, without even having the msu files on my page, conker will break all retro game limits for sure!
I go pestering qwerty so he may finished his files in time for the announcements on rhdn.

As soon the files are posted there I am also going to announce these great news at the sources I have Very Happy
Conn
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Post by Floki Fri 28 Oct 2016 - 19:07

Alright it's created.

Now time for me to relax for a good while longer :-P

Releasing it on RHDN might be the only thing left for me to do!

Then...vanishing time for a good while, most probably!

Have lots of things to catch up to ever since I was stuck with that goddamn game!

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Post by Conn Fri 28 Oct 2016 - 19:18

Sounds like a plan Smile
I will try to fix some reported bugs and release a frequently updated merged patch for all the erocks out there during the hot phase, in the next 2 months. Whether there will be a 1.1 is out of my hands and latest x-mas, I will also retire for good.
Euclid, can you sort your minor bug report already into that bug and wish forum? I'll see what I can do...
Conn
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Post by Euclid Fri 28 Oct 2016 - 19:54

I don't think its worth mentioning

- Tardis boss rush moldrum - if you move off screen (i.e kill him at the bottom of the screen then move to the top of the room) - his head doesn't die properly - causes you to have to tardis key out of there and start again.
- If you go into the menu while the boomerang is coming back with the tardis keycard, the colors mess up after the you have received the tardis key message
- 1 frame glitch on exiting a dungeon with hdma effects on
- Viteous sometimes don't come out of shell.
- backwards exit from conn's and skuj's room

Euclid
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Post by Floki Fri 28 Oct 2016 - 20:00


- 1 frame glitch on exiting a dungeon with hdma effects on
that one is fixable, but I'd need to fix all rooms one by one, so not really my cup of tea. fixed it for the weed factory, substation and fairy but then got tired lol

- backwards exit from conn's and skuj's room
^^that happens as a result of fixing the coordinates when you enter the room. puzz fixed the coordinates for conn, but ever since you do the moonwalk. will leave as such I guess!

- Viteous sometimes don't come out of shell.
^^that one is because I already used his shell gfx tile for something else...that saturn like planet in the sky dungeon!



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Post by Conn Fri 28 Oct 2016 - 20:14

I think these are worth to look into then
- Tardis boss rush moldrum - if you move off screen (i.e kill him at the bottom of the screen then move to the top of the room) - his head doesn't die properly - causes you to have to tardis key out of there and start again.
- If you go into the menu while the boomerang is coming back with the tardis keycard, the colors mess up after the you have received the tardis key message
I put it on my list in the bug forum

Here's word form qwerty:

Sure thing. I was hoping to have them done tonight, but something came up. Hopefully tomorrow. Is there anything else other than the voiceovers? I already provided the alternate fanfare, and the 2 tracks have been switched, that's all I remember that came up.

So at least the msu-1 package 1.1 will soon be released Very Happy
Since your original news post got already spammed with Gamemkr's vanishing, I opened a new thread (LOCKED!) here in the new conker thread:
https://www.zeldix.net/t1249-conker-patch-and-update-news
Conn
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Post by Floki Sat 29 Oct 2016 - 3:23

qwerty wrote:I'm not sure there's any way to make the voiceovers work currently. They take over twice as long as the screens stay visible. I've tried cutting empty space, tempo shifting, pretty much everything I can without completely sounding awful, and it's just not going to work unless the slides are significantly lengthened (and the bgm would have to match). I know it would have been way better if I'd said something sooner, I just haven't had the time, and I'm really sorry about that. I'll have the other edits done tonight though (the silence on Moldrom's theme, a starting fanfare on the ending credits and looping it to match the timing).

^^told him I would tell you conn!

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Post by Euclid Sat 29 Oct 2016 - 3:40

The endings are fine as is, I don't see a need for voiced.

PS: the reason why people aren't downloading it is because you need to register to download it

I'll upload link to the PW google site if you want to publish a link which doesn't need registering on your initial post. Pretty sure RHDN needs a link without needing to register.

EDIT: here you go
https://sites.google.com/site/zeldaparallelworlds/Conker%20Public%20Release.zip?attredirects=0&d=1

I won't put it in the release thread - at least until the msu pack is ready.
Euclid
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Post by Conn Sat 29 Oct 2016 - 5:47

Qwerty wrote:Shoot... the voiceovers won't work, they're way too long (almost twice as long as the slides themselves). I'm working on the other tracks now though.
I told qwerty to send me the tracks with voice overs, I will extend the slides then so that they fit and release both the tracks and the patch in the bug forum then. People can optionally replace them themselves until there is a merged 1.1 version.
Qwerty is however able to edit the credit theme and lamnola boss theme with 6 seconds mute, so I hope this will find its way into the msu1 package in time.

