Chrono Compendium

Marbule Gallery - Completed Fan Creations => Chrono Trigger: Prophet's Guile => Topic started by: Chrono'99 on February 13, 2007, 05:36:31 pm

Title: Bug Topic
Post by: Chrono'99 on February 13, 2007, 05:36:31 pm
Only 2 bugs so far. (Amazingly enough,) the ROM corrupted only once since I started coding it, and I'm pretty sure it was because I copy-pasted some commands. I never copy-paste anything now. Maybe it wasn't even corruption, but a black frozen screen in any case.

I think the problem with CE is not that we corrupt things, but that there was already a corrupted thingy lurking in the 2-year-old ROM and we just couldn't get rid of it even with exports. Anyway, I make tons of backups for Prophet's Guile and I simply restored the good ROM, so there's no problem.

As for the bugs:

Magus Castle

When the portal opens, Crono's party is "teleported" to the center of the screen and Magus to the top-right corner of the screen. I checked the commands and it seems that for some reason, it's due to the fact that there's no battle. If there's a battle, the characters will be correctly placed when the mode-7 portal opens. If there's no battle, they get displaced. I don't think there's a solution to this bug since we can't really have a Magus vs. party battle (or can we? ...no, probably too much bothersome to hack).

Skyways

In every Skyway overworld sequence, 3 characters are shown instead of just Magus (Frog and Marle I think). We probably just have to delete some commands in the Overworld Events, but I don't know which.

If anyone has some solutions for those bugs, you know what to do...
Title: Re: Bug Topic
Post by: Vehek on February 18, 2007, 11:19:00 pm
Location 150: Kajar Land Bridge
Because of how the trigger for the Land Bridge makes all the sprites on-screen fade to white, you can see the very top of the Zealian Man's hat (all you can see of him from where the Land Bridge teleport is) fade to white.
Move the guy down a tiny bit.

Location 164: Kajar Skyway
When 7F005B is set to 06 (that's when Magus must go down to find a beast, but before the Belthasar scene), if you step on the Skyway, it doesn't teleport you to Zeal, but instead sends you to the overworld. This is because the Touch event code is being used for the end of the Belthasar scene.
Title: Re: Bug Topic
Post by: Chrono'99 on March 19, 2007, 07:28:19 pm
Thanks, I fixed these 2.
Title: Re: Bug Topic
Post by: Vehek on December 09, 2007, 06:04:03 pm
You can activate the teleport to the Ocean Palace before it's been revealed.

[attachment deleted by admin]
Title: Re: Bug Topic
Post by: ZeaLitY on December 22, 2007, 03:25:15 pm
After the battle with the Maneater in the second Mt. Woe area, Melchior gets the Maneater's palette.
Title: Re: Bug Topic
Post by: Vehek on December 29, 2007, 03:21:44 pm
Some sprite problems I noticed in{166}, {1D6}, and {194}. The last one was in the original CT too.

[attachment deleted by admin]
Title: Re: Bug Topic
Post by: ZeaLitY on December 30, 2007, 12:54:34 am
Going to status screen and exiting out in the Dark Ages portal freezes Magus.

I've noticed that uncontractioned dialogue can be sort of awkward.

Terra Cave: Magus's "I must...!" to "That means...!"

Skyway: Magus's "I cannot believe..." to "I can't believe it..."

Enhasa: Gaspar's "Do not worry" to "Don't worry" and Lasher's "When it is ready" to "When it's ready"

~

Perhaps we should reintroduce something to suggest that's a hide Magus is producing after the beast's nest sequence? Just like, "As you requested, my Queen.{line break}The beast's hide.{null}"

Maybe a little longer pause between Magus's going to sleep and the start of the Mystical Knights scene.

"And the others two" in the Melchior scene -> "the other two"

If the Melchior injury sidequest is revived, someone should provide some warning. Something like "Don't let harm come to Melchior. The beasts of the mountain may try to attack you, so maintain a strong, decisive lead." Should we have a savepoint there?

