Chrono Compendium

Marbule Gallery - Completed Fan Creations => Crimson Echoes => Crimson Echoes Beta Testing => Topic started by: FaustWolf on February 15, 2009, 05:39:07 pm

Title: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 15, 2009, 05:39:07 pm
Not much to go here yet because I haven't started actually playing -- before I do that, I want to take care of:

*Inserting and assembling Zeal at Night overworld (mostly background work, so I won't disturb any overworld events hopefully)
*Inserting and assembling Sorin

Before I forget, anyone have savestates handy at a scene just before Zeal at Night is shown and/or just before a scene in which Sorin appears? Those would be useful for testing.

Zeal at Night is going swell. I'll go through the appropriate check out/check in process late tonight and get that done.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 15, 2009, 09:29:54 pm
I see this in the "Dark Ages" overworld when I patch with Chrono'99's latest patch (not accessible in this Beta Test board):
(http://img18.imageshack.us/img18/9250/overflubdarkagesav5.png)

I'm going to fix it while I've got the ROM checked out unless those tiles are meant to be there or something. The misplaced purplish tiles are fixed in my ROM.

(http://img403.imageshack.us/img403/2213/zealatnightingameyv1.png)
This is how Zeal at Night appears in Temporal Flux -- I still need to take a look at it in-game, since there might be some kind of shading applied to the original graphics...
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 16, 2009, 02:19:15 am
:)

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: Chrono'99 on February 16, 2009, 02:44:56 am
Wow, that looks nice! Shouldn't the cloud horizon be higher though? I think if the player stands on the central island here the clouds might not be visible, unlike in CT, as the horizon line is too far down.

I suspect there might be two issues ingame: the shading effect will probably make the stars a bit darker than here, and both the clouds and stars will scroll due to the layer scrolling command. I guess we can just scrap the scrolling effect. And let's hope the stars will still look great with the shading.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 16, 2009, 03:21:11 am
(http://img172.imageshack.us/img172/9509/zealatnightingameiiir8.png)
New version, and this time I cropped less so people more familiar with events and scrolling on this map can advise me on whether more stars or clouds should be added.
Title: Re: FaustWolf's progress thread and bug report
Post by: ZeaLitY on February 16, 2009, 03:31:19 am
Sorry to make a vacuous post in a FaustWolf thread, but man,

(http://images.allmoviephoto.com/1995_Batman_Forever/tommy_lee_jones_batman_forever_001.jpg)

WE STARTED THIS PARTY WITH A BANG

That looks great, but the real test will be how it handles in the ROM. I can't wait to check it out. Someone will have to disable the OW events making the screen dark blue, though; anyone know what to remove?
Title: Re: FaustWolf's progress thread and bug report
Post by: Chrono'99 on February 16, 2009, 03:40:20 am
I'm not sure where the scrolling commands are, but the overlay is determined by a couple commands right at the start of the event code:

http://www.chronocompendium.com/Forums/index.php/topic,4743.msg83962.html#msg83962

Perhaps a very faint overlay can be used (like in 1 A.D. but blue) rather than removing it completely?
Title: Re: FaustWolf's progress thread and bug report
Post by: ZeaLitY on February 16, 2009, 03:47:45 am
Sounds good.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 19, 2009, 06:51:36 pm
Okay, I'm going to do one post per chapter, starting with my pre-game "walkabout."

Ahhh, I remember in 1995 when I first fired up Chrono Trigger, I just spent some time literally exploring the world. I got this goose-bumpy feeling because the game world was so immersive, and that feeling returned to me in Crimson Echoes. Not to mention, it's actually an improvement on Chrono Trigger due to the serious role of international politics. I really like how there's this surreal atmosphere, with political tension hanging over people who are just going about their business, and yet everyone's talking about what's happening in other countries. It feels like you're walking through pre-WWII Europe or something.

