Chrono Compendium

Marbule Gallery - Completed Fan Creations => Crimson Echoes => Topic started by: Agent 12 on March 27, 2006, 12:38:21 pm

Title: Known Bugs & Beta Testing
Post by: Agent 12 on March 27, 2006, 12:38:21 pm

Use bug submission form if possible please
http://jpsondag.com/SubmitBug.aspx

.....This is JP i'm 99% sure I didn't make the post below....even though the forum says I made it....Um.....I guess I'll keep it incase it's important...

Keep quiet about what's going on, and handle public relations through interviews or "press" releases

This includes plot, advancements made in technology (such as managing to implement the MP3 support I've discussed in another thread, or if we manage to implement Schala as a PC), etc.  This forum is closed off for a reason.  While I will intentionally leak VERY small hints at something in a setting other than a press release, I should be the only one doing the leaking.  Cool?  Good.  Moving on...

-Be ruthless and unforgiving when beta testing

You know those games where you play them intentionally the wrong way just to see if you can break them?  Go where you're not supposed to.  You'll know what (not) to do.

-Explore every possible opportunity available

While this goes hand-in-hand with what I mentioned above, it needs to be underscored.  Every time the game turns your Explore Mode on, get out of wherever you are so you don't trigger the next event, and go explore the whole world that's available to you.  Does an town NPC say something that should be changed in the context of where the storyline is at this time?  When you exit and re-enter the area where the storyline is taking place, does the storyline start up as if you had never been in the room before?  (In other words, do certain events repeat?)

-Publicize on the forum and subject to peer review every development, to include any modifications to the ROM or alterations to the plot, to ensure the entire project is a collective effort and not a fragmented tug of war.

There are a multitude of reasons for this.  One of the foremost, as I just stated above, is to keep everyone moving in the same direction.  Another major reason for this policy is because we do have a limited amount of space in which to convey our vision of Chrono Break.  Therefore, we will need to watch out for unnecessary maps and areas.  If we keep those to a minimum, we won't have to reduce the size of a major dungeon or anything like that.

Master list of Known Bugs


Known Bugs

Bad Glitches

Decision Making

Rom Hacking

Simple Coding


- savepoint singing mountain: it displays "dark ages" when saved

-Magus HardCoded Names in last village

- Medina Square: it plays "Delightful Spekkio" normally, but if you go into the switch screen and back it plays the Ocean Palace music. (Edit: I remember now, that wasn't the Ocean Palace music, it was something else that plays in Zeal. Anyway, this seems to be affected by the music in the last non-overworld location you've been to. I went to the labyrinth, returned and got the Zeal Palace music, then went to Manoria Cathedral, and got the church/temple music in Medina Square. Quite possibly the "Singing Mountain" occurrence was here too.) I'm fairly sure this happened somewhere else with the "Singing Mountain" song, but I can't remember where.

- On some levels of Denadoro (the "sunlit" ones), some tiles are too light.


-"Such strange clothes" a comment about Magus on his chapter. Isn't his clother normal for zealians? In which case they would know very well why style of clothes it was.


Harder Coding



Music


Mapping:

-In the aftermath of Zeal, all the houses are named "Last Villiage" in the East. Maybe a more fitting name for the first resettlements?


Directing:

-Make it more obvious that the reason they go Chronopolis the second time is because they want to visit.  Through Lucca Dialogues/Having Robo want them to come/Dialogue after Porre meeting.
-Run through text/clean up
-Run through cutscenes/clean up
-The communication device should be something that can be used even if Lucca isn't in party
-Lucca spends a long time explaining WHY they should be running instead of doing it... maybe the egg should go off THEN Lucca expalins what the heck just happened.
-Toma's assistant, "I too have a son named Ash" needs re-writing.
-"What are you doing with all that wood, why don't you research steam power..."
Doesn't steam require LOTS of fire, and thus lots of wood (seeing as magic and gas are out of the question).


--jp















Title: Countdown to Demo 2.0
Post by: Agent 12 on March 29, 2006, 03:15:43 pm
I just wanted to say that I will be getting to the bugs atleast by this weekend.  Kingdom Hearts II came out and I played it for......well longer than I care to say.  None of the error seem like they'll take to long to do so I'm not worried.


UPDATE:  So before now I haven't been able to do work in work because I didn' thave an admin password.  But I remembered a long time ago I was given a temp password because we had to install new software on machines, I checked and it worked.  I now have .net 2.0 on this machine so I can do work here.

yay

--jp
Title: Countdown to Demo 2.0
Post by: DivineDragoonKain on April 08, 2006, 03:54:16 pm
Hey, Json... can you update me next time you're on AIM? Just got my laptop back, so I'm back again.
Title: Re: Countdown to Demo 2.0
Post by: ZeaLitY on April 21, 2006, 05:25:12 pm
NOTES

Prologue

-Start off the adventure with an evening at the Millennial Fair
-Make more animations to liven up the Porre meeting, which is pretty damn dull
-Add a small chase through Zenan Bridge; Lucca stops midway and notes that she shouldn't be jostling this prototype Time Egg around, and pulls it out; the Porre guy comes back and takes it and keeps running away
-Once they get to Denadoro, instead of artillery, have them catch up; Lucca pulls out her gun and shoots the guy, but it sets off the Time Egg
-Guy flees, they step over to the ruptured prototype, which envelops them in a Gate (does this not sound a little more realistic?)
Title: Re: Countdown to Demo 2.0
Post by: Shinrin on April 21, 2006, 06:56:18 pm
oooh that sounds lovely and lively, gives the game more flavor :D
Title: Re: Countdown to Demo 2.0
Post by: ZeaLitY on April 21, 2006, 07:22:04 pm
NOTES PART TWO

-After all the events are taken care of, we need to place a priority bugtest on maps so we can tweak appearances. It's too hard for general coders and bulk mappers to get every single tile working in an early development phase, simply because events and map usage is still volatile. We'll do this right before we release.
-Magus needs to do something else before Dalton crashes the party. In my latest patch, I fixed up a bunch of text that occurs before he comes along. My idea is that when you first talk to the Elder, he'll cough a couple times and someone will ask you to go ask Sargon if he'll allow his healing square to be used for Last Village. Magus will go to Sargon's house and the player will see new 12000 B.C., and the scene with Sargon getting intimidated will occur. But as soon as you get back to the commons and tell the Elder that you and Sargon have reached an understanding, Dalton then comes.
-There's a small subplot we can do with the North Cape. I have some guy on the Commons asking about a Jade Orb; it's a nice little trinket from Zeal. Well, let's make it a special item treasure in Zeal Palace. If you take it to him, he'll give you a Glass Rose, an ornament that used to adorn Schala's room before the fall. The game will give you a hint to go to the North cape; if you go there, you'll see a special scene where Magus reminisces about Schala. But it has to be done before she is rescued later in the game.

[attachment deleted by admin]
Title: Re: Countdown to Demo 2.0
Post by: Agent 12 on April 21, 2006, 08:44:52 pm
solved the lava problem.  Comparing the map properties of heckran cave with ours it turns out the "unknown 1.70" must be disable layer 3 or something.  Set it to 0 and lava appears.  Oh yea you still have to have "layer 2" underneath it.   Ta da!

--jp
Title: Re: Countdown to Demo 2.0
Post by: Daniel Krispin on April 22, 2006, 08:00:23 pm
Okay, forgive me if this is a little out of place, but I was writing today, and I tried writing some CE dialogue. Now, I'm not 100% up on the plot, but Magus/Janus chases Dalton down, fights and kills him, right? Well, if that's so, I put together some suggested dialgogue, as it were:

Janus: So... you survived your own Golemís power. Impressive. I thought far less of you. But youíll find me a more difficult foe.
Dalton: H...how did you know about that?
Janus: Nevermind.
Dalton: Janus, you brat! Iíd hardly have recognized you.
Janus: Hard years do such things to a man.
Dalton: Really! Well, youíre nothing special - some prince of Zeal. Your forefathers would have banished the likes of you. For the royal line to have fallen so far... it makes me laugh.
Janus: And you fared better?
Dalton: Silence! I am king over everyone thatís left. What do you have, kid?
Janus: Than shall we?
Dalton: Itíll be my pleasure to see you gobbled by my Golem. Ha!
(Fights Dalton)
Janus: Your Golem appears to have failed you.
Dalton: N...no!
Janus: Iíd have you beg for mercy, but you know I wouldnít spare you, Dalton.
Dalton: Havenít you done worse? Look at yourself: youíre no better than me, Iím sure of it.
Janus: What of it? Iíve survived, Iíve persevered. And victory justifies a man.
Dalton: Youíve no remorse - youíve no mercy?
Janus: Even as you, no: but for a different cause. I am fortuneís right hand, and have gained little for my suffering - all I did was for a cause. You only ever acted for yourself, and those vain moments of glory were your reward. You are a fool content in his foolishness, and will die in it.
Dalton: Mercy!
Janus: To you, lord Dalton, never.             
Dalton: I hope you die begging like me.
Janus: I have no doubt that I will answer for my crimes in some way. But as death does not frighten me, I will face it fearlessly.
Dalton: Curse you!
Janus: Little need: I already am.
(Kills Dalton)
Janus: Requiem in infernum. I never liked you anyway.
Title: Re: Countdown to Demo 2.0
Post by: Hadriel on April 22, 2006, 08:42:52 pm
Ooh, owned.  I like it.  Maybe a few tweaks to be done, but I love it.

"Requiem in infernum.  I never liked you anyway."
Title: Re: Countdown to Demo 2.0
Post by: Sentenal on April 23, 2006, 12:23:26 am
"Requiem in infernum" Just doesn't sound Chrono Trigger to me.
Title: Re: Countdown to Demo 2.0
Post by: Daniel Krispin on April 23, 2006, 01:00:31 am
"Requiem in infernum" Just doesn't sound Chrono Trigger to me.

True. But this isn't CT, wholly. It ties in between Trigger and Cross. And remember Miguel? He says 'Res Nullis'; and Belthesar and Guile both use the term Angelus Errare. Anyway, I thought of it just on the side, a sort of debasement of the standard Requiem in Pace.
Title: Re: Countdown to Demo 2.0
Post by: ZeaLitY on April 28, 2006, 08:33:11 pm
Note that we should probably make the Sargon visit conditional, so players can't go threaten Sargon before talking to the Elder (that'd be cnofusing).
Title: Re: Countdown to Demo 2.0
Post by: Agent 12 on April 30, 2006, 08:12:09 pm
Do you think with some clever wording it won't seem to weird.  You could just have the Elder be like "please go talk to Sargon" and if Magus hasn't talked he leaves, and if he has talked he can be like "I've already talked to him, you shouldn't have any problems"

--jp
Title: Re: Countdown to Demo 2.0
Post by: ZeaLitY on April 30, 2006, 09:53:55 pm
Okay, that will work fine.
Title: Re: Countdown to Demo 2.0
Post by: ZeaLitY on April 30, 2006, 11:40:28 pm
ZeaLitY's Scene Whines

Since I'm good at text and JP is perfect at blowing through events, I'm going to stick to text and let him tweak. I'll put my notes here.

Millennial Fair Night Scene

Can we add a couple NPCs walking around? Also, Marle needs to kiss Crono after the last textbox but before they leave.

Guardia Meeting

Needs some facings and animations.

Guardia basement -> Zenan Bridge

We need the song "Battle 1" playing from the moment the cyborg jumps all the way to Denadoro, where it quits and we hear silence.
Title: Re: Countdown to Demo 2.0
Post by: Agent 12 on May 01, 2006, 01:18:55 am
What point in the game does Marle kiss Crono?  So I can look up the animation.

--jp
Title: Re: Countdown to Demo 2.0
Post by: ZeaLitY on May 01, 2006, 11:02:46 am
I think she kisses Frog at the Moonlight Parade.
Title: Re: Countdown to Demo 2.0
Post by: Agent 12 on May 19, 2006, 05:13:41 pm
It's released!!!

--jp
Title: Re: Countdown to Demo 2.0
Post by: Shinrin on May 19, 2006, 08:42:33 pm
Woot, just in time for me when i got back home :D
Title: Re: Known Bugs
Post by: JossiRossi on June 06, 2006, 02:17:06 pm
Sorry if these are already well know. I also get a bit nitpicky at times but that's probably a good thing =]

Dock's for Medina Ferry

Toma's assistant, "I too have a son named Ash" needs re-writing.

Crono's mom should tell us where the gifts need to go, not just who (I spent a lot of time wandering everwhere at random) and when you talk to her later she doesn't repeat who and where they need to go, a bit confusing.

Castle missing new timeline sections? (like the museum)

"What are you doing with all that wood, why don't you research steam power..."
Doesn't steam require LOTS of fire, and thus lots of wood (seeing as magic and gas are out of the question).

When do royal negotiations not include the chancellor? Isn't that like part of his job? Plus I understand that Crono and crew are hardcore fighters, but there really should be more of a royal presence. After all he's the MOFO KING! He'd have these people address him in his royal chamber and would never lower himself to the level of underlings (they sent people he never met before no way he's bowing down to them).

Lucca spends a long time explaining WHY they should be running instead of doing it... maybe the egg should go off THEN Lucca expalins what the heck just happened.

"Such strange clothes" a comment about Magus on his chapter. Isn't his clother normal for zealians? In which case they would know very well why style of clothes it was.

Magus walks over that huge hole in the ground.

Save state not working in tent next to where Magus wakes up.

Talking to Ishito in the barracks (the bed kid) happy music starts to play.

When Lucca and Crono diguise themselves, they don't follow Marle in a line, they basically overlap. Also, maybe the armor should not be pick up able until I have a reason to have them.

The cut scene with the leader of the barracks was a bit off, I don't think the screen dropped far enough down for when L,M,C are talking.

They jack into Lucca's gun? She changes guns a lot, maybe just give her something like an advanced walkie talkie. Maybe even give the group a (non player usable) item specifically for that.

Dragon Tank fight. I killed head, then body, then the wheel still went for me and was alive. This normal?

Robo's picture colors are inverted.

Robo's runs up a wall to shut the rector down.

In the aftermath of Zeal, all the houses are named "Last Villiage" in the East. Maybe a more fitting name for the first resettlements?
Title: Re: Known Bugs
Post by: CyberSarkany on June 06, 2006, 03:18:16 pm

Quote from: JossiRossi
Dragon Tank fight. I killed head, then body, then the wheel still went for me and was alive. This normal?

Remember the real Dragon Tank fight? Only beating the body doesn't beat the whole tank, but in this case, the body doesn't stay.
Maybe try the "Crono jumps on tank" stuff like in the real fight? Was kinda cool.

And most of the Ocean's Palace stuff is kinda screwed, because the parts you usually can't walk on(like lava or what this is supossed to be) are walkable.

The colliseum guy near the cook is still talking about his riddles I think(where the keys are hidden).
Title: Re: Known Bugs
Post by: Agent 12 on June 06, 2006, 03:28:55 pm
there's a bit called "static enemies" once I set it the dragon tank will stay so that should be fine.  Ocean palace ruins are still a beta map so that's good.

--jp
Title: Re: Known Bugs
Post by: justin3009 on June 06, 2006, 08:53:22 pm
I don't know if this is a glitch or not, but after you rescue Schala it plays the End of Time  theme, but when you go to the character switch screen, it starts playing "Chrono Trigger" Theme. 
Title: Re: Known Bugs
Post by: CyberSarkany on June 17, 2006, 02:06:00 pm
Am I supposed to post bugs here? Anyways, if not, please move and tell me where to post next time...

latest rom from the Topic "Check here[...]"

"finishedZeal+mystikbegin_17_june.ips" bugs:

- place of "magic cave" not obvious(west of san dorino)

- before the tunnel: fight with the 3 diabolos not forced(you can walk around)-> corpses of guardian soldiers after the fight with blue guys(forgot name) change to "miss89"

- before entering Tunnel: Crono and Lucca say the exactly same.

- inside; somwetimes 1st, sometimes 2nd room guarded by omnicron: chest is empty(not saying anything)

- Serran: I fought Cyrus ghost once, don't know why thou...

- respawnpoint (if you go out of the tunnel and the area with the dead sodiers to san dorino)-> you are stucked in the woods...(pic 1)

I don't know these Walk-through-walls codes etc. meaning I'm stuck now...
Who do I've to talk to in the debug room to check Zeal btw?

[attachment deleted by admin]
Title: Re: Known Bugs
Post by: Exodus on June 18, 2006, 03:18:56 pm

Quote from: JossiRossi
Dragon Tank fight. I killed head, then body, then the wheel still went for me and was alive. This normal?

Remember the real Dragon Tank fight? Only beating the body doesn't beat the whole tank, but in this case, the body doesn't stay.
Maybe try the "Crono jumps on tank" stuff like in the real fight? Was kinda cool.