Hm, maybe Far Promise should start after Schala's first set of dialogue? The music fades out when she speaks, and then Far Promise starts when Magus reveals that Melchior is alive. Before that, though, Schala assumes the Prophet is evil and killed him, so it's a little out of sync with the music.
Title: Re: Bug Topic
Post by: Vehek on December 30, 2007, 02:55:59 am
I've seen a bunch of visual glitches involving "talking" to the monsters in the Beast's nest as they pass by. I'll put up some pictures later.

[attachment deleted by admin]
Title: Re: Bug Topic
Post by: ZeaLitY on December 30, 2007, 02:57:10 am
How should we beat the Nu? One is resistant to magic and Magus would have to critical it on the third and last turn to win.
Title: Re: Bug Topic
Post by: Chrono'99 on December 30, 2007, 04:24:57 am
Only one Nu can kill you; the third one from the left deals 1 damage while the others do max HP -1. You have to attack him physically. He should be dead in only two turns this way as he has only 700 HP.

Is this strategy too difficult to find? Perhaps I can exaggerate the third Nu's magic resistance and degrade his physical defense so it's clearer.

EDIT: Oh and don't use the Blue Mail in the Ocean Palace. I wanted to use it in the Golem fight but it kind of makes the battle too easy. I forgot to remove that chest.
Title: Re: Bug Topic
Post by: ZeaLitY on December 30, 2007, 02:52:01 pm
"Ill kill you! I swear!" might sound too juvenile here (I swear is like valley girl language), so..."I'll kill you! Ughhh!!"

Just in case, here's the credits in the readme. We should probably put in the director credit somewhere. I'll definitely change around the credits in the readme to look like the game's.

Code: [Select]

==DIRECTOR==

Chrono'99

==CODER==

Chrono'99

==WRITER & CREATOR==

ZeaLitY

==MAPPERS==

Chrono'99
ZeaLitY
nightmare975

==MUSIC==

JCE3000GT
Vehek
ZeaLitY

==OTHER==

Chrono'99
Vehek (guest wing palette)
Julie Dillon (ending art)
CuteLucca (icon art)
FaustWolf (Menu icon, art insertion)

Yeah, I noticed that Nu wasn't taking damage. But if you can only get two shots off on him, that means you have to lose the game at least once. Before, you just had to be quick with magic. Hm...

Who do I give the Obulons to for the programmer's ending?
Title: Re: Bug Topic
Post by: Chrono'99 on December 30, 2007, 03:19:43 pm
I haven't coded the programmer's room yet (I forgot!).
Title: Re: Bug Topic
Post by: ZeaLitY on December 30, 2007, 03:28:05 pm
Haha. Well, I hope my scene whines weren't too many. I knew I'd probably start nitpicking once the release candidate was available.

I guess if there's one other, it's the use of Zeal Palace (remix) during the Melchior argument. Magus enters to ZP, and it changes to the remix, and then it changes back to ZP once he goes to his quarters. It was a little odd, but I'm not sure what we could do about it other than just not using the remix for that segment somehow.
Title: Re: Bug Topic
Post by: nightmare975 on December 30, 2007, 03:44:06 pm
Just wondering, if you want a room for the programmer's ending, I'll make one in a flash.
Title: Re: Bug Topic
Post by: Vehek on December 30, 2007, 04:13:57 pm
There's a small exit to Mt. Woe (used for debugging, I guess) in the gate cave exterior that needs to be removed.
Magus should automatically fight the Golem in the center, as Dalton's attack misses completely if he's standing in the sides.
Title: Re: Bug Topic
Post by: Chrono'99 on December 30, 2007, 04:21:32 pm
Just wondering, if you want a room for the programmer's ending, I'll make one in a flash.