Now onto bugs:

1.Tile solidity issue in Leene Square. However, it probably wouldn't be a problem if Crono actually gets up after succumbing to curiosity. yea he'll be alive in the final product
(http://img14.imageshack.us/img14/8575/58393906rf0.png)

2.Pickle table tiles disappear when Crono's tripping. Seriously, the choice of the word "pickles" here was rather naughty.  JP NOTE: well...it just doesn't scroll with the rest.  It's on a different layer (so something can be on top of it)  He's tripping anywyas so..meh

(http://img518.imageshack.us/img518/7358/41766219re8.png) 

3.Tile solidity issues in the forest ruins of Medina. There's lots of places here where you can just step right up on the ruin platform from the ground, but maybe it's supposed to be that way?
(http://img14.imageshack.us/img14/8210/76229572kz0.png)

4.Choras is rich, the people need to speak well! Haha! Kudos for this being the only typo I've found in the script so far.
(http://img518.imageshack.us/img518/171/17787758ae0.png)

5.Chancellor's palette? Is he supposed to be smurfish in this minigame?   JP NOTE:  Ugh.....yea i noticed this after awhile, it's a problem with the number of pallettes in the casino....
(http://img518.imageshack.us/img518/6171/40159319uj6.png)


Difficulty Report
I'm speaking only from experience leveling up in Fiona's Forest 1005AD  so far. Man, I love it! Level 1 Crono totally got his ass kicked by two seemingly immortal Hetakes and a Roly the first time around, but after that experience I discovered that if I approach the Hetakes a certain way, Crono could pummel them into submission with the Slash tech. Got Crono to level 3 this way, and pretty quickly. Hmph, those Hetakes are chumps. Defeating them felt like a real accomplishment.

I know a lot of beta testers have been complaining about the difficulty, and I agree that the casual player who's there solely for the story and world immersion is going to find it rough going. However, I really dig how you have to strategize heavily to survive even regular battles. I almost wish a "hardtype" version would be released alongside the "regular" edition to satiate us strategy fans.

However, my opinion of the difficulty could change with time. I speak only from my experience in Fiona's forest.
Title: Re: FaustWolf's progress thread and bug report
Post by: ZeaLitY on February 19, 2009, 07:16:49 pm
http://www.urbandictionary.com/define.php?term=pickle

Aw, am I missing something? I honestly intended it to be real, actual pickles, not drugs. They do sell them at fairs in Styrofoam cups.

Thanks for the qualitative feedback, too!
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 19, 2009, 07:17:06 pm
Fiona's forest was tricky....i knew people would go in there with only crono however, it also serves as the only place you can level up before a boss fight in a future chapter and at that time you have crono/lucca/ marle so i had to make it hard..but not too hard haha.  Thanks for the encouraging intro!

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 20, 2009, 03:26:16 am
Chapter 1: Legacy of Zeal

I'll start with a "Hip hip hooray, I love CE!"

Seriously, it's getting really good, really early. Which is a seriously awesome sign.

Bug Report:

#1. During Golem Boss fight, OmniShield glitches if you use it more than once! It only plays for a fraction of a second. This happens regardless of whether my improved OmniShield patch is applied.

#2. Do you guys mind that the clue tombstones in Dalton's Dungeon disappear during battle?
(http://img13.imageshack.us/img13/6821/12957186pd3.png)
(http://img19.imageshack.us/img19/7058/11804620dy8.png)

#3. Tile overlap issue in battle with some statues. Not a huge deal, anyway.
(http://img240.imageshack.us/img240/2323/73825307ee8.png)

#4. I mercilessly destroyed Dalton. Is that okay? Does Magus just collapse from exhaustion if he wins?

I really thought I was going to trip you guys up by leaving Dalton's Dungeon just after completing the first battle, because I figured the event would replay (this happened once when I defeated three demon dudes and meet Frog for the first time, but granted that was an earlier build I tried out a month ago). Instead of properly coding the event so it didn't replay upon re-entry, you further made it so that the Zealian guy actually walked over to the table in the meantime. It might seem like such a small thing, but I really appreciated that. It lends the game a sense of realism.