Ah, good to know Euclid, I already set up a mirror here:
https://www.zeldix.net/t1249-conker-patch-and-update-news
at my bszelda server. Didn't know that the forum link didn't work when I established it, but people in any case can get it.
Maybe you want to use that link in your news post as well, SePH?

Edit: Fixed the moldrum bug, now I get to the tardis key, then I wait for qwerty's tracks, then I'll release a fix patch v1:

$82/C1B8 22 00 D0 A2 JSL $A2D000[$A2:D000]   A:16FF X:0006 Y:00FF

// all security checks whether we are in the correct corner (walking a square up in the room B9
$A2/D000 65 21       ADC $21    [$00:0021]   A:16FF X:0006 Y:00FF
$A2/D002 85 21       STA $21    [$00:0021]   A:1616 X:0006 Y:00FF
$A2/D004 C9 16       CMP #$16                A:1616 X:0006 Y:00FF
$A2/D006 F0 01       BEQ $01    [$D009]      A:1616 X:0006 Y:00FF
RTL
$A2/D009 A5 23       LDA $23    [$00:0023]   A:1616 X:0006 Y:00FF
$A2/D00B C9 12       CMP #$12                A:1612 X:0006 Y:00FF
$A2/D00D F0 01       BEQ $01    [$D010]      A:1612 X:0006 Y:00FF
RTL
$A2/D010 A5 A0       LDA $A0    [$00:00A0]   A:1612 X:0006 Y:00FF
$A2/D012 C9 B9       CMP #$B9                A:16B9 X:0006 Y:00FF
$A2/D014 F0 01       BEQ $01    [$D017]      A:16B9 X:0006 Y:00FF
RTL
$A2/D017 A5 A1       LDA $A1    [$00:00A1]   A:16B9 X:0006 Y:00FF
$A2/D019 C9 00       CMP #$00                A:1600 X:0006 Y:00FF
$A2/D01B F0 01       BEQ $01    [$D01E]      A:1600 X:0006 Y:00FF
RTL

// loop to check whether we have a boss still alive
$A2/D01E DA          PHX                     A:1600 X:0006 Y:00FF
$A2/D01F A2 0F       LDX #$0F                A:1600 X:0006 Y:00FF
$A2/D021 BD D0 0D    LDA $0DD0,x[$80:0DDF]   A:1600 X:000F Y:00FF
$A2/D024 C9 09       CMP #$09                A:1604 X:000F Y:00FF
$A2/D026 F0 05       BEQ $05    [$D02D]      A:1604 X:000F Y:00FF
$A2/D028 CA          DEX                     A:1604 X:000F Y:00FF
$A2/D029 10 F6       BPL $F6    [$D021]      A:1604 X:000E Y:00FF
PLX
RTL

// Oh no, Moldrum still is there... but does he really have no HP left?
$A2/D02D BD 50 0E    LDA $0E50,x[$80:0E51]   A:1609 X:0001 Y:00FF
$A2/D030 D0 03       BNE $03    [$D035]      A:1600 X:0001 Y:00FF

// Yepp, we must get rid of that sprite to open the door
$A2/D032 9E D0 0D    STZ $0DD0,x[$80:0DD1]   A:1600 X:0001 Y:00FF

// are we done checking all sprites?
$A2/D035 CA          DEX                     A:1600 X:0001 Y:00FF
$A2/D036 10 02       BPL $02    [$D03A]      A:1600 X:0000 Y:00FF
PLX
RTL

// no we are not
$A2/D03A 80 E5       BRA $E5    [$D021]      A:1600 X:0000 Y:00FF

// but now we are Wink
$A2/D02B FA          PLX                     A:1600 X:00FF Y:00FF
$A2/D02C 6B          RTL                     A:1600 X:0006 Y:00FF



Edit:
Euclid, I unfortunately cannot replicate that Tardis keycard bug, attached a savestate:
Conn
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Post by Conn Sat 29 Oct 2016 - 14:57

I concur that it's better also for global reasons. Qwerty already uploaded the lamnolas revised msu track. Unfortunately his computer crashed before finishing the credit theme. I hope he can replace that theme as well in time for the rhdn announcement. In any case the voice overs will be separated and possibly merged in a 1.1 version
Conn
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Post by Euclid Sun 30 Oct 2016 - 0:55

Time for bug fixes are over! Sit back and enjoy the showretirement!