Yes, feel free. Since it's supposed to be empty apart from a note on a table, I'm thinking it could look like the secret rooms of Enhasa and Kajar (but you can use any tileset since it's not really part of the main adventure).
Title: Re: Bug Topic
Post by: nightmare975 on December 30, 2007, 04:23:32 pm
Any tileset you guy's want in particular?
Title: Re: Bug Topic
Post by: Vehek on January 05, 2008, 04:32:34 pm
Using Lightning2 on this Planebound causes Magus's sprite to be covered up by the area he jumps to.

[attachment deleted by admin]
Title: Re: Bug Topic
Post by: FaustWolf on January 05, 2008, 04:38:55 pm
Could that tile be set to "priority" when it's not supposed to be, perhaps? I had a huge problem with priority v. non-priority during the art insertion; maybe it's a potential culprit in this case? What happens when Magus walks over that tile during exploration? Although, I wonder if there's separate priority settings in battle and out of battle...
Title: Re: Bug Topic
Post by: Chrono'99 on January 06, 2008, 05:23:09 am
Some of these tiles have to be set to priority so that Magus can walk behind the cliff but also on it (there's a ladder out of the screen). It works flawlessly out of battles, but it either can't work in battle or I don't know what commands/parameters to set to make it work.

I guess I'll set all the tiles in the center of the screen to priority, so that Magus will be entirely covered when he casts Lightning 2. It will probably be a bit weird, but it's better than having him partly covered. Out of battles, there will be no problem in any case.
Title: Re: Bug Topic
Post by: Vehek on January 07, 2008, 02:37:02 am
Hey, the credits call nightmare975 "nightmare357".
The message saying you have access to the developer's room is glitched.
Magus is placed off the platform.

[attachment deleted by admin]
Title: Re: Bug Topic
Post by: Chrono'99 on January 07, 2008, 07:50:18 am
Ah, thanks. I've corrected these.

I think the only bug that remains is that the Bantan Imp in Mt. Woe dies directly instead of turning into a Stone Imp. I don't know how to correct this, but I guess it's not really important.
Title: Re: Bug Topic
Post by: Vehek on January 07, 2008, 11:05:29 am
I played around with enemies turning into other enemies a while ago. I think you need a Stone Imp with the same coordinates, but hidden, as an object right after the Bantam Imp. Check some other cases of enemies turning into other enemies to be sure.
Title: Re: Bug Topic
Post by: FaustWolf on January 07, 2008, 03:28:28 pm
Huh. It appears that in Zeal Palace, when you walk on the floor beneath the Nu that's on a central balcony / walkway, it's counted as a collision despite the fact that Magus and the Nu are on different tile levels. Not really a problem since the Nu moves away, just a curiosity.
Title: Re: Bug Topic
Post by: ZeaLitY on January 07, 2008, 03:33:10 pm
If you exit the Beast's Nest and go up to Zeal and come back, the entrance on the overworld is gone.

Also, there's an ugly tile in the nest; a pic is attached.

On an unrelated note, I love how Far Promise makes People Who Threw Away the Will to Live start with the third variation (the high bass). That's my favorite version; it's so in-your-face.

[attachment deleted by admin]
Title: Re: Bug Topic
Post by: FaustWolf on January 07, 2008, 04:22:41 pm
Are we to obsess over teeny, tiny grammatical errors in the script at all? When Magus arrives to speak with Zeal for the first time, there's a capital letter where it shouldn't be:

[attachment deleted by admin]
Title: Re: Bug Topic
Post by: FaustWolf on January 08, 2008, 12:47:16 am
ACK! Is anyone able to get into the Ocean Palace the first time, just after Magus learns "Magic Wall"? My game freezes in SNES9x after the screen fades out once the beamdown overworld scene is done!!

I hope this isn't yet another unintended side effect of the ending pic patch. Anyone else having this problem?

UPDATE: I'm getting the same problem even if I use the "almost finished" version attached to Chrono'99's post here:
http://www.chronocompendium.com/Forums/index.php/topic,4887.msg86172.html#msg86172

I suppose that rules out the ending artwork as the culprit this time. But I wonder what's up? I'm attaching an SNES9x savestate for people's testing convenience; just go up the hall, go through the dialogue, and see whether or not the game freezes.