Difficulty Report:
Good God, you must do something about the Golem Boss. Instead of nerfing it strength or HP-wise, I'd slow it down a point or two if you can. It's agile enough that it can get two licks in to Magus' single turn, a deadly prospect due to its attack pattern. The Burrp revenge attack is strong enough that it has a good chance of wiping Magus out even if the player acted smartly. If you don't want to slow it down, maybe a prominent Earthbound NPC could at least advise Magus that Dalton is bound to use Golems, and that Magus had better stock up on Mid Tonics in that case. Any way for the store owner to push his goods that way...?

"Hey, I hear you're going after Dalton! Better stock up on Mid Tonics. They're on sale for just 200G apiece!"

Magus: That's what you were charging before.

"...C'mon, I'm the only salesman in the known world. Can you really argue?"


When I play through CE a second time, I'm going to grab the wallet in Choras and equip it on Crono so as to free up the Bandana, which I'll give to Magus for the speed bonus, which I think would solve some of the frustration with the Golem Boss. However, that's a cheap exploitation of the game system...or is it?
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 20, 2009, 04:08:21 am
Quote
I really thought I was going to trip you guys up by leaving Dalton's Dungeon just after completing the first battle, because I figured the event would replay (this happened once when I defeated three demon dudes and meet Frog for the first time, but granted that was an earlier build I tried out a month ago.

Did the whole scene replay or was it just that one battle?  I'm pretty sure I set it up so that you see the entire scene once but if you leave and come back you can still battle them? 

*shrug*

I actually HATE that battle so i wouldn't mind removing it it's one of the few "forced" battles in the game though there's alot where if you're anyone but me you have to do the battle (i know the exact tiles to walk on to get through each area ;) )


--JP

EDIT: Ack! It is the whole scene.....BUG'd

Double edit:  Hm....golem boss may be so hard cause i toned down the beasts.....I'll tone him down a bit and probably take V and others suggestions to up Magus starting level.  That's probably not a good sign about magus Omnishield...very very weird bug..  Everyone is kicking dalton's ass....i thought he was much harder i'll take a look

Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 20, 2009, 04:34:46 am
So far the OmniShield glitch happens just during the Golem Boss battle. It repeats perfectly fine during all the regular battles. Maybe something about the map you fight the Golem Boss on? Any weird "can't use Layer 3 effects" properties enabled on that, perchance? I can't really fathom why OmniShield is acting that way there.

Oh, I should note that I had a slight problem with Savestates in ZSNES during Chapter 1. I had been just using Slot 0 (.szt), then when I wanted to go back and do another video capture of a previous scene, so I switched to using Slot 1 (.zs1), and suddenly I found that ZSNES wouldn't load either Slot 0 or Slot 1. However, I followed the perrennial rule of "if it doesn't work, reboot it" and everything worked out fine. It was just a hiccup with the emulator and not with the game as far as I know. I'm using ZSNES 1.51.
Title: Re: FaustWolf's progress thread and bug report
Post by: Chrono'99 on February 20, 2009, 05:26:57 am
Oh, I should note that I had a slight problem with Savestates in ZSNES during Chapter 1. I had been just using Slot 0 (.szt), then when I wanted to go back and do another video capture of a previous scene, so I switched to using Slot 1 (.zs1), and suddenly I found that ZSNES wouldn't load either Slot 0 or Slot 1. However, I followed the perrennial rule of "if it doesn't work, reboot it" and everything worked out fine. It was just a hiccup with the emulator and not with the game as far as I know. I'm using ZSNES 1.51.