Don't try to fix mouldrum - the boss is in like 3 dungeons - very easy to break the other two if you fix the tardis one.
Euclid
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Post by Conn Sun 30 Oct 2016 - 5:15

No worries, my above fix works. It triple checks whether you are in the correct location. I also uploaded a savestate with the tardis key for you as I couldn't replicate that.

qwerty will do the credits theme now (he pm:ed), hopefully he get it done in time for the rhdn release. Once he is finished with the ending voice overs, I will extend the slide lengths. This alonfg with moldrum is optional until someone else merges it to 1.1 one time in the far future.
Conn
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Post by Floki Sun 30 Oct 2016 - 6:49

If you fall in a hole as bunny link in Parallel Tower ruins you reset as link.

Andy got stuck and had to reset the game because of this.


Also can that boots quick smashing buttons to hover over pits abusive trick can be detected and fixed?

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Post by Euclid Sun 30 Oct 2016 - 6:54

The boot hover should still work - I haven't done any work to get rid of it (not going to do them any good anyway, so they can skip... the feather maybe?)

The parallel tower one sounds like someone ignored the warning!

EDIT: actually pretty sure you can unstuck yourself if you had the deku seed.

DOUBLE EDIT: wrong room. I get what you mean now - can you add a return stair in room 213 to the stairway area?

Triple edit: why not just select and take the red pill?
Euclid
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Post by Euclid Mon 31 Oct 2016 - 6:12

Now that I had a night thinking about it. The easiest fix (using asm) would be to kill conker if you fall into a hole in that state.
Euclid
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Post by Conn Mon 31 Oct 2016 - 6:18

*lol, no worries, it's already fixed:
https://www.zeldix.net/t1245-bugs-and-fixes

as said, I cannot replicate the tardis key bug, but the chance running in it is rather 0.
Conn
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Post by Euclid Mon 31 Oct 2016 - 6:21

it was weird when it actually happened, the overlay disappeared so everything is... brighter.

Anyway un-reproducable - case closed there.

Though those damn hole bugs because people glitch them via emulators X/Y - tempted to leave them along just because it's too damn hard to coordinate check each hole.
Euclid
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Post by Floki Mon 31 Oct 2016 - 7:15

Just watched andy on twitch doing a cliff glitch in the first week of bszelda ast and he glitched his game and perma stuck after using a whirlpool not meant to be used in week1 lol

^^can't do anything about exploit abusers, if they want to cheat and get stuck its their problems Razz

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Post by Conn Mon 31 Oct 2016 - 7:35

Oh, can you send me a link of the ast twitch?
But the stuck happened due to native glitch abuse, similar to the boot at pitch, right? I hope I don't have ever have to change ast code again Sad
Conn
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Post by Floki Mon 31 Oct 2016 - 9:53

you cant fix that, as its a bug in native alttp as well.

basically you go near a diagonal edge on the overworld and you can clip in it and acess blocked off areas!

cant send you a clip of the broadcast because that speedrunner is doing a 24hours live stream of many games at the same time and we have to wait until hes done streaming so videos pop up in his channel!

hes now doing a third run of conker right now!

https://www.twitch.tv/andy

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Post by Floki Mon 31 Oct 2016 - 16:28

Andy found actually a few bugs in his 24 hours stream.

Will push the release on rhdn laterz......since hes not finished yet, 21 hours and still recording lol

Will post clips later!

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Post by Conn Mon 31 Oct 2016 - 17:33

Yeah, nobody's hunting us. Qwerty told he replaced the credit theme and the lamnolas. However, I do not think he gets the end voice overs in time before you want to release at RHDN
Conn
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Post by Conn Wed 2 Nov 2016 - 2:29

Watching Andy's twitch, Ganon's bat didn't appear when breaking the hole to the underverse:
https://www.twitch.tv/andy/v/97907018
06:00:50

Any idea what happened? I just looked for the sprite, whether it is covered by a bg, but it looks more like it is invisible (no gfx).
Conn
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Post by Floki Wed 2 Nov 2016 - 8:39

No idea no.

The bat gfx are correctly in the spritesets and there's no ontop graphics in that area, so its probably just an asm problem.

If you want real bugs, watch this instead:

https://www.twitch.tv/andy/v/98104910

jump to 21hours 6minutes and 30 seconds and wait for it!

About one minute later he makes the game crash

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Post by Floki Wed 2 Nov 2016 - 8:46

Also at 17hours 42minutes 30 seconds....

He gets a similar bug to the one skuj got sometime ago.

After dieing in skuj rooms and restarting he switches items using L/R until it gets to the roc feather and he is stuck forcing him to reset....

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