My personal opinion is that before Crono sticks his sword into the Dragon Tank for the second time, Lucca should pipe up with something to the effect of. "Haha, seems familliar, doesn't it?"
Title: Re: Known Bugs
Post by: justin3009 on June 18, 2006, 04:30:04 pm
To get to zeal in debug room, i believe you ahve to talk to the chancellor.  If not that then Kino.  It's one of them
Title: Re: Known Bugs
Post by: CyberSarkany on June 20, 2006, 11:02:14 am
Me again  :lee:

firstbetaafterdemo_18_june.ips + zeal AI(fixed):

Zeal fight:
- damage stats: Crying Heavens ~ 202; ~ Physical 9; ~ Crimsons Rain 7 ; Tyrano Breath ~ 45; casts magic wall but has no effect for him(still same damage); Stoneattack always missed(Magus+3rd eye); 1 megaelixier if wins
Just a note for editing his attack strength to make them more equal etc., and for comparison:Magus was lvl **

- link to 1002 AD: Epoch is parked on the ocean, yet you can go into it and fly away(pic epoch)

- again fight vs cyrus ghost, pic cyrus after using speedtoggle(just didn't get a pic the last time)

- in medin woods: when Crono leads, Lucca 2nd and Frog 3rd no choice shows up(game freezes)

- Magus doesn't turn to Frog when he talks to him(befor recruiting him), Schala calls him Magus(but she did recognize him as Janus), after the dialog Magus just dissappears instead of the char select to pop up

- 2nd Zeal fight in PD: few graphic glitches and normal battle music, you start to the left of the PD, if you go to ayla, you will be stuck in the ocean of 11998 BC

How is it supossed to go on? Fighting him and get owned on low levels or go talk to ayla? I don't like her, that's why i fought him first.

I didn't read anything of the story, but why is he in the prehistory anyways?

[attachment deleted by admin]
Title: Re: Known Bugs
Post by: Agent 12 on June 20, 2006, 11:34:17 am
Interesting glitch about the choice in Medina Woods. 

And thanks for the stats on the King Zeal fight.

Cyrus Ghost will eventually be a redone enemy.  I liked the AI for it because the fight ends after 2 rounds which is what I was going for (the guy comes in and tells them Medina is being attacked.


He went to Prehistory to bring the Frozen Flame as close to Lavos as possible.  It will be up to Zeality whether or not he intends to wak up lavos or just increase the power of the Flame.  Hopefully adding the Frozen Flame Sprite will help make that more clear. 

The choice is going to be a point in the game where you can beat it early (Fight Zeal, even though it should be realllllly hard to beat him w/o New Game+, think first Lavos Fight in Zeal) or go on with the game (Save Ayla, I don't like her either though haha).  That's as far as that patch goes, but more is to come!

Hm Jlukas the reason the Epoch is on the ground is cause I wasn't sure what to set the "Epoch status bit" to make it in flying mode, so if you use the debug room I just set it to "on ground with wings" (A0??).  Do you know if what the flying bit is?

NOTE:  Make white vest availible in coliseum so that zeal is beatable


--jp
Title: Re: Known Bugs
Post by: CyberSarkany on June 20, 2006, 01:04:14 pm
I gave it(figth vs Zeal) a few tries with my low-level savegames(Magus at 37) with the following results:

Magus lvl 37, 650 HP & 84 MP, 72 mag def.

without anything: Crying Heavens ~1800

with 82 Mag Def.(either Wall ring OR Moon Armour): ~1200 dmg

With mag def 92(wall ring & moon armor): 613!

I didn't know a few more Mag.Def. point could have such a major effect on the damage you take... :lee:

other possible methods: White vest/mail(absorbs)-> but to easy!; R'Bow helm(cuts 50%)-> maybe for lower levels,

I don't think many people will Level up that much and I don't know what items for a Mag. Def. boost will be in the game until that point, but maybe by adding some(or make them buyable in the Colliseum? By getting all the point you need you would also level up a bit), it would be more possible to beat him.

Magus at level 2 takes ~5500 Damage by Crying Heavens...

Maybe, just maybe, how about making the Green Dream available? His first attack instant kills you, you become autorevived and you can heal+set up barrier, may be working(like Lavos 2nd fight).

So the crater in the Prehistory will be like the bucket in the End of Time?

Title: Re: Known Bugs
Post by: Agent 12 on June 20, 2006, 01:15:55 pm
I think the crater is more like the first Lavos fight in Zeal.

You can beat lavos and get the programmers ending (talk to Zeal and fight), or you can try to fight lavos, lose, Crono dies and go on with the game (attempt to save ayla).

I think we'll make nice items availible in the coliseum which will allow it to be possible to beat Zeal.

--jp
Title: Re: Known Bugs
Post by: nightmare975 on June 23, 2006, 07:20:24 pm
When Magus talks to Dalton in the Beast Forest, he says "with with this".

In Magus' flashback, there are two Schalas, one in the bed and the other talking to the man

At the Porre barracks the guard guarding the Captain's room doesn't dissapear when you desquise yourselves.

The overworld map still says 12000 BC

I believe it says Chapter 3 twice.
Title: Re: Known Bugs
Post by: Agent 12 on June 25, 2006, 05:40:12 pm
Exactly where in Beasts forest does he say that (before Golem Fight?)

Also the guard should move out of the way once you talk to him right?  Wasn't sure what you meant by that error.

Thanks for pointing out the others though, specially that schala one, whoops haha.

--jp
Title: Re: Known Bugs
Post by: nightmare975 on June 25, 2006, 06:39:34 pm
Exactly where in Beasts forest does he say that (before Golem Fight?)

He says it before the golem fight, when he talking about immortallity.

Also the guard should move out of the way once you talk to him right?  Wasn't sure what you meant by that error.

He just stands there and you can walk through him.

Thanks for pointing out the others though, specially that schala one, whoops haha.

--jp

Your welcome, plus I have another bug, but it's too hard to describe. So I have a picture. :D

[attachment deleted by admin]
Title: Re: Known Bugs
Post by: nightmare975 on June 30, 2006, 10:45:27 pm
Have two bugs, One in Lucca's house and one at Tyrano Ruins.

At Lucca's house the team walks in and the music stops and Lucca's mother walks around the room and that's it. You can't move at all.

Same thing happens at Tyrano Ruins, but it plays the second boss music.
Title: Re: Known Bugs
Post by: Agent 12 on July 03, 2006, 12:20:10 am
K, I believe I should have fixed them all......I load the "enemy" magus for that scene now so there should be no more pallette problems.  Turns out that Lucca's House has alot of left over code (this was pre-JP), I deleted it....I assume that was the problem.  As for Tyran tower, do you mean Terra Tower, if so what room?

--jp
Title: Re: Known Bugs
Post by: nightmare975 on July 09, 2006, 08:23:30 pm
I mean the big honking crater in Prehistory.

And how do you get to Terra Tower?
Title: Re: Known Bugs
Post by: Agent 12 on July 10, 2006, 11:18:02 am
If you use the debug room and talk to schala you can go through marles story, once you get back to the overworld it's in the south west.

(latest rom only).

Hm....crater must be something I did when I made the crucial decision, I'll look into it.

--jp
Title: Re: Known Bugs
Post by: nightmare975 on July 10, 2006, 03:07:01 pm
The better question to ask would be: How do you get into the debug room?
Title: Re: Known Bugs
Post by: Agent 12 on July 10, 2006, 03:12:50 pm
To access the debug room go to Crono's fridge and hit A B X Y

--jp
Title: Re: Known Bugs
Post by: nightmare975 on July 10, 2006, 03:35:37 pm
Thank you, now, back to work 8)
Title: Re: Known Bugs
Post by: CyberSarkany on July 16, 2006, 06:31:58 am
My turn again huh?
Here what I noticed:

TTMarleEnemies_15_July.ips

- 1st chest on the top left can't be opend(in the Mountain)

- pic 1: you are behind the tiles

- 2nd chest(bottom left, near exit) doesn't work

- Name is "Guardia Mountair", shouldn't it be Mountain?

- pic 2: this guy says the same as Cedric

- There is no exit from the Tower

- pic 3: door says locked but opens afterwards

- game freezes if you kill reptites before using the key in TT first floor

- pic 4: You can walk through the wall, the upper floors are buggy(rooms with no exits)


And a question: Is this all the stuff that will happen? If yes it would be a bit short in my opinion.

[attachment deleted by admin]
Title: Re: Known Bugs
Post by: Kae on July 16, 2006, 04:13:58 pm
Pics 1, 3, and 4 will be fixed up once I (or others) start going through all the edited maps ensuring solidity, etc. To help get to these right away, what are the locations of those maps? {###}?
Title: Re: Known Bugs
Post by: Agent 12 on July 16, 2006, 06:13:23 pm
It will be all that is required to do but I would like to add a short quest for Marle to go rescue a young girl from either guardia mountain (add more rooms), or a new location, maybe a reptite controlled forest.

Time to fix these bugs.

Alrighty Fixed most of them (I'lll release it tonight).  You are right about it being to short, ,I think I'll make the "rescue kid" idea required as sort of a test before Cedric sends her off to TT. 

It was in fact Guardia Mountain but the end of the n wasn't showing up, I abbreviated it. 

Thanks for reporting them.

Kae, the map in question is {F5}, (Death peak south IIRC).  And all of the Terra Tower maps are the Tyran Fortress maps. EDIT:  Check map thread they are in there


--jp
Title: Re: Known Bugs
Post by: ZeaLitY on July 20, 2006, 09:06:35 pm
Scene whines:

~Dorino plains~

Remove monsters after you defeat Serran
Add music I guess

~Zeal~

It's a little too dark. Just replace the window tiles with that purple cover. We'll call them curtains.
Title: Re: Known Bugs
Post by: Agent 12 on July 24, 2006, 12:53:35 am
fixed and fixed.

--jp
Title: Re: Known Bugs
Post by: CyberSarkany on July 24, 2006, 09:35:59 am
I started playing throu again with the newest patch, here what I noticed untill chapter 2:

theGreatDialogueRevolutionBegins_24_july.ips:

- Medina ferry doesn't work(when you say yes, you leave the building without using the ferry), so yoan't go on without the debug room.

- pic 1: you can go around the exit on the left and right, the square is the exit and the stripes are where you can walk around.

- pic 2: left exit from the thrown(sp?) room: you can still exit to the right, but there are steps missing(same for the right exit of the thrown room)

- meeting: when the porre guys leave, they seem to become one sprite(they run up the stairs simultanly and not behind each other)

- lots of tiles are brighter in the Scene with Glenn at D.Mountain(sry for the lack of pics, only 4 allowed per post)

- when Magus' chapter starts and he wakes up, the epoch is outside and you can use it(change time period etc.),

- pic 4: can't walk through after the boss fight(you can walk around)

- when you enter Daltons hideout, you face up(where the exit is) and not down like he just entered, same when you enter a false exit and go to the golem or enter the last area with Dalton

- the save point(Hideout) does work, but not using shelter(nor is there this clinging sound when you walk on it)

- when defeat the golem in the hideout: the hole opens but you can still move(can float over it), you still appear in the saveroom after a few secs.

- in the save room in daltons hideout(when you go down the stairs) there is 1 tile where you can't talk through(~ the middle)

- in Sargons house, Magus walks up to threat him, yet it seems like hes going to walk past him(pic 3) and not watching him

- if you go to Sargon before to the elder(like searching for healing first), the elder skips the first meeting part

I messed up the order...sry for that.

[attachment deleted by admin]
Title: Re: Known Bugs
Post by: Agent 12 on July 24, 2006, 10:29:59 am
- Medina ferry doesn't work(when you say yes, you leave the building without using the ferry), so yoan't go on without the debug room.

---Chrono 99.......Sorry but you may actually  have to look at that one for me.   I don't want to just re apply that patch.  I'm guessing it's just the memory value that is suppose to be set in the ferry before going to the overworld isn't being set but I'm not sure.

The rest of them I should be able to get to tonight.  The epoch one sorta freaks me out but...well we'll see.

Note to self:  Add Exodus map

--jp
Title: Re: Known Bugs
Post by: Agent 12 on July 25, 2006, 02:43:50 am
Fixed most of the bugs.  Below are the ones I didn't get to (The Ferry's even running again (not sure what happened).

- pic 4: can't walk through after the boss fight(you can walk around)

------Can you check that this got fixed?

- when you enter Daltons hideout, you face up(where the exit is) and not down like he just entered, same when you enter a false exit and go to the golem or enter the last area with Dalton


---------Forgot this I'll get it tomorrow


- in Sargons house, Magus walks up to threat him, yet it seems like hes going to walk past him(pic 3) and not watching him

- if you go to Sargon before to the elder(like searching for healing first), the elder skips the first meeting part

----------These were intentional........hm I'll see if I can move Sargon to the middle of the room for that scene.....You skip the beginning because Magus already set Sargon straight so there's no need for the elder to send him down there.  I think I'll have to have a look at it.

--jp
Title: Re: Known Bugs
Post by: Vehek on July 25, 2006, 02:46:42 am
There's no ExploreMode off if you enter Dalton's hideout before he tells you to.  As long as you don't close the textbox in the first part of the dungeon, you can go through it as normal.
Title: Re: Known Bugs
Post by: CyberSarkany on July 25, 2006, 03:11:06 pm
- in Sargons house, Magus walks up to threat him, yet it seems like hes going to walk past him(pic 3) and not watching him

- if you go to Sargon before to the elder(like searching for healing first), the elder skips the first meeting part

----------These were intentional........hm I'll see if I can move Sargon to the middle of the room for that scene.....You skip the beginning because Magus already set Sargon straight so there's no need for the elder to send him down there.  I think I'll have to have a look at it.

--jp

Well, but the text from the elder should be a bit different then(because Magus hasn't even meet him) and not just skipping the introducing part. IMO.


Edit: Here is what I found out new(don't worry, there will be another post, too, but I just need this post for pics.

Here the 2nd part of the old patch:

part2 theGreatDialogueRevolutionBegins_24_july.smc:

- pic 1 : Marle dissapears behind the opening to the epoch.

- [pic 2: they are not watching Belthasar/Robo}

- Zenan bridge: After the dragon tank and mystics fight, the screen auto scrools to the left, yet you can still walk the other way (you can run outside and everything repeats, you can even go to the back of Zenan Bridge and run through the porreans), but when it reaches the porreans before you leave the screen, they come back.

- Belthasar sais Magus instead of the changed name, same when Magus joins the party(after you told Magus everything/1st part of Chapter 2)

- yYu can actually go to the Colliseum etc. when the mystics raid Chronopolis

- If you give away the Jade Orb, the guy still asks for one.

(- maybe something for Zeality: How about making a few books in Daltons Hideout readable with these peotic things(like the one in the secret chamber in CT), because I always liked that) -> already mentioned.

- The music when you visit Cyrus Grave(the room) doesn't fit IMO(it's the one from Spekkio I think), at least in 600 AD when noone else is there it should be changed.

- tomas shrine (pic 3), just a small map Thingy I saw, don't know if this was done on purpose, though(red marked).

[attachment deleted by admin]
Title: Re: Known Bugs
Post by: CyberSarkany on July 25, 2006, 04:56:18 pm
Here the new patch until the begin of chapter 3:
NotDialogueThisTimeRForest_25_july.ips:

- pic 4: After you are told to get Ayla and move to the impact crater: the light just shows up for a very short time, note that magus is there and in my team.

(- still mystic mountain bug, can't enter 2nd last screen/you fall off the screen) -> mentioned before

- pic 5: after opening the chest it still is closed when you leave/reenter(Singing Mountain)
 
- (pic 6: 2 magus with 1 having screwed colours.) ->mentioned before

Oh, and why I marked some already mentioned: since it was mentione dbefore, maybe you/someone were/was working on a solution and didn't add it or stuff.


[attachment deleted by admin]
Title: Re: Known Bugs
Post by: nightmare975 on July 25, 2006, 10:11:52 pm
I was the one who mentioned them before.

The first one has something to do with the Big Desiction(misspelled) while I have no idea what the hell is up with the second one, I'm gussing it has something to do with Magus being in the party.
Title: Re: Known Bugs
Post by: Agent 12 on July 26, 2006, 12:23:52 am
I believe I fixed it this time around....last time I just loaded the enemy magus thinking nothing could go wrong if i did that....but it didn't solve it (obviously).  So hopefully tonights patch will be good.


--jp
Title: Re: Known Bugs
Post by: nightmare975 on July 30, 2006, 01:48:09 am
There are a lot of random exits in the reptile forest. I even fought a Lavos spawn!

Plus I have no idea on how to get through.
Title: Re: Known Bugs
Post by: Agent 12 on July 30, 2006, 02:11:11 am
oo crap I did forget to get rid of those exits. 

The way to get through is the Goldeneye Golden gun code (from the Marle sidequest thread, there'll be more hints once Zeality fixes up the text).

Anyways I'm pretty sure it's left, up right down right up up

replace the last up with left to rescue the little girl and replace the last up with right to get to the two spies.

--jp
Title: Re: Known Bugs
Post by: Chrono'99 on August 08, 2006, 03:37:33 pm
Not sure if it has been mentioned, but on the Epoch screen the multicolored line on the C has disappeared between 600 AD and 1,000 AD (must have been when we changed the year graphics).

[attachment deleted by admin]
Title: Re: Known Bugs
Post by: Agent 12 on August 08, 2006, 03:44:33 pm
You man on the very far left?  I'll need to pull out a non modified one to compare it with.

Justin headed up that change any ideas ?