Did you "disable SPC emulation" while recording the video, by any chance? Savestates that have SPC emulation enabled don't load correctly if you disable it.
Title: Re: FaustWolf's progress thread and bug report
Post by: ZeaLitY on February 20, 2009, 06:12:11 am
Oh, I should note that I had a slight problem with Savestates in ZSNES during Chapter 1. I had been just using Slot 0 (.szt), then when I wanted to go back and do another video capture of a previous scene, so I switched to using Slot 1 (.zs1), and suddenly I found that ZSNES wouldn't load either Slot 0 or Slot 1. However, I followed the perrennial rule of "if it doesn't work, reboot it" and everything worked out fine. It was just a hiccup with the emulator and not with the game as far as I know. I'm using ZSNES 1.51.

You probably might have pressed the Up or Down arrow keys while on the save state number selection screen. This takes you to a different bank of savestates (since ZSNES lets you save 100 total I think; 10 per 0-9).
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 20, 2009, 06:30:59 pm
Interesting, I may have done that.

Chapter 2: Double Trouble

Qualitatively speaking, CE's still got it. Since Dalton doesn't seem to be advising General Montcrief from the shadows or anything, the gaming populace will prefer your story to Square Enix's, I think...though it's possible gamers are going to believe Dalton is secretly the one behind everything. Boy, are they going to be surprised!

Bug Report:

1.Tile overlap issue in the Porre training grounds, 1000AD
(http://img519.imageshack.us/img519/1787/58553620zk2.png)

2.Extra exit tile needed in the Porre soldier's housing. It's easy for the player to get in this position, although it's harmless because the next tile up has exit properties.
(http://img7.imageshack.us/img7/3416/41164780nj6.png)

3+4.The Light of God shineth upon thee...if you check inventory while in Fiona's Shrine at night.
(http://img7.imageshack.us/img7/8159/49312842rg0.png)
(http://img519.imageshack.us/img519/9071/92132958uu2.png)
It's gonna be a little hard to sleep in there. Also, anything you guys can do about overlays applying to some NPCs but not others?  JP NOTE: There's like 8 bugs like this open......i dont know a way to do it.  I agree it's annoying and it's even more annoying in a future chapter :-/

5.Typo; should be: Guardian soldiers have
(http://img7.imageshack.us/img7/6070/24524012mu9.png)

6.Who you callin' "mister"? Any way to make the lemonade girl's line gender-specific to the lead character or just delete the word "mister" from it? Also, I just wanted to make sure that the characters are supposed to whip their weapons out in celebration of liquid lemon goodness instead of playing a normal victory animation.
(http://img7.imageshack.us/img7/3527/20883908so2.png)

7.Game froze after talking to Norstein Bekkler on Party-Easy at the Colliseum!!  JP NOTE: Gross a show stopper

8.Typo in Central Regime
(http://img7.imageshack.us/img7/3516/44362697tz1.png)

9. At one point after visiting the colliseum, I found to my amazement that all active party members were equipped with the Bandana, which Crono had been wearing, and he was in the first party slot. Could this possibly have something to do with the "bad accessory" command in the Colliseum? I'm not complaining though! Since the other characters' original accessories just got tossed into the item pool, this is a great way to duplicate uber accessories... By design, it gives you a free bandana?  Not really an awesome accessory and totally worth the price to have handicaps IMO.  you can also get free "worst armors" and "worst weapons"

8.Agent 12 Grammar. Should be something like: "I have it working one way. Do you want some items?"
(http://img7.imageshack.us/img7/5996/40791242pc9.png)


I literally stood up and cheered when I saw Melchior fighting that Mage, by the way. He's so kickass.  JP NOTE: Yes he is.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 20, 2009, 07:54:15 pm
Darn it, Magus doesn't appear in the character select screen after you save Schala.