[attachment deleted by admin]
Title: Re: Bug Topic
Post by: ZeaLitY on January 08, 2008, 01:56:26 am
As far as my understanding permits, ROM hacking renders some games incompatible with certain emulators and even the original hardware if the ROM hack is dumped to a cartridge.

Well, whatever was done to the final patch caused a couple tile errors. One happens twice in Mt. Woe, and the other is a messed up piece of ice on the 12000 B.C. overworld. Attached:

[attachment deleted by admin]
Title: Re: Bug Topic
Post by: FaustWolf on January 08, 2008, 02:05:49 am
Thus, you've had no such problem getting into the Ocean Palace in ZSNES, Zeality? That would be encouraging.
Title: Re: Bug Topic
Post by: Chrono'99 on January 08, 2008, 10:05:54 am
Strange, I don't have those glitched tiles in my ROM. I applied the patch on a fresh ROM to be sure, but still no glitched tiles. Do you see them, FaustWolf?

I do get the freeze when trying to enter the Ocean Palace in SNES9x though. We might have to tell people to play the hack in ZSNES, because I'm not sure how to correct this freeze.
Title: Re: Bug Topic
Post by: FaustWolf on January 08, 2008, 11:59:13 am
I'm not seeing the messed-up tiles Zeality pointed out in finalpatch2.ips -- was there another release after that?
Title: Re: Bug Topic
Post by: Chrono'99 on January 08, 2008, 01:37:52 pm
Nope, it's the latest. I hope the glitch isn't random or something.
Title: Re: Bug Topic
Post by: FaustWolf on January 08, 2008, 02:21:48 pm
Hmm, could this be a situation where multiple versions of Chrono Trigger existed, and multiple (slightly different) versions are floating around on the Net? Also, should the Compendium distribute the ips along with a readme instructing players to use ZSNES and not SNES9x?
Title: Re: Bug Topic
Post by: ZeaLitY on January 08, 2008, 02:45:22 pm
Hm, I wonder why it happened in that ROM. Anyway, I don't have the problem on a fresh one.

Well, I'll go ahead and port the interview and release now. The forum will be public once the release is finished.
Title: Re: Bug Topic
Post by: Vehek on January 11, 2008, 12:33:52 am
I just checked the Ocean Palace problem with Geiger's SNES9x debugger.

$C0/3B71 AD 10 42    LDA $4210  [$00:4210]   A:0B42 X:06D7 Y:06D5 P:envMxdizC
$C0/3B74 10 FB       BPL $FB    [$3B71]      A:0B42 X:06D7 Y:06D5 P:envMxdizC
$C0/3B71 AD 10 42    LDA $4210  [$00:4210]   A:0B42 X:06D7 Y:06D5 P:envMxdizC
$C0/3B74 10 FB       BPL $FB    [$3B71]      A:0B42 X:06D7 Y:06D5 P:envMxdizC

Seems to be caught in a loop somewhere in
003B4B   003B9D   CODE   N   "Event Commands DF, E1"   2004.06.25
Title: Re: Bug Topic
Post by: FaustWolf on January 11, 2008, 01:32:51 am
Ah, nice find Vehek! Uh, I wish I knew what that code meant exactly. Does this mean a revised version of the patch can be made?
Title: Re: Bug Topic
Post by: JLukas on January 11, 2008, 03:33:59 am
Looks like a wrong variant of ChangeLocation used?  Try changing the Variant box of the ChangeLocations command that brings you to the location that crashes.  Range DC-E1 is possible.  Unforunately we still don't know what all the different variants do.  Maybe things like wait for music/sound effect end, or screen fade.  That would explain the infinite loop.