--jp
Title: Re: Known Bugs
Post by: TheOutlaw on August 14, 2006, 04:08:23 am
(http://img.photobucket.com/albums/v669/shanepain678/betatest.jpg)
Top left-Hard to see but the edges of tiles don't match, some are of darker color.
Top right-General just touch up the top of the screen, seems ver artificial, I would do this myself but TF won't fully load the rom right now.
2nd from the top left- Magus is still overpowered, not because of his strength stat, but because he is getting that weapon too early in the game(322-700), Right now I believe this was done (as well as vedic blade for Chrono) to make beta tests go faster, but before the final release should be changed. Bosses are just too easy.
Right- House on the bottom left of Chronopolis, there some furniture haning from the top of the wall.
Midleft-Can walk too far into Chronopolis buiding, as well as the forest to the right (only three trees are barriers on bottom and top), and several other buildings
midright- bridge just looks quirky, more buildings you can walk through
Nextdown left- no barrier on the bottom makes the room decieving, unless it is planned to add an accesible area there.
Right- the edges of the fire look odd, out of place. (on the left and right) maybe just put something over it to make it lok more normal.
Bottomleft- Black gap out of nowhere just doesn't look right, maybe put a door there instead of balck space after the wall is removed.
Bottom right- understandable, since playable glenn isn't ready, don't put it in the game yet, although it did surprise me after I had played the public beta.
Title: Re: Known Bugs
Post by: TheOutlaw on August 14, 2006, 06:45:39 am
(http://img.photobucket.com/albums/v669/shanepain678/Abetatest.jpg)
Topleft-place to get stuck in 1200AD(and once you're there you're there
Topright-Prop masamune (prop sword?) doesn't look so good.
Nextleft-Toma's Monument(whatever it's called), has two bookcases you can walkthrough, where the party is now, and where the red X is.
Right-Well you could go up and talk to TomaXII in the last public beta, now you can't
Nextleft&right- for some reason, based off of these Dialogue boxes it seems Tata has two fathers.
Nextleft-New little Islad, don't know what it's for, but you can walk over the rock.
Right- Every here and there when you leave Chronopolis to 1002 AD, you end up landed on the ocean.
Nextleft-Maybe make the mountains smaller to make the path a little more obvious, no bug whoop (nothing necessary)
Right-After going up into the singing mountain Cave, then immediately turning back(before going up to fight the boss), you get stuck in the wall, not even where the door is.
Bottomleft-The cavedoor opening is partially covered by the overhang.
Bottomright-When going to get Schala right after Magus shows up Robo dissapeared completely, and it still said he was in my party (he reappeared after I left the room).
By the way in the last Public beta you could choose characters to rotate in and out, in this version you can't I don't know if that's on accident or deliberate.
Also after You fight King Zeal all the way up until you get back to Chronopolis you can't open the menu screen. And it seemed like magus was back to his asskicking form, after not having him in my party at all he was dealing well over 1000 damage to every enemy.
Title: Re: Known Bugs
Post by: Chrono'99 on August 14, 2006, 08:42:24 am
Bottomleft-The cavedoor opening is partially covered by the overhang.
Well, it's supposed to be like this. The stuff is above the passage, covering it a bit. The opening is in the mouth.
Title: Re: Known Bugs
Post by: CyberSarkany on August 14, 2006, 08:58:32 am
And it seemed like magus was back to his asskicking form, after not having him in my party at all he was dealing well over 1000 damage to every enemy.

You use the Doomsickle(or Iscariot) which deals double damage if your friend is dead, tripple if all are dead, and since you play alone you have the x3 damage bonus.
Title: Re: Known Bugs
Post by: CyberSarkany on August 14, 2006, 09:52:51 am
Well, doublepost, but anyways, just finished Zeal again and a bit of the next stuff, here what I noticed:


NotDialogueThisTimeRForest_25_july.ips:

Gameplay stuff:
- Can't change Glenn's name, and he is "Frog" in the dioaloges.


PHEWalsochronopolisOW_7_august:

Debug room:
- After talking to Belthasar you are in the Chronopolis OW map stuck in the water.


Reptite Timeline:

Gameplay stuff:
- Cedric only says:"Good Luck" if you talk to him again, maybe add again what you have to do in a shorter way.
(- reptite forest : I dont get it)

Sprite stuff:
- spire vs draygun or whatever he is called: screwy pallets(spirece pic)


Zeal:

Textboxes: I screened all I found, but I'm not sure if this is needed(maybe it is one bug causing all to miss some letterparts?) I marked them green.


Map stuff:
- If you enter the cave to go to the Palace, you end up there(zealcave pic)
- The backround in the blackbird area is Black(inenemy pic)
- The backround of Zeal is still grey(wasn't it different once?)

Musik:
- If you enter the landbridge from Kajar(to go to Enhasa): the music stops, yet the other side has music.
- Kajar has no music(because it is night? But why do the other places have music?)

Sprite stuff:
- The dreamer in Enhasa(new area) has open eyes(inenemy pic)
- You are standing in Dalton's guard when you fight him(in enemy pic)

Other:
- Spring of Whatever(blue thingy that recovers HP when you walk over it) doesn't work in Enhasa

gameplay stuff:
- Maybe a hint that you need to talk to the Nu again to get the Riddle
- Maybe another way to get back to Chronopolis? It just doesn't seem right to have a person there...Maybe an exit/entrance point to beam or stuff.

And sry for those large pic, I try to do better next time.
Should I Post bugs like here(categories) or like before in the order I noticed them? What is easier for you?




[attachment deleted by admin]
Title: Re: Known Bugs
Post by: Agent 12 on August 14, 2006, 11:05:35 am
Just going to make quick notes here for later since I'm pretty busy and might not be able to get to these for awhile:

- Can't change Glenn's name, and he is "Frog" in the dioaloges.

-------This was intentional for now.  I wasn't sure if we were going to force people to call him Glenn, if we keep it this way once we do manually change the name from Frog to Gllenn it'll be fine.


- After talking to Belthasar you are in the Chronopolis OW map stuck in the water.
-------This is my bad the latest rom fixes this....I'm a horrible guy and actually have the latest rom in the "corruption" thread right now.


- Cedric only says:"Good Luck" if you talk to him again, maybe add again what you have to do in a shorter way.
--------Definately, Zeality will be doing text

(- reptite forest : I dont get it)
-------You have to go the right directions.  The right directions correspond to the Goldeneye "Golden Gun" code.  Left, Up Right down Right Up Up I believe.  There'll be better hints once Zeality does the text.



- spire vs draygun or whatever he is called: screwy pallets(spirece pic)

------Hm this is usually because of Layer 3 (like how the snow dissapears when you do lightning 2), it is only spire or other techs to.....I doubt I can fix this.  It may have to be remapped.


Textboxes: I screened all I found, but I'm not sure if this is needed(maybe it is one bug causing all to miss some letterparts?) I marked them green.
-------There's a thread called Text Issues (it may be second page now), where we need to keep track of these.  Simply put I put in like 100 text boxes in one day and it really is a pain to get them perfect.





- If you enter the cave to go to the Palace, you end up there(zealcave pic)
-------UGH.......I can fix that but I'll have to import the map

- The backround in the blackbird area is Black(inenemy pic)
-------It's supposed to be, it's night


- The backround of Zeal is still grey(wasn't it different once?)
---------I want to make it black but I need someone more graphically inclined to do it.



- If you enter the landbridge from Kajar(to go to Enhasa): the music stops, yet the other side has music.
- Kajar has no music(because it is night? But why do the other places have music?)
---------Editiing an area in TF changes the music to silence.  Because I constantly go through and edit areas (sometimes just one line of code) it's annoying to reset the music every time so I'm going to do a mass music overhaul at one point.





Sprite stuff:
- The dreamer in Enhasa(new area) has open eyes(inenemy pic)
--------I'm pretty sure even the old CT sleeping "male Zeal" sprites have their eyes open, there's not actually a sleeping sprite it's just the normal guy sprite with his lower body missing.



- You are standing in Dalton's guard when you fight him(in enemy pic)
------weird.....did it start out like this or did that happen half way through the battle.


Other:
- Spring of Whatever(blue thingy that recovers HP when you walk over it) doesn't work in Enhasa
-------whoops, I just deleted all the old code and put in fresh completely forgot about that.


gameplay stuff:
- Maybe a hint that you need to talk to the Nu again to get the Riddle
-------Yes I agree, I noticed  this too.

- Maybe another way to get back to Chronopolis? It just doesn't seem right to have a person there...Maybe an exit/entrance point to beam or stuff.
------------Hm.....that should actually be doable (my initial fear was that it was the wrong tile set but it shouldn't be a problem since it already has a tile set.  I'll take a look at this.




-Easiset way for me to fix these is actually if you can post it by "location" since that's how I go through and fix them.


--jp
Title: Re: Known Bugs
Post by: Agent 12 on August 14, 2006, 11:32:26 am
Top left-Hard to see but the edges of tiles don't match, some are of darker color.
Top right-General just touch up the top of the screen, seems ver artificial, I would do this myself but TF won't fully load the rom right now.

-----Really we need a "Map bug fixer."  If anyone is interested just fix it and make the .flux file and I'll add it in.  If noone does it I'll do it myself eventually.


2nd from the top left- Magus is still overpowered, not because of his strength stat, but because he is getting that weapon too early in the game(322-700), Right now I believe this was done (as well as vedic blade for Chrono) to make beta tests go faster, but before the final release should be changed. Bosses are just too easy.

---You nailed it.  It won't be there for the final.

Right- House on the bottom left of Chronopolis, there some furniture haning from the top of the wall.
Midleft-Can walk too far into Chronopolis buiding, as well as the forest to the right (only three trees are barriers on bottom and top), and several other buildings
midright- bridge just looks quirky, more buildings you can walk through

--1999 Tile properties has been posted in the "corruption" thread JLukas is looking into it.

Nextdown left- no barrier on the bottom makes the room decieving, unless it is planned to add an accesible area there.
Right- the edges of the fire look odd, out of place. (on the left and right) maybe just put something over it to make it lok more normal.


-----Really we need a "Map bug fixer."  If anyone is interested just fix it and make the .flux file and I'll add it in.  If noone does it I'll do it myself eventually.


Bottomleft- Black gap out of nowhere just doesn't look right, maybe put a door there instead of balck space after the wall is removed.

IIRC that tileset didn't have a door.....maybe I'm wrong though.....why would I do a black hole...


Bottom right- understandable, since playable glenn isn't ready, don't put it in the game yet, although it did surprise me after I had played the public beta.

---What concerns me about that is Crono was talking actually....


Topleft-place to get stuck in 1200AD(and once you're there you're there

-----Really we need a "Map bug fixer."  If anyone is interested just fix it and make the .flux file and I'll add it in.  If noone does it I'll do it myself eventually.


Topright-Prop masamune (prop sword?) doesn't look so good.

--The pic is small.....is it a pallette issue I don't remember it looking bad?

Nextleft-Toma's Monument(whatever it's called), has two bookcases you can walkthrough, where the party is now, and where the red X is.

-----Really we need a "Map bug fixer."  If anyone is interested just fix it and make the .flux file and I'll add it in.  If noone does it I'll do it myself eventually.

Right-Well you could go up and talk to TomaXII in the last public beta, now you can't

--------Weird.....I'll lookinto that


Nextleft&right- for some reason, based off of these Dialogue boxes it seems Tata has two fathers.

------I can't quite read it, Zeality will have to look at that (text guy)

Nextleft-New little Islad, don't know what it's for, but you can walk over the rock.

-----Yea I'm not sure what it planned for that either, I didn't touch this OW.



Right- Every here and there when you leave Chronopolis to 1002 AD, you end up landed on the ocean.

-----Yea the 1999 OW map was redone and the exits haven't been fixed yet.


Nextleft-Maybe make the mountains smaller to make the path a little more obvious, no bug whoop (nothing necessary)

--------A surpising amount of people agree with you actually.



Right-After going up into the singing mountain Cave, then immediately turning back(before going up to fight the boss), you get stuck in the wall, not even where the door is.
--------hm...yea that needs to be fixed

Bottomleft-The cavedoor opening is partially covered by the overhang.
--------I like that


Bottomright-When going to get Schala right after Magus shows up Robo dissapeared completely, and it still said he was in my party (he reappeared after I left the room).
---------Ew......you'd be surprised how bad this code is.....sigh


By the way in the last Public beta you could choose characters to rotate in and out, in this version you can't I don't know if that's on accident or deliberate.
----------Ever?  or in certain rooms? 

Also after You fight King Zeal all the way up until you get back to Chronopolis you can't open the menu screen. And it seemed like magus was back to his asskicking form, after not having him in my party at all he was dealing well over 1000 damage to every enemy.

----------I need to take a look at this.  I meant to just remove the menu switching characters menu not the other menu too. 

phew that's alot of bugs




EDIT:  Conditionalize the Reptite Time sage on Terra Tower 1st floor
          Make the door blocked earlier


--jp
Title: Re: Known Bugs & Beta Testing
Post by: TheOutlaw on August 14, 2006, 05:24:38 pm
Here are some that don't really need screenshots,
The rooms going up to the damaged mammon machine(which that room was beautifully done) are a little out of wack in tiles. Once I figure out why Temporal flux isn't working I'll jump in on editing the overworld/locations. I don't know why I can't decompress events.

600AD-Once you get frog, you're told to go somewhere, where there was a dispute between porreans and mystics, however you're given no idea where this area is. So I'm still looking for it.
The King isn't sitting on the throne, rather he appears to be sitting on air in front of the throne.
When you're talking to Queene leene frog responds, yet your party still has free roam, it seems odd when you're walking around and frog shouts back to her.
First mystic house-The guy tells me people got stuck in the tunnel up North, but what tunnel up north?

65milBC-Singing mountain when you leave and come back you still have to input 1243 to open the cave door, It would seem better if it stayed open.
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 15, 2006, 09:14:02 am
You need to go to the San Dorino Plains(it's a 1 tile area left of San Dorino, the village between Porre and Guardian that isn't in 1000 AD anymore).
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 15, 2006, 04:47:10 pm
Quote
Bottomright-When going to get Schala right after Magus shows up Robo dissapeared completely, and it still said he was in my party (he reappeared after I left the room).
---------Ew......you'd be surprised how bad this code is.....sigh

Outlaw, do you remember what your party was and in what order?

--jp
Title: Re: Known Bugs & Beta Testing
Post by: nightmare975 on August 15, 2006, 08:28:31 pm
You need to go to the San Dorino Plains(it's a 1 tile area left of San Dorino, the village between Porre and Guardian that isn't in 1000 AD anymore).


And I've been thinking it was that cave in Medina the whole time. :x
Title: Re: Known Bugs & Beta Testing
Post by: Chrono'99 on August 16, 2006, 08:39:56 am
Yeah San Dorino Plains, even though it's just "plains", need to be a little more visible on the map (somehow).
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 16, 2006, 10:32:12 am
Yea we'll probably end up  making it a desert tile surrounded by grass tiles unless someone thinks of a better idea.

--jp
Title: Re: Known Bugs & Beta Testing
Post by: nightmare975 on August 16, 2006, 01:24:37 pm
What about the sinkhole sprite? It could work a lot better, plus, you can see it! :P
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 16, 2006, 01:36:09 pm
Sinkhole sprite??  The one where you go under Fiona's Desert?  Hm perhaps that would work better since you jump in a tunnel.

--jp
Title: Re: Known Bugs & Beta Testing
Post by: TheOutlaw on August 16, 2006, 02:31:17 pm
Quote
Outlaw, do you remember what your party was and in what order?
Chrono Marle Robo
Robo reappears once you enter a new area, but it still is strange none the less.

This isn't neccessarily a bug, but a lot of Glenn's quotes don't feel like they're being said be Glenn.
To Serran(1st time)"Frog: Wait! You Bastard!
We'd better get out of here. Those Porre hicks will be toast like their frineds back on Zenan."

Glenn seems more inclined to say Rogues instead of hicks to me, he also missing his accent, and this sounds like something an antogonist would say

not a bug, but my own stupidity, I previously believed you couldn't exchange characters, now I find out you press Y while walking on the map.

It seemse akward that when Frog is shown after putting the masamune away in the beginning he's in the mountains where you got ti in CT, but when he gets it to beat Serran he gets it from the cathedral. It's not relly a bug, just something that feels out of place.
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on August 16, 2006, 11:01:47 pm
He didn't put away in the cave. He says he considered putting it back in the cave, but reconsidered.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 17, 2006, 03:43:12 am
All bugs that I "fixed" before are unfixed due to a found corruption in ROM.  ........I swore quite a bit.  So they have to be reapplied, also Tile properties for new OW's (not 1999) and fix Dalton Dungeon bug where you go back in the door you came from.

--jp
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 17, 2006, 12:53:58 pm
Here's how I fixed all the bugs incase someone wants to go through and fix em.  Someone (probably Zeality) needs to make a call on the blue errors above.

- After talking to Belthasar (Debug Room) you are in the Chronopolis OW map stuck in the water.
-------Check this, it's just bad coord in the debug room because of a new 1999 MAP


- If you enter the cave to go to the Palace, you end up there(zealcave pic)
-------The Chronopolis "medic Center" is the same map as "Zeal teleporters" so we need to put them on two different locations

- You are standing in Dalton's guard when you fight him(in enemy pic)
------This one is a bit tougher, it was being caused by not having "halt" for a call object function so look for he call object functions where the guards move to the middle of the room and make them halt instead of continue

- Spring of Whatever(blue thingy that recovers HP when you walk over it) doesn't work in Enhasa
-------Copy paste old object from original CT ROM

Topleft-place to get stuck in 1200AD(and once you're there you're there
-----I just added a NW NE solidity and it was fixed

Toma's Monument(whatever it's called), has two bookcases you can walkthrough, where the party is now, and where the red X is.
-----Make them solid


Well you could go up and talk to TomaXII in the last public beta, now you can't
--------Tun on layer 3 and delete the pyramid, then in object 00's activate remove the copy tiles, finally fix Zplane/solidity

Right- Every here and there when you leave Chronopolis to 1002 AD, you end up landed on the ocean.
-----fix the coordinates of Chronopolis New exit to OW.

After going up into the singing mountain Cave, then immediately turning back(before going up to fight the boss), you get stuck in the wall, not even where the door is.
--------Fix the exit from Lebniz Room


Conditionalize the Reptite Time sage on Terra Tower 1st floor
Make the door blocked earlier

In the Time sage object make a conditional so it only loads after Marles Reptite Sequence (check change log)

For "blocking the door" there should already be a copy tiles in object 00's activate that needs to have the conditional made a couple lower.