Oh, wait -- the bug is that Magus shouldn't be standing in Chronopolis' Dispatch Chamber room. Currently the game misleads you into believing you can select him just before you go to 605AD.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 20, 2009, 08:00:03 pm
Yea magus joins later.  What did you find misleading....i haven't played through slowly in awhile but i remember magus sort of being like "f off i'm hanging out with schala for awhile"

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 20, 2009, 08:10:08 pm
I sense I'm about to go into Chapter 4 now, so I'll do the whole bug report for Chapter 3.

Chapter 3: Beneath the Azure

1.My peeps are walking on lava, yo! The non-leader party members seem to prefer this over walking on normal tiles in this one room of the Ocean Palace ruins. It might be an after battle condition, I'm not sure now.
(http://img6.imageshack.us/img6/5041/17155544ro6.png)


2.Crono's disembodied voice. He's actually standing behind Robo during this scene, but he really should be standing around Lucca since Robo was the only character to wait up for Magus.  JP NOTE: Do you remember your exact party (order and all?)
(http://img228.imageshack.us/img228/4293/30832121om0.png)


3. The bug I reported above. After you rescue Schala, Magus is in two places at once -- in the commons room and with Schala.  JP NOTE:  What a tease :)
(http://img238.imageshack.us/img238/5060/86309725ni0.png)


Fantastic decision to stick a Megalixer on King Zeal. Even though the battle was unwinnable, Magus heroically and profitably robbed his daddy before going down.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 20, 2009, 08:16:01 pm
ohhhh now is ee what your saying.....yea that's a bug :)  Yea the PC2/PC3  deciding to go do their own thing bug is pretty annoying but fixable.

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 20, 2009, 08:29:18 pm
In the chapter "Murmurs of Red," (chapter 4) you can go to 11,995BC and 1005AD as well as your destination. Two things:

1. You guys are totally gods for accounting for the possibility that an aggressive beta tester would try to trip you up by going to 1005AD before finding Frog. Walking out of the Denadoro Mountains, crossing Zenan Bridge, and finding myself facing the Vanguard Post was totally surreal. And then the kids playing in Leene's Square were talking about Renault and Kasmir instead of Glenn and Magus. Excellent!

2. The ferry in 11,995BC seems to be seriously messed up. When the ferry leaves, the screen scrolling acts weird, and more importantly, the ferryman nefariously drops you off at a beach from which there is no return. At least I'm not finding it on the 11,995BC overworld. The player could get stuck this way if they make a savegame after using the ferryman, because the Gate out is on the ferryman's island.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 20, 2009, 08:35:44 pm
hrm......that's s show stopper.    Zeality can you confirm this bug?

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 20, 2009, 08:38:42 pm
Here's my savestate just after starting Chapter 4 if it's useful.

Try walking on the ferry as the ferryman shoves off and you'll see what I mean about scrolling issues.
Title: Re: FaustWolf's progress thread and bug report
Post by: ZeaLitY on February 20, 2009, 08:40:29 pm
Weird. I don't get the bug, even if I use your savestate. Perhaps we should release the latest patch build in case it was a total fluke or something with one of the older builds...

Edit: Yeah, wow. It was really difficult sometimes keeping track of all the timeline changes, but we managed. Thanks for the feedback.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 20, 2009, 08:44:03 pm
FW, do you see the little raft in the OW after you leave?  You should be able to take the raft back to the island?  Oh i didn't try shoving the ferry man....that can be fixed with an explore mode off.

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 20, 2009, 09:13:31 pm
Wild. Yeah, the raft's there now. I'm not sure what was up when I tried it before -- apparently there may be certain very specific conditions to trigger the bug. I'll try again and see if I can reproduce it.

EDIT: Can't reproduce the ferryman showstopper. Weird. It doesn't depend on party composition anyway.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 20, 2009, 11:14:33 pm
haha i repro'd it!!  Very sneaky...... the events are something like this:


Talk to explorer
Scroll Screen
Set memory bit (puts raft at opposite end)
change location  to overworld

But because there's no exploremode off it's possible to run out ot the exit after the set memory bit, but before the change location() putting you one one side and the raft on the other.