Edit: I'm guessing you're using E1 at the moment, change it to something else.
Title: Re: Bug Topic
Post by: ZeaLitY on January 12, 2008, 02:53:31 am
Someone reported that if you stand directly behind the Kajar NPC who jumps up, you'll be stuck after talking to him.
Title: Re: Bug Topic
Post by: Talah Rama on January 14, 2008, 07:55:12 am
When I go into the Beasts' Nest, Lasher talks, then goes to leave and instead just continues walking at the bottom of the screen, so I can't regain control of Magus.  Could somebody send a savestate made right after he leaves so that I can continue?
Title: Re: Bug Topic
Post by: FaustWolf on January 14, 2008, 01:41:42 pm
Talah Rama, I've got a savestate handy, but's in SNES9x format. Are you able to convert from SNES9x to ZSNES savestate format? If so, it's attached to my post. Some renaming will probably have to be done to get this to work with your ROM (I named mine Prophet's Guile.smc).

[attachment deleted by admin]
Title: Re: Bug Topic
Post by: JLukas on January 14, 2008, 02:03:08 pm
IIRC, snes9x can read zsnes save states but not vice versa (snes9x save states are compressed).  The extension might have to be renamed as well: Ex: .000 instead of .zst
Title: Re: Bug Topic
Post by: FaustWolf on January 14, 2008, 02:10:54 pm
Well, shoot. That takes care of that then, unless there's an SNES9x -> ZSNES savestate converter somewhere.
Title: Re: Bug Topic
Post by: Talah Rama on January 14, 2008, 07:34:39 pm
Er... So is there anyone with a savestate right after that for ZSNES?  Because it's really good so far.  Also, how could this bug happen and why only to me?  :-(
Title: Re: Bug Topic
Post by: FaustWolf on January 14, 2008, 08:34:33 pm
Talah Rama, go ahead and try the attached file out. Unzip it into whatever directory your ZSNES.exe and Prophet's Guile.smc are (or whatever you named your ROM). You will either have to rename the ROM or this .SRM save point so that they both match. I can't guarantee it'll work, but it seems that both ZSNES and SNES9x create these .SRM files to handle savepoints, so I'm hopeful. Let us know how this works.

[attachment deleted by admin]
Title: Re: Bug Topic
Post by: Talah Rama on January 14, 2008, 08:43:10 pm
Awesome, that worked!  Thanks a ton.
Title: Re: Bug Topic
Post by: FaustWolf on January 14, 2008, 08:54:05 pm
Whew. *wipes brow* Nobody else has had that glitch before IIRC. Let us know if you encounter any others, and we'll make a note about this solution in the future.
Title: Re: Bug Topic
Post by: Geiger on January 15, 2008, 10:27:09 pm
I started playing this patch tonight and encountered an interesting bug.  After delivering Melchior to the Mt Woe Summit, I spotted a treasure chest just off screen and was trying to figure out how to get to it.  During my hunt, I encountered the Man Eaters again.  I defeated them, but then Magus jaunted off the upper right corner of the screen.

Without checking the event code, my best guess would be that the game is mistaking Magus for Melchior.  If location is of interest, Magus was in the lower right corner behind the rock there when the battle began.
Title: Re: Bug Topic
Post by: BROJ on January 16, 2008, 06:56:05 pm
I'm not sure if anyone noticed this bug I have been experiencing (in Zsnes 1.51): So it goes like this when magus enters the corridor connected to the Dalton boss (During the Ocean Palace Subchapter, the area with the two chests and the terminal that activates a chest, which has 2 or 3 enemies, I can't remember, anyways moving on...) if you bypass the enemies going for either of the treasure chests it has a good side effect (preventing the enemies from reaching you :D ), at first... then when you leave said areas and enter, unavoidably, a battle you are shuffled most of the time into a 'non-walkable zone', sometimes off screen sometimes not. This is a very annoying bug and I have had to restart my game a couple time because the glitch :x .
Title: Re: Bug Topic
Post by: ZeaLitY on January 16, 2008, 11:46:01 pm
Lord J suggested the option to give Melchior a mid-tonic (with conversation initiated by pressing A) once his health goes below 3.
Title: Re: Bug Topic
Post by: FaustWolf on January 17, 2008, 12:16:04 am
BROJ, you might be okay if you have the walk through walls code on hand:

39B0-EFA4

If you're stuck, input this (I think it needs the dash included), and you'll hopefully be able to get out of unwalkable areas. It's in Game Genie format, courtesy Carson Lee at GameFAQs.
Title: Re: Bug Topic
Post by: BROJ on January 17, 2008, 01:27:20 am
Thanks for the workaround Faustwolf (so a walk-thru-walls code will work, huh... wasn't sure if it would or not). I take it you guys still trying to figure out that glitch. Do you guys know how the developers of Chrono Trigger controlled battle movements. Was it done via an algorithm or was it done on a case-by-case basis.
Title: Re: Bug Topic
Post by: JCE3000GT on January 17, 2008, 11:08:53 pm
For some strange reason ZSNES didn't save my SRM.  o_O  I double checked it with another ROM and it saved that one.  I searched my computer for all SRM files and didn't find my quest.  I played an hour and now its gone.   :(  Oh, well I guess I'll have to start again. 

Got to Mt. Woe with Melchior and so far it was fantastic.  Loved my remixes in there too.   8)  PERFECT placement for the music guys, very nice job. 
Title: Re: Bug Topic
Post by: ZeaLitY on February 01, 2008, 07:25:38 pm
Passed on from e-mail:

Quote
I know you folks aren't responsible for it really, but I wasn't sure how
to contact them as there was no e-mail address for them in the Read Me.
If you'd pass this along to them....

I found a showstopping bug.   When you enter the Omen so you can clear
out the monster infestation, there are two battles (an eel and a blob,
then an eel, blob, and the things that shoot thunder and bubbles), and a
third one somewhat farther along where there are two of the Eels and a
Blob enemy.  There is a treasure chest right nearby, and I thought I
would go to get that before I fought the enemies, so I scooted around to
it, and the Eels followed me....

Then they must have caught me because battle started against just the
Blob.  Meanwhile, the Eels and I are offscreen, and I beat the Blob who
doesn't attack me at all (perhaps because I'm offscreen?).  After the
fight is over, the Eels run up to the wall, and just run against the
wall, endlessly. :P

I was just stuck, watching them move...the screen never moved back down
to me either.  Anyway, neat hack...just figured I would let you know.
Title: Re: Bug Topic
Post by: FaustWolf on February 03, 2008, 12:36:27 pm
Here's another, reported at my Youtube account:

Okay, I know I should be asking this on the forum, but I've run into a... problem whilst playing the game with my brother. We've beamed into the Ocean Palace, it shows us the flashback to what Crono and the gang are doing at the same point in time, but afterwards, after waiting a few minutes, it doesn't go back, and I know there's more to it! Could you please tell us how to get past this? I DID apply the unheadered IPS, but the headered wouldn't even work. Oh- and the game is utterly AWESOME.
Title: Re: Bug Topic
Post by: BROJ on February 15, 2008, 03:25:01 pm
For some strange reason ZSNES didn't save my SRM.  o_O  I double checked it with another ROM and it saved that one.  I searched my computer for all SRM files and didn't find my quest.  I played an hour and now its gone.   :(  Oh, well I guess I'll have to start again. 

Got to Mt. Woe with Melchior and so far it was fantastic.  Loved my remixes in there too.   8)  PERFECT placement for the music guys, very nice job. 
You have to specify a srm save path, which should be with the roms by default check that first. And assuming you didn't use the windows search function and the srm *did* actually save and you find it, forgive me if I'm wrong--not much information to go on, check if the srms are read-only. Or the path is read only (i.e. cdr or dvdr) you're definately going to specify a path. Hope this helps.  :)

Passed on from e-mail:

Quote
I know you folks aren't responsible for it really, but I wasn't sure how
to contact them as there was no e-mail address for them in the Read Me.
If you'd pass this along to them....