--jp
Title: Re: Known Bugs & Beta Testing
Post by: TheOutlaw on August 17, 2006, 05:29:28 pm
well here are some more bugs, not the newest beta (just noticed that this morning)
but still bugs none the less
(http://img.photobucket.com/albums/v669/shanepain678/0000ahhhquotes.jpg)
Akward line that makes little sense

(http://img.photobucket.com/albums/v669/shanepain678/0000debug.jpg)
as you move throught the debug room, sprites whack out.

(http://img.photobucket.com/albums/v669/shanepain678/00medinaglitch.jpg)
1st medina house, simple error in solidity

(http://img.photobucket.com/albums/v669/shanepain678/000wallno.jpg)
another solidity error

(http://img.photobucket.com/albums/v669/shanepain678/000disaper.jpg)
another dissapearing character, if you add frog to your party right after getting him back in the cathedral this is if frog replaces the third character
(http://img.photobucket.com/albums/v669/shanepain678/00000000000.jpg)
Here's what happens with frog in the middle

(http://img.photobucket.com/albums/v669/shanepain678/000garrr.jpg)
not sure if this is a bug, but when answering the Nu's riddle in Zeal it has a picture of the Epoch, A picture of the Nu would make more sense
Title: Re: Known Bugs & Beta Testing
Post by: ZeaLitY on August 17, 2006, 06:35:20 pm
The debug room is naturally, as the game can't handle that many loaded palettes. As for the Zeal thing, I'm pretty sure I changed those lines, so they must not be on the new backed up ROM.
Title: Re: Known Bugs & Beta Testing
Post by: TheOutlaw on August 17, 2006, 10:45:28 pm
In enhasa sleeper room, the sleeps are titled
one sleeper
2nd sleeper
third sleeper
fourth sleeper

When you enter Enhasa you should be told that there is a secret switch you are looking for, or something along those lines.

(http://img.photobucket.com/albums/v669/shanepain678/01.jpg)
If frog is going to be Glenn, this line seems out of place, since he's had no issue of ribbiting in the past.(throughout the game)

Chapter V's title gives away too much
A world of humans and reptites, It would be more interesting for 1st time players to see "A New World"

Terra tower, if you enter before you get the key, instead of the Azala look-a-like saying the more humans line it's a regular reptite.
Title: Re: Known Bugs & Beta Testing
Post by: TheOutlaw on August 18, 2006, 01:32:16 am
Newest patch Chronopolis-
(http://img.photobucket.com/albums/v669/shanepain678/ga.jpg)
invisible barrier
(http://img.photobucket.com/albums/v669/shanepain678/gaa.jpg)
lack of barriers
(http://img.photobucket.com/albums/v669/shanepain678/garrr.jpg)
(http://img.photobucket.com/albums/v669/shanepain678/garrrrrr.jpg)
This is what happens if you leave chronopolis, no way back in. Can't leave the time period
also say 1999AD at the bottom.

Although I must say this map is a lot more visually appealing.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 18, 2006, 02:00:27 am
The ribbit is a joke.  Dalton heard a noise and one of the guards says he thinks some test frogs got out then to trick them Frog is forced to make the Ribbit sound (that's why he sighs).  I think it's pretty funny.  All 1999 Map issues are going to be taken care of when we fix 1999 properties.

--jp
Title: Re: Known Bugs & Beta Testing
Post by: TheOutlaw on August 18, 2006, 02:56:34 am
interesting, there was no build up in the dialogue though, just test frogs got away, then
*sigh* ribbit.

I may start touching up 1AD
Title: Re: Known Bugs & Beta Testing
Post by: Chrono'99 on August 18, 2006, 08:40:35 am
The ribbit stuff is just a rip-off of a scene from RD... Crono's turtle imitation is a nice addition though :)
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 18, 2006, 12:27:47 pm
ohh I didn't know it was from RD, that's funny.  I added the turtle imitation because I thought he was the only one that didn't have one (but now I know lucca doesn't have one either)

--jp
Title: Re: Known Bugs & Beta Testing
Post by: Chrono'99 on August 18, 2006, 12:57:36 pm
Lucca could... imitate...  a cat maybe? since Gato is a robot cat and means "cat" in Spanish.
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on August 18, 2006, 12:59:41 pm
Sadly, Marle already imitates a cat in that scene if she's in the party.
Title: Re: Known Bugs & Beta Testing
Post by: TheOutlaw on August 18, 2006, 03:31:13 pm
As most of you know 1999 Dino world is bugged up
The most prominent is that if you enter terra tower before the contest it's just as marle left it.
and if you exit Walah 1AD, although just as marle left it.

Also you can skip the fight before the time portal by just going up and pressing confirm on it.
Which afterwards the screen goes black and all you can do is open the menu.

Here's when dialogue goes to hell.
(http://img.photobucket.com/albums/v669/shanepain678/un.jpg)
At least he tells me I can do anything i want
Reason enought to break into Terra Tower
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on August 19, 2006, 12:19:28 am
That would be just placeholder dialogue.
The exit problem with Terra Tower will be easily solved with an event that teleports to different overworlds depending on a variable. But what variable to use?
Title: Re: Known Bugs & Beta Testing
Post by: TheOutlaw on August 19, 2006, 12:40:48 am
Quote
That would be just placeholder dialogue.
I figured as much, i had been reading through with ok dialogue and then wham.
Caught me off guard.

Her are some things that seemed wird in the beta, but i think are planned to be resolved as the beta moves along

Porre agent turning out to be a Cyborg, all that' s stated is that he isn't made o forganic material, and i was hoping to take care of him personally he kind of drifts away as king Zeal comes in (strangley in the beta so does king Zeal)

also Serran, I've seen his sprite(looks great), and read some ideas for Serran, and I'd like like to see him become a reoccurring enemy, like Ultros in FFVI, or the turks in FFVII

It was also kind of sad to see the coluseum go in this patch.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 19, 2006, 04:23:23 am
Yea definately placeholder.  Cyborg will be in a sidequest, Serran comes back atleast 2 more times.  Coliseum is only gone for a very short time because i made that exit go to the OW.

The TT exit will be a object Teleporter based off of the Storyline Memory. 

--jp
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 21, 2006, 10:35:20 am
No beta test update, but while running through the game to get all enemys I found this one:
After you rescued Ayla and reenter the Lava Area(where you fought Nizbel), you can't leave anymore because you are stuck(pic).

Edit:
- After King Zeal kicked you butt, you can't open the menu(meaning you can't heal Magus). That's bad because there are still some enemys on his way out.
- After you returned and told to get Glenn: You get the Epoch(direct link to 1002 AD), and if you land, the Sprites won't appear(you can't reenter Epoch,m either) meaning you can't go on(pic 2)

[attachment deleted by admin]
Title: Re: Known Bugs & Beta Testing
Post by: ZeaLitY on August 21, 2006, 11:38:58 am
I'm updating the Prerelease portion of the site, and I noticed this:

http://www.chronocompendium.com/Term/Image:Denadoro_Mts_%28CTP%29.png.html

That beam of light might be more visually appealing than the current layer 3 effects for the first confrontation with King Zeal.
Title: Re: Known Bugs & Beta Testing
Post by: TheOutlaw on August 22, 2006, 01:18:04 am
I'm going to take a break from beta testing for a little bit.
Work on some other things.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 22, 2006, 01:32:11 am
Gunna have alot to do once I get back to work.  Cyber can you reproduce that bug with the OW sprites not appearing because I can't on my comp.

--jp
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 22, 2006, 06:26:36 pm
Sure(sry I didn't write before)
There are actually 2 bugs:

Patch: converypuzzlefinished_21_August.ips
1st:
Go to the debug room, talk to the chancelor("Sneak Peak once more") and you end up in the Ocean's Palace ruins. Let King Zeal finish you, go back and talk to Magus and Schala. Now you have to get Glenn, talk to the guy to the right of Belthasar(link to 1002 AD). Now you are (as known) on the ocean's floor standing with the epoch in front of you, but if you enter, you can ONLY change the time perioud(like if the Epoch didn't get his wings), you can also go to 1999 with the "It is coming" Screen before Lavos Erupts, yet the game freezes while showing the new 1999 AD.

2nd:
Same as before, only use the debug guy saying: "Go to chapter 3"(after explaining chapter 2 to Magus). Go on as before, now that you enter Chronopolis with the flying Epoch, you will leave it after rescuing Schala with it(meaning you already fly in 1002 AD), yet if you land, the above mentioned thing(no walking sprites appear) happens.

Hope that helped, if not, sorry, and ask what is unclear.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 23, 2006, 04:52:43 pm
I followed the steps for the missing OW sprites and I wasn't able to reproduce it.  Try to reproduce it and keep track of EVERYTHING it could be caused by something as small as opening up a chest.

--jp
Title: Re: Known Bugs & Beta Testing
Post by: Shinrin on August 23, 2006, 07:38:08 pm
No beta test update, but while running through the game to get all enemys I found this one:
After you rescued Ayla and reenter the Lava Area(where you fought Nizbel), you can't leave anymore because you are stuck(pic).

Edit:
- After King Zeal kicked you butt, you can't open the menu(meaning you can't heal Magus). That's bad because there are still some enemys on his way out.
- After you returned and told to get Glenn: You get the Epoch(direct link to 1002 AD), and if you land, the Sprites won't appear(you can't reenter Epoch,m either) meaning you can't go on(pic 2)

the bug about magus not being able to heal is a memory command to lock out the menu and character select screens.
Title: Re: Known Bugs & Beta Testing
Post by: justin3009 on August 24, 2006, 11:56:23 am
That's kinda odd don't ya think.  Magus is about dead and you have to fight monsters and once you die, you die...
Title: Re: Known Bugs & Beta Testing
Post by: nightmare975 on August 24, 2006, 01:27:16 pm
I think we should find a way to make Magus heal after the battle.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 24, 2006, 01:44:58 pm
I have to look into it.  Either I'll find a way to block the character select screen but not the menu, remove every character completley, or remove the characters and block the two slots for PC's

Now that I think about it.....does the blackbird block the character select screen but not the menu?

--jp
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 24, 2006, 02:42:18 pm
I just tried 2 runs to get the missing ow sprite thingy, everything worked fine(meaning no Sprite problems)...
I will give it another try soon, sorry for no help.
Title: Re: Known Bugs & Beta Testing
Post by: Maelstrom on August 29, 2006, 06:45:45 pm
I've been grinding through the beta a second time and trying to simultaneously identify prudent gameplay adjustments (the "reason" I'm here) as well as ponder other issues with the game.  I've identified a number of "extra things" along the way, but I'm exhausting myself too much with the other things (and perhaps not paying as much attention to the gameplay as I need to), so I am halting the process of recording problems/suggestions outside of my realm for the time being.  So, I'm posting my grand list of "other things."

As sort of a primer for what I am saying, when I mention text "borking" or "fubaring" or what-have-you, it pertains to the fact that the text distorts after the message finishes displaying.  I also mention a number of formatting issues, but how they are addressed ultimately depends on how we want to format the text in the speech boxes.  [EDIT: Moved to "Text Issues"]

The other sort of nagging thing is Frog (he's the main reason I gave up).  From an artistic standpoint, I'll restrict my analysis of him to another thread.

------------------------------------------------------------------

Map

The telepod equipment (in the square near Guardia) probably should be gone.

(You know this already, but...) Zeal Ruins Location is hairy

The ability to exit Chronopolis and not re-enter is a little problematic, even if we are just dealing with an in-house beta.


Coding?

If a player doesn't have an .srm save yet and the player starts the ROM, music plays for a fraction of a second before the prompt to select battle-mode, which is a bit odd.

The user is only prompted to name precisely three characters at the start.  Will further flexibility be granted later?

If you sleep in Chrono's bed, you start so far up the stairs the next day, he warps back up if he tries to to walk down.

The guy in Porre is still selling jerky.

"Oh, you're looking for Renault.  I last saw him in the chapel" is said even if you have not advanced the story to the point he is actually there.

If you sell your Lead Sword before you give Renault his sword, you get a new Lead Sword!

Crono's mom's line doesn't change after you deliver the three items.

Three places in the upper left stairway of Guardia Castle don't play music.

When the Time Egg malfunctions, it seems that the party should show a little more urgency by running away earlier rather than giving long elaborations.

When CML find Magus, the pause before the fade-out is about a couple seconds too long.

Yes, warping people directly to the Porre base is probably a good idea.

The Sergeant at the Poore base probably should face the party when talked to.

The "free grenade" seems a bit...forced, particularly in that everyone is "KO" and then everyone is "normal" just a little later.  Maybe an attack focused at countering Crono (and he'll be reduced to his near-death pose) would work better, but even if that is infeasible, it would help as long as characters would only return to the near-death pose after their stint in the KO pose -- you could return them to full-stance later in the dialogue, but it would seem more "natural" if the transition was more progressive (KO, then near-death, then normal).

The fadeout should probably happen three seconds earlier.

Towards the end of the nighty-night music, there's a flash of the picture from the previous scene; this should be removed.

The party needs to face the strange guy when he talks to them (when they reach the Epoch).

In the three Blue Imp fight, the third character is positioned on the lasers and creates a graphical glitch.  Moving her/him/it up may resolve it, but that doesn't fix the fact the battle is cramped.

Going to the second screen of Mystic Mtns screws up things (PCs do not appear).

Should the "InstrumentP" need to remain the inventory after solving the puzzle?

Ayla's "shocked" look (after the Nizbel fight) doesn't seem like a good expression.  It's important for her to actually look weakened/vulnerable (since she's said to look that way), like she does when she's near-death in battle.

When returning to Zeal, Martello's picture (in combat) messes up a little bit.  Moving it's position down a tad ought to fix it.

The next room with two treasure chests will "trap" a character if the player opens the chest while standing inside of it.

(redundant?) It'd be handy if Magus could the menu to take some Tonics (and allow him to be killed for a Game Over by enemies during the escape).

Vanguard Post (602)
The stairs don't seem to behave like "stairs."

...

This is a bit later on, but it was memorable enough to recall it: When the party has its talk with King Zeal at 64999998 BC, there is a long period of time when the party and Zeal just stay put while spewing their dialogue.  Even if re-positioning them would disrupt the flow plot, it would seem appropriate to have them do some sort of gestures.  They need to act out *something* to keep the player's attention.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 29, 2006, 09:32:49 pm
Hm....I'm going to need a day of just organizing all of these bugs into categories (text/mapping/coding).  But I want to tpoint out that there is a thread for all text related"borking" or "fubaring"  I think it's called text related issues.

--jp
Title: Re: Known Bugs & Beta Testing
Post by: Maelstrom on August 30, 2006, 02:26:15 am
Yes sir, I found the other topic on the second page.  I'll move the text-related issues to that topic [DONE].
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 30, 2006, 03:44:46 am
Thanks a ton that's alot more manageable!

--jp
Title: Re: Known Bugs & Beta Testing
Post by: Maelstrom on September 03, 2006, 09:23:51 pm
I think wackiness that ensues from delivering the Shamsir can be averted if the "Shamsir" is based off of one of the broken Masamune pieces instead of one of Crono's swords.  Crono cannot equip it, nor can he sell it, so it would seem to be reasonably "idiot proof."

When rescuing Ayla, the room with the puzzle ideally should remain permanently solved.  If you return later, you won't have to solve it again.  Also, the players are "stuck" if you enter the next room but try to leave!
Title: Re: Known Bugs & Beta Testing
Post by: Chrono'99 on September 17, 2006, 08:36:48 am
The Gryphon sprite apparently uses the palette that we assigned to the broken Dragon Tank in the demos. It should use the original Dragon Tank palette instead (the one I recolored).
Title: Re: Known Bugs & Beta Testing
Post by: nightmare975 on September 19, 2006, 08:21:03 pm
The girl who gives you lemonade at Leene Square continues to give it to you until you leave the screen.
Title: Re: Known Bugs & Beta Testing
Post by: Chrono'99 on September 21, 2006, 05:49:03 pm
The girl who gives you lemonade at Leene Square continues to give it to you until you leave the screen.
Strange, I don't see this bug... You're speaking about the little girl who sells the 5G drink? Did you do something special or just answered "yes"?
Title: Re: Known Bugs & Beta Testing
Post by: nightmare975 on September 21, 2006, 08:22:02 pm
I just answered yes and after I got the HP and MP restored message she would repeat her message and the restored message over and over. I don't know if I lost 5G every time though... :?
Title: Re: Known Bugs & Beta Testing
Post by: Chrono'99 on September 22, 2006, 06:03:27 am
It works fine for me, though I work on the ROM so my version might not be exactly identical to the one posted. I guess we'll see if this problem is still there next time jsondag or I post a patch.
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on October 08, 2006, 02:58:38 pm
First of all, sorry for the lack of time, but I am at the last 2 years of school, and every lesson now is important as never, so I have barely some free time. I will, however, get holydays next week, and even though I don't know how much free time I will have during them, I will try to use them.

I tested the new rom until Chapter 2, here the results:

merged.ips:

Mapy stuff:
- you can enter the "Vanguard Post" from behind in the World Map.
- Sargon's hut from the world map doesn't look like a hut from inside, maybe give him, instead of a hut, a mountain that had been part of zeal(kinda like Dalton's hideout), this would also be a reason why it looks so similar to the room of Zeal.
- At the savepoint are in Dalton's Hideout: You can see the left and right area, yet you are supposed to be one etage lower than the other areas.