BUG'd

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 21, 2009, 02:41:32 am
Aha, so I wasn't going crazy after all.

Chapter 4: Murmurs of Red

Storyline-wise, this is my fave chapter yet. As I said in the "decisions, decisions" thread, we beta testers need to make sure each of the options here is covered. It's great how each option is morally ambiguous! I tried out all three, but I'm playing the game through after siding with the Mystics. I just couldn't stand beating up those poor, lovable, harmless, and misunderstood Blue Imps. However, Frog clearly felt pangs of guilt while looking upon the dead Porrean soldiers, and quite frankly, so did I. This is the epitome of player choice. I, FW, killed those Porreans, and no matter what I made Frog choose, someone was going to die. War is hell, damn it.

Oh! Before I forget, the unexpected hero of this chapter was definitely Samuel. What a great little touch in the Mystic cave!! We live in an era in which players are rewarded for running over civilians in PS2 games, and here, in CE, we have an example of the rewards of good samaritanship. Damn straight, that Rage Band Samuel knocked out of the Mystics saved my sorry ass during the Kasmir fight.

Bugtest wise, we've got some interesting ones here.

1. Didn't you? Didn't you! Which one should it be? Just a grammar check. Either one is acceptable IMO, merely changing the NPC's intonation in the reader's mind. I think ! works find Zeality can comment
(http://img153.imageshack.us/img153/3305/70920926ll0.png)

2. Dorino Field intro fight still replays if you leave and then re-enter before finding Frog. Players will be strongly tempted to make use of a Shelter after fighting those devils, only to return and think, "Oh no, not again!"

3.  Psst...you're talking about me! I'm not even sure how much control you have over this at this point, but it would have been a nice touch to have King and Queen Guardia react to Glenn specifically. Added place holders and bug for zeality.  In our defense there are reactions for marle in thi chapter....and magus for future chapters but yea guardias line is pretty stupid.
(http://img22.imageshack.us/img22/3782/76095304.png)

4. Battle solidity issue in Dorino Field. Probably negligible, seeing as you have to let the devilmen wander around a bit. JP NOTE: These are a pain in the ass but sometimes fixable so please report
(http://img22.imageshack.us/img22/5981/12681810.png)

5. Discombobulated Hench. This Hench managed to miss Frog during a tackle and go right off screen, at which point the Hench came back on screen from the opposite direction and graphically glitched. The glitch lasted as long as I was in the Mystic tunnel.   JP NOTE:  .......
(http://img22.imageshack.us/img22/1477/50581036.png)

6. Tile overlap issue in Kasmir's cave.
(http://img153.imageshack.us/img153/1640/50968499ia9.png)

7.After the party defeats Kasmir in the Mystic tunnel, Lucca says: "Huh, What happened?" I think she said "What" with a capital "W" instead of the lower-case "w" the sentence would normally merit.

8.Showstopper, boys! Mystic Den tile solidity kills the heroic frog. Truly the most effective snare Kasmir has ever invented.
(http://img403.imageshack.us/img403/4983/88413000.png)

9. Alfador is the power behind Porre! (Sound gets wonky while fighting the Porrean troops if you side with the Mystics). Also, you guys are really going to (insert text) eventually right? This is if the player sides with the Mystics. I think it might be Luther who has the (insert text) but I'm not sure -- it's a Knight sprite who's speaking in any case.  JP NOTE: Bug for zeality with dialogue....apparantly if the "map music" is battle 1, you need to set "use map music" in the battle command

10. The battle between the Vanguard/Guardians and the Mystics has lots of graphical irregularities that could be ironed out if you want to polish it further. This is if you choose Porre's side. Ogres are running around in trees and stuff.  JP NOTE: I think the stuff coming out of trees is on purpose?  Screen shots?