I found a showstopping bug.   When you enter the Omen so you can clear
out the monster infestation, there are two battles (an eel and a blob,
then an eel, blob, and the things that shoot thunder and bubbles), and a
third one somewhat farther along where there are two of the Eels and a
Blob enemy.  There is a treasure chest right nearby, and I thought I
would go to get that before I fought the enemies, so I scooted around to
it, and the Eels followed me....

Then they must have caught me because battle started against just the
Blob.  Meanwhile, the Eels and I are offscreen, and I beat the Blob who
doesn't attack me at all (perhaps because I'm offscreen?).  After the
fight is over, the Eels run up to the wall, and just run against the
wall, endlessly. :P

I was just stuck, watching them move...the screen never moved back down
to me either.  Anyway, neat hack...just figured I would let you know.
Here's another, reported at my Youtube account:

Okay, I know I should be asking this on the forum, but I've run into a... problem whilst playing the game with my brother. We've beamed into the Ocean Palace, it shows us the flashback to what Crono and the gang are doing at the same point in time, but afterwards, after waiting a few minutes, it doesn't go back, and I know there's more to it! Could you please tell us how to get past this? I DID apply the unheadered IPS, but the headered wouldn't even work. Oh- and the game is utterly AWESOME.
Do they say which version of zsnes they are using or give a checksum report of the original rom, via NSRT?
Title: Re: Bug Topic
Post by: FaustWolf on February 17, 2008, 08:49:14 pm
Thanks BROJ. That user was actually playing with an SNES9x + MAC OS combination, which I haven't seen before. Seems he might have gotten just a bit farther than the SNES9x + Windows combination would allow, but it crapped out on him after the flashback. I suggested he use ZSNES and (hopefully successfully) provided an appropriate SRM file, but I haven't heard from him since. I assume all is well...
Title: Re: Bug Topic
Post by: Lune on February 26, 2008, 10:13:31 am
There's a spot in the Beast's Nest where the floor is slippery. If I slip off the floor just as I get into a fight with the monster on the south side (the Jinn-like one), the game freezes.
Title: Re: Bug Topic
Post by: BROJ on March 04, 2008, 02:13:50 pm
There's a spot in the Beast's Nest where the floor is slippery. If I slip off the floor just as I get into a fight with the monster on the south side (the Jinn-like one), the game freezes.
That's not normal; try playing with the latest zsnes (assuming you aren't, forgive me if I'm wrong), and if all else fails get a new ct rom and try again.
Title: Re: Bug Topic
Post by: rushingwind on March 24, 2008, 03:26:25 am
While not a bug, I did find a typo.  If one returns to Enhasa just before going to the Ocean Palace, and speaks with the Poyozo doll, he says something like this:  "So, heard the news!  You're a prophet!  The settles it!..."

I suppose 'the' needs to be changed to 'that' or 'this', depending on the tense being used.  Off the top of my head, I can't remember which it should be. 

Absolutely brilliant hack, you guys.  I enjoyed every moment of it!  :)
Title: Re: Bug Topic
Post by: Trickstardude7 on April 22, 2008, 09:16:35 pm
Hey I'm new and so far this is amazing is just... awesome but i keep having a problem when magus has to go to the ocean palace it freezes up after showing cronos fighting  (then the screen goes black) I am unaware if anyone else said this. oh and Im playing on an emulator on my psp well if this is unsolved could someone give me a save in the ocean palace?
Title: Re: Bug Topic
Post by: FaustWolf on April 24, 2008, 11:33:41 pm
Trickstardude, try the .SRM attached on this post:
http://www.chronocompendium.com/Forums/index.php/topic,5070.0.html

Put this into the same directory you have Prophet's Guile in and make sure the ROM and the .SRM have the same given name. Please run this in ZSNES for minimum problems.