Text:
- "Error guy" at the fair, we shouldn't forget to alter his text.
- The lemonade girl: you can walk around with the text-window open after receiving the lemonade(received+restored), maybe you shouldn't be able to walk during that char/it should close automaticallyafter a few seconds.
- Gato's text(still talking about silver points).
- Cathedral: The nun right to the bishop says Renault is in the chapel, even if he isn't there at the beginning of the game.
- Ishito calls the power tab a jewel(supposed to be that way?).
- When entering Beast Forest before you should, maybe change the text("...nothing here" just doesn't fit IMO, more like:"I have no intention to be here" or stuff like that)
- When you talk to the Elder, then to Sargon, and after that to the elder again, he repeats the first part of his text. Maybe change it if you talk to him a second time to something like: "Did you already visit Sargon?" so it doesn't sound repeated.


Gameplay:
- Gato gives 40(!) exp points.
- after doing everything your mom tells you to, and Lucca is in your home, she still repeats what you have to do.
- Delete the chest in the Time Egg scene(when the gate opens at D.Mountain), because people might think "Why can't I get the treasure there?"
- Maybe a different sprite for Magus after the Elder rescued him(in the hut), because it looks like the elder just threw him into the tent.
- After Dalton killed the elder and goes to Sargon, you can go directly into the Beast Forest without visiting Sargon and getting the info that Dalton is in there.
- Healing Square doesn't work.
- Savepoint in Dalton's hideout says "Black Omen".
- After losing to the Golem(because of taking the wrong way), you fall throught the floor(no trap appears, you just hear it), but IMO it would be better to make the Golem say something like "Weakling, don't come back" and put Magus back to the savepoint area.



Music:
- Milleniar Fair has no Music on the market place(the one where Melchior had been in CT).
- The Soldier Housing: Until you get the Power Tab or talk to Ishito, there is no music
- Porre area itself seems to have no music.
- Maybe change Medinas World Map music(perhaps give it to Porre, because they are the enemys now?)
- After sleeping in Medinas inn, the music changes during your stay there(intention?).
- When entering the left tower part you can reach via the thrown room, the music stops playing for 2 screens(at the last one, the kings room if I recall right, the music plays again)
- Sargon's house has no Music(also no sound from the healing Square)
- Janus' Healing Square scene(after the Schala one and before the Ozzie and co one) after you lose to Dalton has no music


Maybe Add:
- At the beginning, when Crono's Mom says something like "Don't frown at me, mister" an animation instead of him just standing there.
- Mileniar fair "food shop" is selling weapons, maybe change them to tonics and ethers, revive, heal and all that stuff.
- Maybe give the bishop a bigger meaning? Like Crono asks him for advises/ wants to be forgiven after he killed for example the Porrean soldier? (like  Glenn if he kills the mystics)
- Mrs Elisa should give you some money, saying something like: "But don't tell your mom".
- Renault may give you his old sword or something, because he doesn't need it after getting the new one.
- After doing the delivering stuff, we should get something, maybe like a helm or armor, like Crono's mom saying: "Oh dear, you are nice boy [bla bla], found this while cleaning up your room [etc.]"
- Maybe we shouldn't give Cronos anything at the begin of the game, like, you get a sword from Renault, can find a helm in your Chamber, and get an armor from your mom for delivering. There are 2 fights at the beginning(both optional) needed to be altered. Like add a line to Gato(like saying: "You have no weapons, so no fight or whatever), and to the dojo guy in Medina.
- In the Mystics Dojo: Maybe add some more fights later.
- Maybe have Magus only have 1 hp left at the beginning of chapter 1, so he also has use of the healing square and it looks more like he broke down.
- Maybe also add some text from the two women in the tent like: "But take care, not all your wounds are healed, you should visit sargon[blabla]", also add text that he can sleep in the most left hut(I didn't know that until now).


To the pic:
Savescreen is somehow screwed(see pic), before it has been 3 areas with no data, and after saving 1 it became like that(2nd and 3rd havd no data). before saving a second time(aka go on playing, and return to the savepoint), it became like that(2 right pics). I was able to load them, but they are just copies of the first save(everything is the same, name, level etc.)


Most of it is my opinion and how I see it, they are only ideas. I'm not sure when I am able to prepare the next Chapters, because the week is full of exams, but I will see what I can so.




[attachment deleted by admin]
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on October 08, 2006, 03:35:48 pm
Back in an earlier version, Silent Light played in Porre. Delightful Spekkio plays in Medina, until history is changed.


Here's a bug: you can't see the characters or move around in the Lair Ruins.

I also don't like that you have to fight Serran twice in a row.
Title: Re: Known Bugs & Beta Testing
Post by: nightmare975 on October 08, 2006, 04:47:56 pm
I can't even beat him! I always get a miss.
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on October 09, 2006, 11:45:19 am
I can't even beat him! I always get a miss.

That's the idea, you are only suposed to beat him with the Masamune, storywise. If you encounter him in that cave, you will just have to survive until the fight ends(like the fight vs Cyrus' ghost).
I never had to fight him twie, but that may have been becase I was using an older rom the last time I fought him.
Title: Re: Known Bugs & Beta Testing
Post by: nightmare975 on October 09, 2006, 03:29:03 pm
How many rounds do I have to last? I always die in 3.
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on October 10, 2006, 07:07:01 am
I'm not sure, but I think it was above 5. Just have you party on standby and revive after his attack, that way he shouldn't be able to kill you off(not too fast, at least).
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on November 13, 2006, 01:20:50 pm
I got some unexpected free lessons today, so I used them as good as I could:

uptochapter2andahalf_29_oct.ips


Map:
- The Cyborgs escape: In Denadoro Mountain, there is a black tile.
         ->It is actually the chest containing the Muscle Ring.
- The Chest in the Beast Forest with the Naveed in it(bottom centre) shows a closed chest even after it has been opend.
- Chronopolis South exit to the Colliseum doesn't work(makes you stuck in the OW).
         -> later(tried after rescuing Schala), you are near a dome, yet you still can't walk very far
- After entering and leaving Denadoro Mt. in 1002 AD you appear a bit to far to the right on the OW(not at the actual entrance)
- Fiona's Forest


Music:
- During the Cutscene: After Kino dies and the Glenn/Masamune scene appears, the music stops.
- In the hut where Magus awakes there is no music
- Commons has no Music
- when arriving    at Chronopolis in Chapter 2, there is no music.
- Lower are in Chronopolis + Elevator has no music.
- Zenan Bridge fight has OW music


Text:
- Zenan Bridge fight: Sergant still calls the Tank "Dragon Tank"
- Lucca says they have to bust it up "again", yet they didn't before.
- Epoch fight: Lucca asumes the Agent got back 2 days, yet she came back with him to 1002 AD(makes no sense for me)
   -> same with what Belthasar after the Epoch Fight says.
- Two chapters are called "Chapter 3", "Reunions" and "Old Friends New enemys".
- Both, the Agent and King Zeal are called "???" Before you know their identity, might bring confusion.


Gameplay:
- Can't talk to Marle in Guardia Castle before delivering all the stuff AND talking to Crono's mom again.
- You can go into the Beast Forest/Attack Dalton right after talking to Sargon(and before you for visit the Elder/see Dalton is still alive)
- Healing Square in Sargon's House doesn't work
- After going to 1002 AD with the Agent, you can enter Zenan Bridge from behind.
   -> When you enter the Chapel where the Epoch is before Zenan bridge, screen stays focused yet the Party runs away, can't move.
   -> When entering Crono's House, they run to the stairs, turn around, and than talk to Gina(like they would have if they came from the stairs).
   -> After that, the Chancelor enters and talks about sending one representative to the Camp, yet after that the Zenan Fight won't occur(can't enter the camp without being thrown out, too).
      -> The whole thing after Chronopolis doesn't make sense IMO: Agent returned with you, so how did he have time to get the Tank Repaired?
- There is still the locked Chest in Guardia Castle(The one the Chancelor had been in in CT)
- Epoch fight: The agent is there, even though he was killed in the Zenan Bridge fight.
- After the Epoch fight, you return to Chronopolis, and the agent jumps out and goes into the chamber(like he did before), this follows a few mixed text scenes(from returning to Chronopolis+seeing the agent running away) and you return to 1002 AD yet again...you have to fight to get Epoch again, except that you have Robo and can't enter the door to Epoch.
- You should not be allowed to use the Char Select Screen after the Chapter 3(the 2nd one: Old Friends New enemys) scene(when Magus stands there if he isn't in your party)
- Trying to go to the OP ruins doesn't work by talking to Belthasar


Other:
- Magus color is screwed(New game-> debug room-> demo end 2->the "She...I feel it!" Scene)


Addition/Ideas:
- Delivering: Maybe say where these people are, like Bandeau's wife is in Medina(She doesn't live there, does she?) and Eliza in Porre.
- Fighting Tank: Maybe give a message when Head/body/wheel is defeated, like "head disfunctional" or something
- Maybe no fights out back of the OP ruins, Magus was ownd anyways and has a small chance alone against all those panels and stuff.
- Maybe stop the party from being able to move during the Schala/Magus Dialog(it is far to interesting)


Question: How did the Mystics open the Door to the Epoch?

I will try to go on via debug room, because it doesn't seem to work otherwise.


Title: Re: Known Bugs & Beta Testing
Post by: Vehek on November 13, 2006, 07:58:54 pm

- Epoch fight: Lucca asumes the Agent got back 2 days, yet she came back with him to 1002 AD(makes no sense for me)
   -> same with what Belthasar after the Epoch Fight says.
-

In the older plot, history was changed in the recent past.

Gameplay:
Quote from: CyberSarkany
- Healing Square in Sargon's House doesn't work
- After going to 1002 AD with the Agent, you can enter Zenan Bridge from behind.
   -> When you enter the Chapel where the Epoch is before Zenan bridge, screen stays focused yet the Party runs away, can't move.
   -> When entering Crono's House, they run to the stairs, turn around, and than talk to Gina(like they would have if they came from the stairs).
   -> After that, the Chancelor enters and talks about sending one representative to the Camp, yet after that the Zenan Fight won't occur(can't enter the camp without being thrown out, too).
      -> The whole thing after Chronopolis doesn't make sense IMO: Agent returned with you, so how did he have time to get the Tank Repaired?

The healing square works, you just have to use confirm (A) on it instead of walking over it.

In the older version of the plot before Chrono'99 revised it, the cyborg sneaks in the Epoch and is believed to have gone back in time two days by using experimental tests with the Temporal Catch on days.


EDIT- It's been so long since I've visited Zeal Palace in CE! Someone replaced the Zeal Teleporters cave location with the AD 2302 Medical Center. No way to reach Zeal Palace now.
Title: Re: Known Bugs & Beta Testing
Post by: nightmare975 on November 16, 2006, 04:27:09 pm
Shit! I'm sorry! I thought it wasn't needed, too bad that was updates ago.
Title: Re: Known Bugs & Beta Testing
Post by: Chrono'99 on November 16, 2006, 05:07:24 pm
No worries, we'll just have to keep the teleporter location in the new, fresh ROM (after the release of the new TF) and import the Medical Center somewhere else.
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on November 27, 2006, 08:26:56 pm
Crono can speak, as this post from the feedback thread mentions:
Anybody else figure out how to make Crono talk? If you switch him out from the first space, whoever is leading will assume the role of silent protagonist. Just a fun thing I found. Probably already mowed over and stomped and figured out, but oh well.
I noticed this a while ago, but didn't mention it. I suspect the variable that stores who's in the first slot isn't updated when you rearrange the party.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on May 15, 2007, 07:20:20 pm
wooo boy there's alot of bugs here.

I think alof of them is because i used the "storyline memory" to stop events form happening until they were supposed to but the storyline memory may be different now that things are rearranged.

Music stopping is happens sometimes when you edit events.  You just have to open up music and change it to what it used to be.

Once we get the master rom back (zeality is transfering some stuff over) I'll get to work on these.

--JP
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on May 15, 2007, 08:03:56 pm
I think the music turning to silence shouldn't happen anymore, since I stumbled onto the cause (opening new location windows) and it was fixed in TF 2.5. (Unless there's another situation that causes the bug.)
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on May 16, 2007, 12:19:46 am
Awesome that's really good news!

(remembers countless times changing music back)

--JP
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on November 16, 2007, 09:36:51 pm
I don't know if this thread is considered too crowded or not, but right now I'm posting some bugs I found in the 2007-11-14 Zeal patch.
Chapter 4:

Chapter 5:
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on January 18, 2008, 07:18:13 pm
Hey,

You can add bugs anywhere you want but just so you know I've added a bugs section to CE Wiki (hopefully this one won't dissapear). 

I've ordered it by chapter and within the chapter mapping/events/suggestions, but you can add a new topic if you see fit.

I think this is the preferred way to handle these as long as Chrono 99 agrees. 

http://www.chronocompendium.com/Term/CE/Bugs.html



--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on April 30, 2008, 08:54:24 am
Minor things I noted, not sure if some of them are bugs, so I rather post them here(some might also be intentional, what do I know):

-"go to choras" from Medina doesn't work(screen changes, but you are stuck without seeing yourself)

- Gato still hands out silver points, but they are useless.

- Leene's Square's "Food Emporium", isn't is called "empire" or what is it supposed to mean? Didn't find it anywhere...

- Cutscene(end of Prologue) music stops when Magus appears.

- During the first Chapter(Magus alone) you can see the "Character exchange screen" with Belthasar.

Edit:
Chapter 2:
- When Entering the Porre Camp, Crono and Lucca already got their needed uniforms, scrolling somehow doesn't work and you can hardly move around(maybe because Lucca technicalle isn't there, but she is 1st player).


Edit 2: Ocean's Palace Ruins: When you enter, go to the north-western Room, and continue to the left into the next room. You can' go back anymore.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on April 30, 2008, 12:29:28 pm
Quote
- When Entering the Porre Camp, Crono and Lucca already got their needed uniforms, scrolling somehow doesn't work and you can hardly move around(maybe because Lucca technicalle isn't there, but she is 1st player).

Not sure how this happened.  I can't find a way to make lucca be first player after getting the uniforms?  II think if you play through the game from chapter 1 it forces marle to be first player, but if you use the debug room lucca is first player.   However (for me) i walked in and everythigng was fine with lucca as the lead and then when I got the uniforms it switched marle to the lead and I was unable to switch back.


Did you use the debug room?  If so did you go to chapter 2 and go there or a later chapter and go there?  It may be glitchy if you try to enter it for "the first time"  in a later chapter (this can only happen if you used the debug room)


Emporioum is kind of a rare word but it fits:  http://en.wikipedia.org/wiki/Emporium

I added the rest to the debug room.




--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on April 30, 2008, 02:59:54 pm
I started right from the Prologue...
Testing it.:
It seems to be a problem of me using my ** savegame, didn't have any problem using a "none **" save...don't ask me how, thou.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on April 30, 2008, 03:19:48 pm
Hm......i wonder if it's a newgame+ thing?  Maybe newgame+ copies over theuniforms?

--JP
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on May 02, 2008, 02:43:55 am
I always get confused about where to put bugs that can be triggered at almost any time.

Talking to Robo in the main Chronopolis area when he's in your party and talking to Magus in the Infirmary when he's in your party triggers dialog from them.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on May 02, 2008, 11:54:56 am
Hmm aren't they only there for a few chapters?  Ice been putting bugs that span multiple chapters in the first chapter they can be triggered in

Jp
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on May 03, 2008, 12:53:44 pm
Sorry for not using that wiki thing, but I don't know how much time I have now until I have to leave, and to be most efficient I just post here what I see.

Chapter 6: When you reach Pre-History, your group of 6 is split in 2. I used Magus, Glenn, Crono is that order, but after the splitting(when you are on the Overworld map), Magus was gone and I couldn't move.
After switching to Crono as 1st before time-warping, it worked, yet only Crono and Glenn were in my Team...

This always happens when Magus is in the first team(only 2 characters), and you can't move if he was 1st player.

Edit: He is really in the 2nd Team, instead of Robo. Is there maybe any data thingy that says Magus must be 2nd team? And Robo isn't there during the King Zeal scene -> game doesn't go on.

Edit 2: In Marles Chapter, you don't really see the Forest Entrance(where you have to save the girl) East of the Village.

Edit 3: Terra Tower(Marle Timeline): When you try to open the door using the key AFTER killing the guards, the game freezes(if you try before you kill them, they try to stop you and you can kill them and go on, no freezing then)

Crono Timeline: If you choose the "right" way(Marle opened the right Head in Terra Tower), you are stuck because of invisible Walls in the 2nd Room.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on May 03, 2008, 05:06:33 pm
Quote
Chapter 6: When you reach Pre-History, your group of 6 is split in 2. I used Magus, Glenn, Crono is that order, but after the splitting(when you are on the Overworld map), Magus was gone and I couldn't move.
After switching to Crono as 1st before time-warping, it worked, yet only Crono and Glenn were in my Team...

Sigh....... haha, I see why the original chrono trigger crew didn't split up the team that often, it's a pain to code.  It seems like fixing one of these causes another to pop up.

I'm getting good at it analyzing this kind of code though so it shouldn't take that long to squash it, thanks for pointing it out.


--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on May 16, 2008, 09:24:12 am
Chapter Eleven(The 2nd Marle timeline, after Crono stopped King Zeal), except the first scene, everything is as the 1st reptite timeline. I'm not sure what happens when you finish it, because I used the debug room to go directly to Chapter 12.


Edit: Where is the Porre Secret lab? I think it's supposed to be in the Forest Ruins near Medina, but how do I enter it?
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on May 16, 2008, 11:57:22 am
Quote
Chapter Eleven(The 2nd Marle timeline, after Crono stopped King Zeal), except the first scene, everything is as the 1st reptite timeline. I'm not sure what happens when you finish it, because I used the debug room to go directly to Chapter 12.