11.The forest dies with Porre. I didn't notice this incomplete tileset issue during the actual battle in the
Mystic Den, but it's here now. I made the choice to help the Mystics.
JP NOTE: I cleaned it up a little but damn i hate the forest tile set....and the cave one too
(http://img403.imageshack.us/img403/2072/80996068.png)
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 21, 2009, 03:04:33 am
That damn sound glitch is ridiculous haha......someone reported it thanks for the reminder!

Nice catch on the showstopper.....i was cleaning up the battle forest and apparantly ran into that poor hungry imps place.


I'll get to these right away ( iwas just about to check in the rom)

--JP

EDIT:  Just want to emphasize my note up there about the graphical irregularities when choosing porre?  I saw imps and stuff jumping out of trees but not what you described?  Don't worry about going back to check but if you remember off the top of your head it could help.  Also, yea I like samuel too :)  he totally just popped in my head one day when I was adding a new room to that tunnel and he makes a reappearance later if you rescued him so congrats :)
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 21, 2009, 04:18:48 am
Wow, thanks for taking the time to comment on each bug!

Quote
10. The battle between the Vanguard/Guardians and the Mystics has lots of graphical irregularities that could be ironed out if you want to polish it further. This is if you choose Porre's side. Ogres are running around in trees and stuff.  JP NOTE: I think the stuff coming out of trees is on purpose?  Screen shots?
Yeah, I got the impression it was meant to be that way. It probably isn't anything to worry about, but if it bothers me enough I'll go back and post a screenie.

Quote
2.Crono's disembodied voice. He's actually standing behind Robo during this scene, but he really should be standing around Lucca since Robo was the only character to wait up for Magus.  JP NOTE: Do you remember your exact party (order and all?)
I brought Crono, Lucca, and Robo to the Ocean Palace, but I'm not sure about party order now, darn. I guess it was probably Crono-Lucca-Robo, unless Robo is forced into first slot at that point -- then it would have been Robo-Crono-Lucca probably. After Robo and Magus returned to Chronopolis, Crono was stuck in the chute behind Robo instead of being where Magus was looking when Crono said that line.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 21, 2009, 05:34:57 am
Haha, that vicious riddle. Finally got it on the tenth try or so. When I couldn't find the answer on the Internet, I knew I had to be thinking too hard. Good one! Is it case sensitive though? I felt like I had to try variations of each guess, one with a capital first letter and one with a small first letter.

I don't think I'm finished with the chapter yet, but I wanted to point out a potential showstopper: the player can go to 1005AD before visiting 12,001BC. Now the quirk is, when you go to 1005AD, you're deposited in the Denadoro Mountains but your Gate out is deep in Leene Square. It's raining in Leene Square at this point and some dudes are blocking the way to the Gate. Unless there's another Gate I forgot about...?
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 21, 2009, 05:37:33 am
Medina gate should be open?  I could have sworn we added dialogue to the soldiers blocking the gate something like {PC2}: We can use the gate in Medina!

Hrm.....i'll check tomorrow.



--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: ZeaLitY on February 21, 2009, 09:36:35 am
I can get the ROM there later today, but for now, can anyone name off hand what NPCs need dialogue for the non-neutral choices? I know the blue imp in Medina should always have the trading quest line.

GUARDIA: The Vanguard troopers grew restless in your absence, {Frog}.{page break}You've raised some fine soldiers! / LEENE: {Frog}! Be careful. We've heard reports of fresh battles with Kasmir.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 21, 2009, 02:02:19 pm
Just the blue Knight sprite (Luther?) needs a line before he gets swept away. This is in the "side with Medina" scenario. I can't recall missing text during the other scenarios.
Title: Re: FaustWolf's progress thread and bug report
Post by: ZeaLitY on February 21, 2009, 03:23:37 pm
LUTHER: So, this is how it's going to be...
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 21, 2009, 07:53:09 pm
Chapter 5: Asking the Mirror

Actually, this chapter went off without a hitch other than the miniscule overlay issues with the NPCs. My only bugs happened during my pre-chapter walkabout in 1005AD.