OK,  I just replayed chapter 11.  I'll add a bug saying everything needs to be replaced with new stuff if storyling is chapter 11.  I'll also add a bug to add hints that you need to go North (there's a lake north where you can advance the story).



Quote
Edit: Where is the Porre Secret lab? I think it's supposed to be in the Forest Ruins near Medina, but how do I enter it?

This one I thought I added decent hints but it's really hard for me to tell since obviously I know exactly what to do. First off did you know it was at the Forest Ruins because of the game or because of this forum? (did I supply enough hints that it was at forest ruins in-game).  At forest ruins he's suppose to say "I wish I thought like Toma" or something which is a hint to get the 600 AD Toma.  Perhaps I should add a little cutscene between the PC's after talking to Hutch?

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on May 18, 2008, 05:17:41 pm
I knew it was near Medina(Belthasar told me that), and since the Mystics don't like Porre at that time, I first thought maybe they were using Melchior's Hut, than that big rock thingy, and last Forest Ruins. I didn't find it, so I used this Forum to find out it was indeed there.
I didn't think to go to 600 A.D., because I thought this "I wish I thought like Toma" was just this guy stating his lack of explorer skill and wish to be like Toma or something...I expected Toma to be somehow in that Lab, because he vanished. Maybe that's just me and other people might get it.

Also, in the last Dungeon: During the part with the split teams, I always have Crono in both teams, like Crono leading team Nr. 1, and after I switch, he leads team Nr. 2(yet he is still there as a NPC, meaning the one you control and one showing him at the other team).
Also, the bridge that's supposed to have both teams go on in the same Area(in order to press these 2 switches next to each other) automatically disappears as soon as a Team leaves the switch, thus the party can't be on the same "side", and the switches to go on can't be pressed.

During the Flamedungeons, I only had to play the 3 of the characters I used, but that's most likely intentional.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on May 18, 2008, 11:00:09 pm
Quote
I knew it was near Medina(Belthasar told me that), and since the Mystics don't like Porre at that time, I first thought maybe they were using Melchior's Hut, than that big rock thingy, and last Forest Ruins. I didn't find it, so I used this Forum to find out it was indeed there.
I didn't think to go to 600 A.D., because I thought this "I wish I thought like Toma" was just this guy stating his lack of explorer skill and wish to be like Toma or something...I expected Toma to be somehow in that Lab, because he vanished. Maybe that's just me and other people might get it.

I'll add a cutscene after you talk to hutch were the PC's talk about it

Quote
Also, in the last Dungeon: During the part with the split teams, I always have Crono in both teams, like Crono leading team Nr. 1, and after I switch, he leads team Nr. 2(yet he is still there as a NPC, meaning the one you control and one showing him at the other team).

Definately a bug....i'll look into it I may ask you for more details later though


Quote
Also, the bridge that's supposed to have both teams go on in the same Area(in order to press these 2 switches next to each other) automatically disappears as soon as a Team leaves the switch, thus the party can't be on the same "side", and the switches to go on can't be pressed.


Your team isn't suppose to cross that bridge it's suppose to dissapear.....your suppose to take a specific NPC to that bridge and when it appears he should cross it....


Quote
During the Flamedungeons, I only had to play the 3 of the characters I used, but that's most likely intentional.

Yup, it's intentional.

EDIT:  Saw this in your other post:

Quote
The rest of the Central Regime Base(I still didn't figure out how to deactivate the cooling & backup system, well I didn't even find the cooling one...);

Both are on the bottom of the map, cooling is lower right and backup is lower middle.  Are the doors not that obvious?

--JP
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on May 18, 2008, 11:21:50 pm
I've been having trouble for a while controlling the Nu in the Porre lab entrance. I just can't seem to take control of it.

Did you actually fix the Choras ferry bug? I think it's caused by the fact that it's the same location as the Porre base interiors.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on May 19, 2008, 04:22:42 am
Quote
I've been having trouble for a while controlling the Nu in the Porre lab entrance. I just can't seem to take control of it.

Maybe this is because I don't let the player take control of it until you get the "NuMote" now?  It's located on the east side of the lab you get it when you read the instructions (piece of paper on the wall)


Quote
Did you actually fix the Choras ferry bug? I think it's caused by the fact that it's the same location as the Porre base interiors.

Yea i'm going through bugs located on the wiki now.  I haven't made new releases because I was worried that people were getting annoyed by it.

--JP
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on July 04, 2008, 02:36:59 am
Not really a "bug", but something I noticed: You've been using the Choras soldier instead of the Vanguard soldier. Remember how I reported that the "Vanguard soldier" caused a palette overload in the meeting with Porre and Medina? The real Vanguard soldier doesn't.
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on July 29, 2008, 09:31:32 am
Note: Some might have been fixed during the last update, or if someone if working on it, I apologize.

Marle Chapter:

- The HP/MP recovery text window is missing after the talk with someone in one of the tents.

- You can walk over Lakes on the OW, you can even walk on the lake which you are supposed to enter from the south by engaging it from the east.

- the Entrance to the Eastern woods seems to be one tile to far South, and you can walk one tile to far north into the woods.

- The Terra Tower on the OW seems a bit small(even considering the out of proposition characters), and maybe it should be a bit north? Maybe lessen the size of the "Island" it is one? Because you can just walk past it and there is nothing but snow.

- Cedric has his Armor at the end of the chapter during the cutscene(he doesn't wear one in his tent), while it might be because he is going to fight, it doesn't seem fitting because of the circumstances these people life in. He should just appear as he has in his Tent, at least that is what I think(and maybe give the 2nd Cedric in the 2nd Marle Chapter the armor, so people will see the difference).

Crono/Magus/Glenn:

- The door to the Secret Boss automatically opens.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on July 29, 2008, 11:33:15 am
Nice catches, i'm surprised I didn't notice the cedric one myself. 

All of these bug fixes + the new dialogue zeality is working on should be included after run 2.  Thanks!

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 05, 2008, 04:10:38 pm
Two small ones in the Lucca/Robo Chapter:

* There is no HP/MP recovery Message after the R2 uses his nanomachines to heal you.

* Conveyor Belt Puzzle: The 5th belt doesn't matter. It has to move to the right in order to get the Barrel towards the wall(which then is used to climb on). When the belt moves to the left, the Barrel still moved to the right.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 05, 2008, 04:14:10 pm
oh wow i'm shocked about the barrel bug.  I thought I checked that.....

--JP
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on August 06, 2008, 02:06:25 pm
Bug that's been around for a while: If you talk to the infirmary woman with certain people in the lead, then she talks about Belthasar and Melchior being kidnapped instead of what she's supposed to say.
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 07, 2008, 01:33:57 pm
My game freezes just before the Porre/Guardia meeting(the one after having been at Kashmir's lair). I just killed the Guard and the 2 Diabolos after arriving at 1002 A.D. and went straight to the Castle, talked to the king, and talked to the guard who guides you to the meeting. The screen goes black and the game doesn't go on right after that guard takes you down to the kitchen(where the meeting takes place).

I use the patch "round2zealityStart".
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 07, 2008, 02:15:05 pm
Cyber- should be fixed in the newest patch sorry about that i checked the meeting in the prologue but forgot about that one.

Vehek  - what chapter and who is in the lead? 

--JP
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on August 07, 2008, 04:06:01 pm
You can see it as early as chapter 2. The infirmary woman says the placeholder about Belthasar and Melchior being kidnapped if "7F0206 & 02". However, PC1 is copied into 7F0206. I think this means that Lucca, Robo, and Magus cause it not to work.
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 19, 2008, 07:46:38 am
* Magus new tech "Double Tab" still has the old description
* The Guards in front of the Courtroom still say their CT line
* Can't enter the left house of Porre(During the chapter "The Darkness of Noon" at least)
* Truce: The house to the right of the Wheel is called "Chronopolis" on the worldmap.


Also, how do I beat the chapter "The Darkness of Noon"? I just saw the King dying, and Marle said she wants revenge or something. I thought I should go to Chronopolis, but the Gate at the Fair is off limits...I didn't find any agent who transports me back, too, nor anything else that helps me progress.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 19, 2008, 12:02:55 pm
Go to chronopplis but use the Medina imp gate

whoops ....medina isn't accessible in that chapter....bug fixed in latest version...for now i'm opening up the ferry to medina go to the gate imp house to reach chronopolis.

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 20, 2008, 05:39:17 am
Well, now when I talk to the ferry guy in Truce, the added text appears. After that, instead of actually using the ferry, I get send outside of the ticket office without using the ferry, thus I'm still stuck.
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 20, 2008, 02:45:31 pm
Me again:

* There is still a problem with clone characters in Chronopolis after changing party members. As example: Magus, Marle, Lucca are in the party, you talk to Robo(below the Mother Brain PC thingy) in order to switch party members. You now exchange anyone for Crono. After you return, you can just walk to the left and see Crono sleeping while he is in your party.
~Note: I know this is a knows issue, just wanted to mention it is still there.

* Not really a bug, and it doesn't really belong here, but I wanted to mention it before I forget: Glenn's weapon "Stinger" only costs 2 GP in a shop(for example Shopping Mall near Chronopolis)

* Dark Ages: If you enter the lower House of the mist Village(the one near the Beast Forest), you characters disappear inside the hut. If you walk north, the screen becomes stuck and you can't walk back and leave anymore(which you could if you just pressed down after entering the hut).

* Magus "Steal" ability has Water attribute(the tech it replaces was Ice 2). While this is nothing major and you only notice it if you use it against a Golem(Copy Ability), I thought it was still worth mentioning.

* When you search for the Porre Lab and need to get Toma from 602 A.D. after you went to the former blue Pyramid in 1002 A.D.(where the Lab is located), nothing happens when you talk to him in the San Dorino Inn except him talking about his Denadoro Mtn. climb... What do I have to do to go on?
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 20, 2008, 02:56:43 pm
About the lab did you already return the masamune?  You have to get it from ozzie and take it to beast forest then go to the pyramid then get toma from 602

JP

EDIT:  I wanted to clarify that even if you didn't do the above steps it doesn't mean it doesn't not a bug definitely report issues like this.  We need to make sure that the steps are clear or atleast easily identified. 
If you did do the above steps and still can't move on it's a much bigger problem :)

Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 20, 2008, 07:59:16 pm
I already did both(get Masamune from Ozzie and bring it to the Beast Forest), because that's what I think Belthasar told me before telling me to find and stop the Porre Lap. After that I went to 1002 A.D. Medina, where it was mentioned to get the 602 A.D. Toma, where I am stuck.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 20, 2008, 08:39:51 pm
I already did both(get Masamune from Ozzie and bring it to the Beast Forest), because that's what I think Belthasar told me before telling me to find and stop the Porre Lap. After that I went to 1002 A.D. Medina, where it was mentioned to get the 602 A.D. Toma, where I am stuck.

Hm....I'm not able to repro this. 

OK:  When you talk to Hutch he should say:

HUTCH:  Toma dissapeared!  I dont know{line break}
where he went but I'm pretty sure he{line break}
was onto something here.  If only I{line break}
think like him!{null}

And then if it happens to be your first time talking to him the party should discuss bringing toma from 602 there.
This also sets the storyline to 94

Now if you talk to Toma:
If storyline >= 95 toma becomes hidden

If storyline == 94 he should say

TOMA:  Travel through time?  Haha have{line break}
you had more to drink than I have!{null}
(joins party)

If storyline >= 93 he should say

I just got off an expedition of the{line break}
Denandoro Mountains.  I've heard{line break}
rumors of a legendary sword being{line break}
found there but all I got was a whelt{page break}
from some jerk throwing rocks at me.{null}


Hm....because toma IS there and is saying that line the storyline MUST = 93...if it was less than 93 he wouldn't be there, if it was 94 he'd join your party and if it was >= 95 he would be hidden.  So if you talk to hutch and the storyline is 93 he should say the toma is missing line and advance the plot to 94 triggering the toma event.....the only thing i can think of is somehow the storyline is being sent to 94....then something happens and it gets reverted to 93 again. 

Can you try one more time to

a) talk to hutch
b) confirm he is saing the toma is missing line
c) go directly to 602 AD and talk to toma see if he joins you.

If that works can you try to remember if you are did anything between those steps....maybe I am inadvertantly setting storyline by talking to belthasar or something.....or worse there is old original chrono trigger code reverting the storyline variable back.

--JP
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 21, 2008, 02:37:55 am
I'll update the first post in this thread here but I wanted to let you guys know that I have set up a quick "bug submission" form.  I'll probably be updating it throughout the days but I wanted a way to quickly get a grasp of bugs per chapter/total/of a certain type.    If possible I would prefer if for now you post in the forum and submit a bug but....i guess if you really don't want to do that you can put it here and i'll transfer it over.  Once round 2 is over I'm going to work on sidequest and such and I want people to go bug CraZY.  I'm talking every single possible complaint you can think of.  From crono's foot being behind a tile to not being centered after going through an exit. 

http://jpsondag.com/SubmitBug.aspx

I would LIKE to have 500 bugs reported and fixed before actual release (still awhile away)...so we'll probably need more than cyber reporting bugs haha.  I have a feeling he's going to be pretty busy helping me tweak enemies/armor even further anyways.

--JP

PS:  I know it's a horrible site i promise I can do better....
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 21, 2008, 06:12:43 am
The Toma thingy worked fine after trying it again, so hopefully it was a mistake of mine.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 21, 2008, 12:36:24 pm
Fixed the bug blocking you from the once more onto the breach in the latest patch.

--JP
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 22, 2008, 04:42:43 am
Cyber it seems like you may have started doing another run through (i'm guessing cause of the bug with golem you mentioned).  Would it be possible for you to jot down when/where equpment becomes available to you?  Weapons/armor/accessories.  I want to have a double check of the list I'm creating here:

http://www.chronocompendium.com/Term/CE/Weapons.html

i understand that you probably started a second run while you were blocked cause of bugs so now you are gong back to run 1 but I just wanted to give you a heads up.  Something were definitely lacking is accessories throughout the game so it might be something you want to think about while making a second run.  I think the only accessory i added was what you get based on your decision with the porre/mystic conflict.

Another thing you're pretty good at reminding me to do is adding tabs in chapters so that's another thing you may want to mention (if you feel like you are going to long w/o some sort of tab jot it down).

I guess let me know when you want to do run 2 and I'll try to think of things to be on the lookout for.

--JP
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on August 24, 2008, 01:03:23 am
What kind of bugs fall under "Dialogue"?
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 24, 2008, 03:14:52 am
Hm good point.  If it's dialogue after chapter 5 we'll wait for Zeality to get done with making it.  I'll add a dialogue section later for chapters before that. 

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 24, 2008, 11:45:21 am
During the Dalton Chapter, maybe hint that Dalton build something in the West(maybe the elder says this, being wise and stuff).

~~~

The teleporter Dalton uses after being defeated doesn't work. Is this a bug or aren't you supposed to follow him? I didn't read the dialog, so I'm not sure if he told me what to do...
Somehow I'm always stuck...
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 24, 2008, 02:26:02 pm
I should make that teleporter active that's much better than having them backtrack through that dungeon.  I think right now the dialogue tells to go back to last village and the villagers tell you that they saw a guy near north cape. 

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 25, 2008, 09:49:13 am
During the area with the different Timelines(where you get  blurry screen when you go to a different area), where do I actually have to go?
In the 2nd area(with a throne and a Mutant on it), there is an exit to the right that leads to a millenia-fair lake place, but there is other exit there.
I also tried to go south in the throne area(because the carpet hinted to do so) but there is no exit.
The first room also only lead to the Throne Room...

I hope this is the last time I'm stuck.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 25, 2008, 01:06:30 pm
It's probably another bug I created...unfortunately i'm already at work so I can't check myself but you should be able to

Go down to a destroyed  future area
Left to a teleporter that goes to a nice future area
down to a zeal area
u turn around to mammon machine area
and then you are done with the game!

So close haha.

Maybe when I cleaned up the map i made it impossible to reach the exit to the future area (usually happens due to zplane)

--JP
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on August 26, 2008, 01:44:34 am
Hmmm...It looks like the first savegame not having PC1's name and saying "LV 0" has to do with save 3's chapter title. Apparently, the third savegame's chapter name being too long leads to the game overwriting the memory it reads to write the first PC's name.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 26, 2008, 02:09:13 am
Ah, that makes sense...did you mark the 3 chapters as a bug?  I'll see if I can squish them (...even more...) or we'll ask zeality for new names.

--JP

EDIT:  Reread it and realized you had said "the third save games" file not three save game titles...even that doesn't make sense.  I can do some debugging to find the max number of characters for the titles and try to fix them.
Title: Re: Known Bugs & Beta Testing
Post by: Vehek on August 26, 2008, 03:53:23 am
I looked at the game's code again. It looks like it has to do more with the pixel length on-screen of the chapter title.

An example of PC1's name being overwritten:
Quote
$$C2/5EF0 A6 6E       LDX $6E    [$00:026E]   A:0000 X:000C Y:0000 P:envMxdIZc
$C2/5EF2 BC EA 5F    LDY $5FEA,x[$C2:6006]   A:0000 X:001C Y:0000 P:envMxdIzc
$C2/5EF5 97 73       STA [$73],y[$7E:7608]   A:0000 X:001C Y:0200 P:envMxdIzc
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 26, 2008, 05:58:17 am
So, I just finished my first run, I think I'll start the 2nd one tommorow.

What should I pay attention to? What I already thought about were these:

Considering Battles:
- finer enemy tuning
- attack window(if it appears for example on top, yet all enemies are on top)
- Enemy/player position(sometimes, enemies are that far on top/bottom that the info screen covers them)
- Items available for steal(I think Bosses should give Tabs or rare Items...)*
 

Shops:
- Making sure that later shops don't sell weapons and armor that are weaker than the ones offered in previous shops without a reason. A reason would be extra modifications like Magic +5, or a super expensive super Item or whatever.

Items**:
- Tabs
- More/different (content in) Chests
- Accessories

Of course looking for more bugs.


* How are the stealing probabilities determined? What stat is important/is it an invisible stat that raise with level? Can we modify it so some enemies are harder to steal form than others? Double Steal(or whatever this tech was called) won't be in I presume, because you could steal different Items using it(or will we just modify it so you get the "normal" stealing Items with a higher probabilities?)

** Is there a list of all Weapons and Armor etc. with stats and specials? And which are used already? If yes, I could make a list of chapters and what character can get what Weapon at which chapter, that way we could see where characters could use a new weapon(except Magus).


Any objections or additions?
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 26, 2008, 02:01:19 pm
Good list,

First off if you haven't erased that game:

What level were your characters?
How long did it take (I realize this is skewed due to fast forward)

A couple additions to this list.

Exit facing
Exit position (there's an option for "half tile left" or "half tile up" so if the exit is two tiles they should never be on the far end of the tile)
Going with enemy/player positions I've seen situations where a character dies and the enemy can't reach the living player, let me know if you see that.
If any dialogue issues jump out at you let me know but don't worry about going and talking to everyone I'd rather keep you focused on battles/items.
Obvious mapping issues....don't worry about a foot or top of the head being covered but if the whole body is being covered when it shouldn't let me know (again don't worry about actively looking just if you notice)
Tech Points/G are climbing to slow....G we can fix by making items cheaper and that'd probably be easier.  But I believe you mentioned earlier that techs took to long to get
Alluded to above we'll get pricing straighted out this time around.  I definitely noticed some problems.


Concerning weapons:
We have the exact same stats as the previous weapons and armor...um you can use CTEC:

http://chronofan.com/Black/Other/ctec.rar

Use it to open up the rom and it'll show you the stats of a weapon and what...perks... available (adding stop, adding higher critical hit %, etc)... I'm 92% sure there's some sort of bug in it so I wouldn't use it to edit...editing weapons for me is kind of slow right now...I use CTEC to edit one weapons stat on a dummy rom...then use a hex editor to see what got changed....then manually change the hex in our crimson echoes rom.

Concerning stealing, here's a thread where I was asking about it here

http://www.chronocompendium.com/Forums/index.php?topic=5959.0

Right now magus success rate is 46% i believe (its whatever aylas was).  The double tech simply increased that rate (i've never seen double charm fail?)  There are rare items but we don't really have control over the rare items. 

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 27, 2008, 05:37:20 am
My level were ranging from 40 for the characters I didn't really use like Marle to 45 for Magus who was in my party as often as possible.


My timer says ~ 22 hours, yet I used fast forward nearly everytime(even when just waiting my attack gauge to be filled...).

About the TP thingy: it was very easy during the end to farm lots of TP, my Glenn even learn Frog Squash and Magus only needed 80 more(about 1 battle) for Darkmatter. I only really remember getting Dark Mist around Dalton's Chapter. We should raise the TP at the beginning(Marle an Lucca didn't even get their 4th tech haha), and maybe lower the later ones a bit(or we can keep them to make sure people get their final techs).
We didn't consider sidequests yet, if there are any that involve dungeons with monsters.

What about the Final Boss? Will it be King Zeal and after him another enemy? I didn't really read the plot summary, because I don't really want to know everything yet, yet he is the most likely choice. What about the Mammon Machine? Will you have to fight it before King Zeal, because it happens to be the last thing in the dungeon.

Will the player be able to leave the dungeon at the end, so to maybe finish some sidequests or whatever?
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 27, 2008, 05:52:45 am
Its going to be kasmir and then king zeal. There were talks about a powered up king zeal but I don't think we are going to do it.  I also remember talks about a large time devourer but unless I here a reason for it I don't think we should fight lavos yet again.

Jp
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 27, 2008, 10:37:45 am
To be honest, this doesn't really sound like a cool final battle. Does anything unsuspected happen? I mean if we look at CT: When you destroyed Lavos Shell, which you have been preparing for ever since you went into the bucket at the end of time just to see how Lavos looks like and what attacks he can do, you didn't expect there was more to fight inside it and people most likely went "woa". Especially considering they just fought Queen Zeal + Mammon Machine + Queen zeal 2nd Form + Lavos Shell. Or CC, where you learn about the TimeDevourer just seconds after you defeated the DragonGod, and seconds(if we don't count the hours of dialoge) before you stand in the DBT and fight it.


A different question: Should the stuff I started to look at all be put into that bug report thingy? The mapping errors and bugs for sure, the attack window maybe under dialoge, but how about the treasures? They (and more or less tabs) are most likely things to be discussed.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 27, 2008, 01:45:33 pm
Touche,

There is some wow "plot" moments (I don't want to give anything away).  We would add a "merged" King Zeal and frozen flame the only thing is the only real sprites we could use for that is the Zeal face and hands.  We'd have to definitely mess with their  sprites but it's definitely worth if it alot of people have that reaction to the final battle :).  Do you think that is to corny?

Post treasures/tabs um...post at both?  I'll just resolve them if we decide not to do it.  I'm not going to do round 3 for a little bit here and i dont want to have to search through multiple posts to find what we decided to do.

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 28, 2008, 07:03:04 am
About this Character being covered when he shouldn't be, wouldn't it be easier t just say where it is and post a picture?
Like:
Ocean's palace, at the end where you fight King Zeal(see attachment for pic)

[attachment deleted by admin]
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 28, 2008, 02:02:19 pm
Oh yes that is definitely the most preferable u didn't want to make it to difficult for you.

Jp
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on August 29, 2008, 06:17:10 am
About Kashmir's Fort in 602 A.D. Chapter 4 onwards: This place shouldn't be so easy to raid at chapter 4, yet it shouldn't be unavailable. Maybe we should add a few enemies of these strong enemies you can't escape at the beginning. People who want these strong Items now have to fight strong enemies to get them, and only the strong people will dare to go further.

Edit: Mapping error at the beginning of Kashmir's lair.

Edit 2: Found 2 more, both at the Ozzy minigame area. The first one is self explanatory, half of the characters body is covered when to near to the fence like thingy.

The 2nd one is harder to get: you have to somehow approach it from the south, and turn around.



[attachment deleted by admin]
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on August 29, 2008, 12:52:07 pm
oh wow i forgot those chests would be accessible wouldn't they... they really shouldn't be accessible at all they are very powerful ....like 10 chaptrs later powerful.. Maybe we can put "kasmir illusion" that just keep reappearing at all three of those doors?

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on September 01, 2008, 01:48:46 pm
I didn't use them and I had no real trouble fighting enemies. So we should cut it off like you suggested. Not sure how thou.

~~~

3 More map thingies, all in the Reptite Timeline Marle part, and all  in that Forest to the east.

ED_Marle.JPG: As you can see, Marle appears in front the tree(circle); The rectangle indicates an area that cover you too(I think you weren't supposed to walk on it, because it looks like something that is higher than Marle.

ED_Marle_2.JPG: Marle appears behind these 3 bushes(circle); You shouldn't be able to walk on the rectangular part(if looking a few tiles below, it is indicated this is an higher area)

ED_Marle_3.JPG: You can't exit when as far north as possible at the red rectangle(you have to walk a tile below to use the exit); the green rectangle indicates an invisible chest containing a Wall Ring.


[attachment deleted by admin]
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on September 01, 2008, 03:18:02 pm
Did you notice the new forest in 1 AD?  It's in the south west and it's where I put the bow that causes confuse.  So you should be able to buy a bow w/o status effect or go get that bow with status effects.

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on September 01, 2008, 06:15:22 pm
Yea I found it. I guess I will use Confuse Bow(saves a few MP at least)+Ice+Mid Tonics, but I can see people using Atk Bow+Aura/Cure if they used Marle a lot+sometimes Ice. I think that's a good thing. Maybe add/insert in the invisible Chest in the eastern Forest a Hit Ring(can we add a few extra + hit here, or is this kind of tuning unavailable?) for the people who want to use the attack bow? That Ring can also be used later in the Lucca/Robo Emerald Dream.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on September 01, 2008, 07:40:01 pm
I asked in kajar labs for now we'll just assume that accessories are not editable.

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on September 02, 2008, 07:16:24 am
First the an important one:
You can't move anymore after defeating the time sage at the Bottom of TT during the 2nd ED(Crono/Magus/Glenn) -> Stuck! I'll also post it in the bug database, but I think it will be seen here earlier(because, to be honest, I don't really see through the sorting system in this bug report thingy).

I thought I might state in short how I went through the Marle and Crono/Magus/Glenn chapter, while seeing if other ways of playing are supported:
* As mentioned before, I played a magic Marle, and had no problems at all. I just expect an attacker Marle to be harder to play, considering the Reptites and some other enemies def.
* The Crono ED chapterhad no real trouble with enemies. I think it is very well done that some enemies have high magic resistance, so people can't just put the Silverstud on Magus and have an easy time. Glenn, who already learned Heal, was healing all the time, and Crono + Silverstud used Spincut. " Gigasaurs are only a problem if you don't time it well(I just recently noticed their attack bar doesn't reset after being attacked by lightning, unlike the Golems, so you might get an instant electric attack after using lightning). People who don't want to "waste" Glenn can always use the Lapises they find when HP is critical, yet I expect it to be more difficult.

~~~

For bugs and stuff:
- Attack window error(on top while it should be on bottom etc.) will from now on be posted under "Dialog" in the bug report thingy.
- Tabs and Chests will be in the enemy thread
- Other things, except ideas and mapping errors like a character is hidden behind a tile when it shouldn't, are in the bug report thingy.

~~~

Ideas:
- After talking to the Timesage in his cave during the Crono Emerald Dream, maybe have a dialog with the characters discussing what to do. This would be a foreshadowing to the "big" discussion in Chronopolis later on about maybe "destroying" Guardia because of the destruction of the MammonMachine/Frozen Flame.

- After Marle's ED, maybe let the party save and exchange equipment again? I know this somehow destroys this scene(Marle calling fro Crono,and Crono being called by Glenn in the next scene), yet a short break with the entity talking or whatever it might also show the distance between Crono and Marle in their current situation...I think...

~~~

Mapping thingies:
Marle ED 3:
- left: Bottom TT, where the door will be in the next EDs; Head is covered;
- Right: 1st Floor TT; The red marked area is solid(meaning you can walk north and youth of it, yet not on these half-tiles)

Crono ED 1: way to the reptite that offers Elemental armor if you clean the forest; Red marked area is solid;

Crono ED 2: Area with cae to TimeSage; You can walk on the marked area, yet it seems like you shouldn't be able to.

Crono ED 3: Bottom TT; marked areas cover the character;

[attachment deleted by admin]
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on September 02, 2008, 07:01:54 pm
Quote
You can't move anymore after defeating the time sage at the Bottom of TT during the 2nd ED(Crono/Magus/Glenn) -> Stuck! I'll also post it in the bug database, but I think it will be seen here earlier(because, to be honest, I don't really see through the sorting system in this bug report thingy).

Definitely report game ending bugs in both.  Just so you know I do read the bug reports daily.  I check the latest bugs by sorting by bug ID (click bug ID on the table once it sorts it small-> big, click it twice it sorts it big->small).

It'll get more manageable here relatively soon when I go on a bug squashing stampede.  I want to do a couple sidequests first.

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on September 03, 2008, 05:56:55 am
Another infinite-loop(like flames still move in their animation) right after talking to the timesage(before the battle itself).
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on September 03, 2008, 07:22:27 pm
Sorry saw this after I got to work I'll look into it tonight.

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on September 04, 2008, 04:26:37 pm
lucca_ED_1.JPG + lucca_ED_2.JPG:
As you see, there are walkable areas(marked with red squares). Shouldn't be.

[attachment deleted by admin]
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on September 11, 2008, 08:29:14 am
I'm on a different PC, hoping I can post at least here...We will see...

Questions:
- What kind of enemy types are there? I just realized, using the Zonker8000, that there must be a difference in machine/none-machine. There are also weapons that deal more damage to magic opponents. Any knowledge of what enemy types exist?

- The Medina Dojo or what it is, where you could fight a Green Imp, what will be done with it?

~

Ideas:
- At the end of the Factory dungeon, how about being able to leave it directly without having to backtrack?
- In the Grey Forgotten Chapter(Missile base infiltration), will the answers you choose when talking to the TimeSage(I presume he is one?) have any influence? I know that there is this "medium ending" before the fight, but will you actually be able to prevent the fight with your answers? Or anything else?
- During the Raid on the Ocean's palace, in room with a savepoint where you have to walk west, yet are able to walk north and youth in 2 rooms with nothing important: maybe force people to go up and down, by maybe shutting a door to the west they have to open using 2 switches or beating a panels or something.
- maybe let Spekkio tell them that he is bored and want to visit the timelines(he watched them it seems, maybe now after gaspar left, wanting to see the world?) -> new sidequest, where spekkio is in diferent locations, and you fight him there, and he always gets stronger? Maybe giving a riddle after you beat him where he is next?

I think we should add more chests to the different Areas of the Terra Tower, so the choice at least makes a small difference. Maybe we could add an Silver earing(the one that give I think +25% HP) on the Marle way, so everyone could get that.
From what I see, there are 2 ways, the left, and the right(I consider the right part one way, Because Crono+Team can go a different way than Lucca and Robo, thus covering the whole right area).

I currently have no idea  what to add to each side to make them unique beside different tabs...but we have to consider the "Ultimate Enemy" is on the left part, and it will most likely give you a very strong Item or something(and it will most likely be unbeatable the first time you go through the game). Maybe we should give away the key later in the story, and go like "if we had this key during the reptite timeline..." hinting to play a NG+ and use the key? That way we could also prevent people from fighting it on a casual new game. We wouldn't have to consider it in our choice for a normal NG.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on September 15, 2008, 01:26:11 pm
Proxy posting for Cyber.  He seems to not be able to post from his comp:

Quote
I seem to only be able to post in the Forum from a different PC, and I currently can't use one, so I might send you a PM more often than expected...

are you sure it's yoru PC and not your browser?  Does this happen in firefox and IE for example?  If it's your browser try clearing your history/cache/cookies and see what happens.


Quote
First, the textbox before the Kashmir fight(after Magus and Glenn are trapped in his illusion) repeats infinitely, saying "meanwhile..." etc. The fight doesn't start. I had Crono, Ayla and Robo in my party.

Put up hot fix for that.  It was a bug caused when i made ayla an optional character and only occured if she was in your party.  Enjoy the ending :)

~


Some ideas:
Quote
- Ultimate Armors in general should be a bit more character specific(for now they seem to be just elemental armors). I hink I will try to look into it along with the Item special stats thingy.

In the latest patch i believe I did make the ultimate armors only equippable by characters whose sidequest you complete to get it (i.e. you get frogs ultimate armor from training the knights, you get aylas through the datacube, marle through the 1 AD etc).  Their stats are not finalized, it's one of the reasons I was wondering  if you could make the spreadsheet with each armor, when you obtain it and then put what stats it should have.  I'll probably do all the weapon/armor/helmet stats in one big patch but i want to have an overall picture when i do it.


Quote
-Glenn's Ultimate armor he gets for his sidequest is far from ultimate. Maybe we should lengthen the quest, that the 3 only appear from certain chapters onwards, so like last one appears at during the "Dalton's last stand" chapter, or maybe add several locations you have to find the 3 NPCs in? That way, we could easily make the armor much stronger without having to fear it being overpowered.
The three quest do appear sporadically throughout the game.  Danny's appears first, then a few chapters later Samuels appears, then a few chapters later Tata appears.  One thing to note is I don't believe you can do this quest unless you saved samuel in mystic tunnels.  That being said both you and vehek have mentioned the quest being subpar (and you may very well be the only two people who have played it :) )so I will extend it.

As for the ultimate armor not being ultimate see above that the stats for all weapons/armors are not finalized.  The only reason they seemed finalized is cause i put them in the order they are stored in the rom, which for the most part was the order you got them in CT.  But some of the armors were out of order (mainly the elemental armors i belive)

Quote
- Maybe lesser weapons and armors in the final dungeon, and add them to the sidequests? Otherwise the Sidequests could seem less important, because you already get very strong Items in the last Dungeon.
Well each sidequest has a one to one mapping with a characters ultimate armor so i do believe it is important.  This is probably more of a problem with the armor not being ultimate than the sidequest.  The final dungeon currently contains each characters "second to last" weapon.  Does it contain armor to?  I could see removing those. 

I saved one weapon for each character...the idea I was having for getting their ultimate weapons was if you beat a flame dungeon boss you get a single item which melchior can use to make one ultimate weapon.  (note you don't have to make the ultimate weapon for the character you beat the dungeon with).    So if you beat 3 dungeons you get 3 ultimate weapons.  and in order to get 6 ultimate weaons you have to do new game + atleast once. 

Note that the ultimate weapons won't prove useful until we finalize coliseum enemies and add the ultimate enemies to TT (and there's one more mentioend in the plot forum which i haven't added yet....not sure if we still are)

I'll post this in the forum


--JP
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on September 15, 2008, 01:35:04 pm
I jus saw cybers previous post (not the one I proxied)  replying now (some of this could definitely go in bug submission)


Quote
- What kind of enemy types are there? I just realized, using the Zonker8000, that there must be a difference in machine/none-machine. There are also weapons that deal more damage to magic opponents. Any knowledge of what enemy types exist?

I have no idea i realized this while making CE as well. 

Quote
- The Medina Dojo or what it is, where you could fight a Green Imp, what will be done with it?

haha nothing that i know of.... that place does change depending on if you choose neutral/porre etc.  i'm up for any ideas
~

Ideas:
Quote
- At the end of the Factory dungeon, how about being able to leave it directly without having to backtrack?
bug submission worthy.  Definitely an RPG standard

Quote
- In the Grey Forgotten Chapter(Missile base infiltration), will the answers you choose when talking to the TimeSage(I presume he is one?) have any influence? I know that there is this "medium ending" before the fight, but will you actually be able to prevent the fight with your answers? Or anything else?

Yup, there's 3 endings.  He just gets angry and fights you, he changes his mind, and i think one one of his henchmen comes in and fights.

- During the Raid on the Ocean's palace, in room with a savepoint where you have to walk west, yet are able to walk north and youth in 2 rooms with nothing important: maybe force people to go up and down, by maybe shutting a door to the west they have to open using 2 switches or beating a panels or something.

This seems like a good idea.  slow down the pace of the game a little bit.  Also force them to see a schala appearance. Bug worthy.

Quote
- maybe let Spekkio tell them that he is bored and want to visit the timelines(he watched them it seems, maybe now after gaspar left, wanting to see the world?) -> new sidequest, where spekkio is in diferent locations, and you fight him there, and he always gets stronger? Maybe giving a riddle after you beat him where he is next?
This is my favorite idea.  Already started implementing it.

Quote
I think we should add more chests to the different Areas of the Terra Tower, so the choice at least makes a small difference. Maybe we could add an Silver earing(the one that give I think +25% HP) on the Marle way, so everyone could get that.
From what I see, there are 2 ways, the left, and the right(I consider the right part one way, Because Crono+Team can go a different way than Lucca and Robo, thus covering the whole right area).

I currently have no idea  what to add to each side to make them unique beside different tabs...but we have to consider the "Ultimate Enemy" is on the left part, and it will most likely give you a very strong Item or something(and it will most likely be unbeatable the first time you go through the game). Maybe we should give away the key later in the story, and go like "if we had this key during the reptite timeline..." hinting to play a NG+ and use the key? That way we could also prevent people from fighting it on a casual new game. We wouldn't have to consider it in our choice for a normal NG.

Well there's not much later that we can add the key to since soon afterwards the timeline gets fixed.  And it seems kind of weird that they find a key to the reprite timeline in the human timeline.  But we can make the key new game plussable so that you can fight the boss with CMG if you choose.  To make sure they don't accidently fight the boss we can add a warning message before the fight begins.

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on September 16, 2008, 07:52:49 am
The Dojo, how about timeline respective fights? Like, you can choose to fight a prehistoric set of enemies, which would be several(I mean lots of) fight against enemies that appear in the prehistory. Like, reptites, Lizardactyls etc.. Maybe we could teleports them to prehistorical locations? We could argue that the Imp in the Dojo creates illusions and summonings, or whatever and he just wants to watch interesting fights. He would give you Items if you win a respective timeline-fight, yet you get nothing if you lose(these fights should be loseable). This would be quite different from the Colliseum fight, and most likely only be able at later levels, but most likely fun and challenging. Maybe open this if you decide to join the mystics in 602 A.D. early, and sometimes later if you choose to side with someone different, otherwise it would be somehow of a waste if onyl mystic siders could do it..
Maybe even add old CT bosses that aren't in CT:CE? Like Night Tyrano as last enemy of prehistory fight or whatever.
If this is possible, that is.

~~~

About the UltimateWeapon thingy: Ayla won't get one, will she?
So, ultimate armors will be Sidequest stuff, while Weapons will be Flamedungeon stuff? Maybe make the player need, besides something he gets from the flamebosses, a Character specific Item? So the players needs the raw material from the Flamedungeon Bosses + A unique Item for each character people could also get in Sidequest, or as Colliseum prizes or whatever? Or maybe that's too much.

~~~

Oh, and a few Mapping errors I found while I couldn't post, so they are in a kind of bundle. Sorry if they are hard to see.

[attachment deleted by admin]
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on September 16, 2008, 02:18:12 pm
The dojo is a good idea.  You want this to start around chapter 5 i'm assuming (after making the decision?).   If we make the list of enemies it shouldn't be that hard to implement either.

If we get good ideas for the character specific items I have no problem with that assuming we have 6 more item slots available.

--JP
Title: Re: Known Bugs & Beta Testing
Post by: ZeaLitY on September 16, 2008, 05:33:16 pm
Wish I had more time. I've been reading what's been going on and I'm continually amazed. Hope it won't seem intrusive to come in with like corrections or slight story changes later on, like I'm just editing the finished work...but yeah, this progress is amazing.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on September 16, 2008, 06:13:48 pm
It won't be intrusive at all Zeality in fact it's almost expected haha.  With the code shift that came after Demo 2 (mainly thanks to chrono 99) each chapter is much more "compartmentalized"  so that a change in one chapter doesn't cascade into other chapters.....hopefully haha. 

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on September 17, 2008, 06:46:14 am
I added something to the report thingy that could be misunderstood:
"During the ending, exits like the Singing Mountain one should be closed."
What I mean it that All areas that are not important(like hunting grounds or Lavos' crash site) should be closed in the OW map. With  Singing Mountain I actually meant all the areas with enemies(these are the ones you reach when searching for the Drum parts). In order to do it, we might, after entering the Singing Mountain, switch directly to the waterfall with the reptite and start the dialog? This would prevent the player from walking around the singing Mountain.

What I missed in the Ayla part of the ending was some kind of "welcome back, chief" party. I mean, they are the people that know how to party. Maybe during the party, people tell her that there is/are still reptites, for example on Singing Mountain. She leaves, maybe saying she is going to end it? So the player might think she will kill the reptite(that's what the reptite presumes anyways), but in fact she wants to end the war between their species(which she does, by offering peace or something).

~~~

About TPs, I think we should raise the TP at the beginning until mid-/ endgame, maybe about 3/2(one and a half)? I'm not sure about how many tech points are needed for each tech, but it somehow seems unbalanced(considering you get everyone rather early to join your party permanently).

Also, what about new techs? I think Magus' shouldn't be the only one with new ones. Marle definitely needs a new last tech, maybe Hexagon Mist, which is the ultimate water attack anyways. I know we can't use player's techs for enemies, but how about the other way around?
Anyways, I would suggest at least one weapon-tech for Marle and Lucca(I'm not sure if Techs like Napalm or Fire Toss are in any way attack based), because that would make them more useful in my opinion. Maybe even a double tech where they jump around and shoot every enemy.

~~~

About the last Kashmir fight: Maybe we could make more use of his illusionary skills? The cloudy backround is a good idea, but it seems like it is not really important in the fight. He should have a confuse/all tech, because that's what he did to Glenn and Magus and it would seem logical for an illusionist to make the enemy attack themselves. Also, maybe make the backround switch, kinda like the Lavos fight, and him switch elemental strength and weakness(without telling the player)? Maybe even attacks? Another question is, can enemies be inserted during the battle? Like, Kashmir summoning a Golem to help him or whatever? I'm not sure if it could be used the same way, but during the last Lavos fight, the left and main part also reappeared after being summoned. Like the Guardian Boss in the destroyed future summoned his bits after they were destroyed.
This would make the fight much more interesting and worthy of being at the end of Ct:CE. We could argue that this is the real Kashmir, with enhanced power thanks to Zeal, while the one fought in Chapter 4 was a mere illusion with only a part of Kashmirs none-enhanced power?

Also, the 2nd Zeal fight should be in a different location. while the backround looks really cool, it just doesn't seem to fit the final battle. I think we have lots of different areas available, because it's the DBT and he could just teleport you to a different place or whatever.

Also, maybe tint the Lavos Spawn Red and Darker, like the Time Devourer is?
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on September 17, 2008, 02:28:09 pm
Ayla:

haha i was really confused by that singing mountain bug.  I was like..but singing mount IS the last area.  I like that ending alot more and its a great opportunity to use some sprites that we havent used yet (the prehistoric band).

TP:

Doing this playthrough I definitely agree about the TP thing.  I think what I did was have them all start with their first 3 techs but hand out TP as though they  don't have any techs yet.  I'll do this in one massive bug squash. 

Techs:
The thing with magus is it was really easy to do his because we didn't have to worry about screwing up double techs.  Double techs currently aren't editable, and we should probably assume that they won't be before the release.  Techs share alot of their code so it's very possible that a double tech is just stealing the code from the single tech.  For example...Frog's Cure 2 is just using the code base of Marles Cure2.  So if we replace marles cure 2 with marle running around in a circle, suddenly when ffrog casts cure 2 he's running around in a circle.  That being said I i agree that Marle definitely needs some new techs but i dont think we can replace life2 because it's important for the triple tech lifeline and in general it's a really useful tech.  I want to replace haste with Haste 2 which cast haste on everyone.  I was also going to give Lucca Protect 2 so omnishield isn't THAT dominant over it. 

I really want to give marle a hexagon mist like attack but the only options....are cure2 which frog is staling and life2....we MAY be able to nix life2 I dont think it's stealing code from life...and we could argue that robo doesn't have a life spell.  We could also make Life maybe a little more useful?  We don't have room to give it the graphics that life 2 has but we could probably have the person start with more HP.

Kasmir Fight:

Glad you liked the clouds.  It was actually sort of an accident because you can't fight in a room where you manually set palettes (which i had to do because whenever all 7 PC's + 1 npc are on screen you have to manually set palettes).   So i had to add that little teleport to a location.  I'll have to check how the final fight does the background switching that's a really good idea.   When i first thought about it I thought the summoning idea  was impossible.   Those examples you listed are simply the "revive" command which only brings back the enemy doesn't summon a new one.  Then I remembered there is a "change enemy" command in enemy AI.  We could start off with something like...one of those rock enemies sitting there and clear out the AI to nothing, and give it a huge amount of HP.  then (we'll definitely have to test this) we may be able to randomly (like 10%) have a textbox appear that says Kasmir is summoning! and then randomly do a change enemy command on that rock.

And (this is the key)
in the Kasmir + flame AI if the number of enemies is less than one (so you either killed the rock or the summon) have him revive the rock.    So the battle would be something like this

Start with kasmir and rock with huge HP

Case 1:  Kill the rock
    Kasmir revives rock return to above
Case 2:  Randomly triggered change in AI event
    Random enemy appears
    Kill random enemy
    Kasmir revives rock

That really might work :).  Excellent Idea cyber.  I'm going to jot down the some AI notes just so I dont forget.


Zeal: 

yea I wasn't thrilled myself with the zeal fight background.  If anyone has any ideas let me know.  If we do the background switching we should really do it for one fight or the other not both.   


Time Devourer:

Yea i want to switch palettes for this and the reptite time travellers.

--JP

AI NOTES

Kasmir:

if(num enemies is <= 1)
     Revive Rock
New Kasmir AI HERE


Rock:
Do nothing
if( random)
    Choose random action
    change enemy 1
    change enemy 2
    change enemy 3

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on September 20, 2008, 11:00:33 am
I currently have serious computer  trouble, and I'm not sure when I will be able to get it working again. Hopefully won't take more than a few days...
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on September 26, 2008, 09:52:50 am
Fixed my PC more or less, so I will start my next run making a weapon/equipment list. Hopefully I will get it done until October...
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on September 26, 2008, 02:37:35 pm
Fixed my PC more or less, so I will start my next run making a weapon/equipment list. Hopefully I will get it done until October...

Good to hear!  That is definitely something I noticed.  Here are some thing to watch out for:

1) equpiment is obtained in wrong chapter
2) equipment is not a good price (magus was the worst for this i think)
3) equpiment has wrong description
4) Use one of those slots we talked about to give equipment special stats

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on September 29, 2008, 10:33:03 am
Sadly I wasn't able to do as much as I wanted, so here is how far I got:

Quote
Prologue:

Weapons, (User)[atk, crit%, status inflic.]:
- Lead Sword(C)(Start Crono)[3,10,none]
- Shima(C), 350 G, Porre Shop [7,10,none]
- Ivory Bow(Mar), 850 G, Porre Shop [15,20,none]
- QuantaShot(L), 800 G, Porre Shop [7,20,none]

Helmets(User, blank if everyone can use it)[def, status inflic.]:
- Skull Cap(Start Crono) [3,none]
- TopEnd, 200 G, Porre Shop [8,none]


Armors(User, blank if everyone can use it)[def, status inflic.]:
- Brigandine(Start Crono) [5,none]
- Nautishell, 300 G, Porre Shop [10,none]
- XocotlSuit(Male only), 520 G, Porre Shop [16,none]

Chapter 1:
Weapons:
- Erebos(Mag)(Start Magus)[40,10,slow(deactivated)]

Helmets:
- Iron Helm(Start Magus) [14,none]

Armors:
- XocotlSuit(Start Magus)(Male only) [16,none]
~~~
Chapter 2:
Weapons:
- Flintlock(L)(Start Lucca)[5,20,none]
- YewBow(Mar)(Start Marle)[3,20,none]
- Snipeshot(L), Chronopolis, Melchior Area Chest [15,20,none] -> will later be sold at the same place, Also to early for the 3rd weapon(Lucca didn't even have a fight yet)
- Hoarfrost(Mar), 4200 G, Colliseum [40,20,none] -> available to early
- QuantaShot(L), Porre Camp [7,20,none]
- Ivory Bow(Mar), 1002 AD Castle, left side tower in throneroom [15,20,none]
- Strainer(R)(Start Robo)[20,10,none]
 

Helmets:
- WingedHelm, 6500 G, Colliseum [29,none] -> should get it later, not this early
- Iron Helm, [14,none]

Armors:
- Cabrakan, 1200 G, Colliseum [32,none]
- Cabrakan(Robo Start) [32,none]
~~~
Chapter 3:
Weapons:


Helmets:
- Knavehelm, Ocean's Palace Ruins [17,none]

Armors:
- Flexiform, Ocean's Palace(unsure) [18,none]
~~~

Chapter 4
Weapons:
- ClashVice(R), 3500 G, Melchior [25,10,none]
- Snipeshot(L), 1200 H, Melchior [15,20,none]
- Gilt Sword(G), 1100 G, Truce Shop 602 AD [10,23,none]
- Belly Shot(Mar), 1700 G, Truce Shop 602 AD [20,20,none]

Helmets:
- KnaveHelm, 700 G, Truce Shop 602 AD [17,none]
- Iron Helm, Denadoro Plains [14,none]

Armors:
- XocotlSuit, 520 G, Truce Shop 602 AD [16,none]
- XocotlSuit, Castel 602 A.D.(left tower of throneroom) [16,none]

Some Other things I noticed:

- Casino: Maybe instead of money use Points you can purchase and trade in, otherwise people will be rich in a few seconds. Note sure if the old "Silverpoints" have been modified to battle points, if not, maybe use them?

- Chapter 1 should maybe a bit easier. Considering it's some kind of opening of the game, it might seem to hard for casual gamers(hard to judge from out point fo view). The amount of time you have to leave/reenter the beast forest just to gain a few needed levels in order to defeat the first boss for example seems too long. Maybe already start with level 3 or give more exp or something.

Chapter 4:
- Kashmir always targets Glenn(if alive) when countering. Intentional?
- Kashmir should maybe have fewer HP, fighting him takes ages...maybe make it 3/4th? Or switch his AI after like 50% of damage taken, so it doesn't seem so repetetive (magic, magic, heal, heal and repeat...).


Also, I won't be able to help much during the next few weeks(maybe even months), because work starts in october and I won't be home except some weekends, nor do I have a way to use a PC during the time I'm not home. That hopefully changes in the next few weeks. I will try to get this list done during weekends, but I can't promise that it will be done fast.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on September 29, 2008, 06:37:53 pm
This list looks very well done.  I'm not sure if you are doing this but make a note if it's not already sold at the store but you would like it to be.  I'm going wo work on the assumption that unless you make a note I dont need to change the actual shops themselves (i'll only be changing the stats of the weapons not where you obtain them).  Are you keeping this list in some sort of file?  If so i'll wait for you to finish making htat file and just have you upload it.  I'd like to do this in one fell sweep rather than incremental updates.

Out of curiosity how the casino making you rich so quickly?  It may actually be a bug.  In my experience i actually lost money there.


Chapter 1:

yea I agree it is a bit of levelling up at the beginning.  Um....I'll probably take the more exp route.  We've had some issues changing magus level in the past (the ** glitch).  Can you file a bug for this?

Kasmir:

He probably has th etarget as "closest" and since glenn is always PC1 he'll always be closets.  I can make it random....again file a bug (if you haven't)
Consider it done (another bug)

Definitely focus on work when you need to.  We all know that I had priorities comes up last year.  You've already been more than we could have dreamed for this project.

--JP

Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on September 30, 2008, 03:41:18 pm
Casino: I'm not sure how much you actually win in roulette and stuff, I just considered the Slot machine to be very easy(I think you win 1000 G each turn?) to win because of it's rather slowness.

I will go on with this list in a file on my PC, and I will update here once in a while with my progress.
Title: Re: Known Bugs & Beta Testing
Post by: Agent 12 on September 30, 2008, 08:48:37 pm
Hm I never tried to game the Slot machine before.  Perhaps I should just basically make it randomly select three of those characters instead of letting the player stop it.

--JP
Title: Re: Known Bugs & Beta Testing
Post by: CyberSarkany on October 25, 2008, 11:26:11 am
Just a short stopping by to say I won't be able to work on anything until new year if everything works smooth. If it is too close to the planned release, someone else should do the weapon/item stuff.