1. Negociations. Should it be "negotiations," or is this guy supposed to speak with a heavy British accent?
(http://img3.imageshack.us/img3/7710/22841769.png)

2. Keep on an eye, will ya!?
(http://img3.imageshack.us/img3/8472/54170031.png)

3.These guys are blocking the way to the Gate in 1005 AD Leene Square, and with a party of Magus/Marle/Lucca, nobody tells me there's a Gate in Medina. I haven't actually checked the Medina Gate yet, I'll be shooping that into a pre-chapter walkabout for the next chapter.  JP NOTE: Yup you're right the extra line is if marle is in your party and it doesn't give a hint to go to medina
(http://img158.imageshack.us/img158/6424/84023356.png)

4. I'm thinking this is actually extremely realistic given that Magus & co. are sort of stuck in 12,001BC for   JP NOTE: Yup on purpose
the time being, but just wanted to make sure it was done on purpose.
(http://img158.imageshack.us/img158/7845/64363111.png)

5&6. The many problems in the Medina boat station.
(http://img158.imageshack.us/img158/6892/87763201.png)
(http://img17.imageshack.us/img17/5731/29672344.png)
Glitches include the devilman's palette (this is in the FixedVBugs edition),
the blue suit's sprite getting discombobulated while the game engine tries calling up a certain frame,
and the extra space in the text box of the guy in the second pic.  JP NOTE: This is on purpose, it's so I can reuse the code for subtracting money and such.


So far so good. I was able to figure out the riddle independently, though I must admit I tried consulting the Internet before arriving at the deceptively simple answer.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 22, 2009, 02:13:31 am
Chapter 6: The Breaking Point
Yeah, the Atash Kedah scene rocked.

1. Do I look like Crono? This NPC in 1005AD (either the Choras, Porre, Guardia or Medina boat stations, maybe Choras IIRC) is seeing things.
(http://img410.imageshack.us/img410/6237/81477375.png)


2. Grammar check. This dude's text box should have a space between "Choras'" and "performance."
(http://img19.imageshack.us/img19/1298/43836581.png)


3. How do I play this again!? I tried out the shooting minigame in Choras 1005AD and there didn't seem to be any instructions for it IIRC.  Whoops.....you use R :)
(http://img19.imageshack.us/img19/2512/85296970.png)


4+5. All your exhibits are belong to us  Punctuation please. There's two NPCs in the room that say this line, and neither end in periods.
(http://img410.imageshack.us/img410/9099/90344502.png)


6. Placeholders make great conversation.
(http://img19.imageshack.us/img19/9400/72930825.png)


7. A little late for trimming the verge, eh Samwise? A nitpick, but that foliage to the left could use some more tiles for greater completeness.
(http://img7.imageshack.us/img7/3586/82144100.png)


8. Battle overlap check on the rock formations -- some of the tiles on the rock columns overlap the Avian Rexes when they fly past.  JP NOTE:  damn avian rexes .....so annoying
(http://img7.imageshack.us/img7/2338/97154459.png)


9. Magus' OmniShield glitched during the Nizbel fight. Yeah, I knew you wanted to hear that. It's just like with the Golem Boss. Same diff with Lucca's Protect I suspect, but I need to see what her Protect spell looks like under normal circumstances.  JP NOTE: .....


10. Empty? It's an illusion, I say!! After opening this treasure chest in Marle's first Emerald Dream dungeon, it's graphically closed but open in game memory.
(http://img410.imageshack.us/img410/2897/29913761.png)


Difficulty Report
*I worry slightly about what would happen if the player had neither Crono nor Magus in the party, since shocking the Reptites and Nizbel is a crucial part of strategy there. Any way to have Belthasar warn the player or something?

*After arriving in the prehistoric era, I was kind of clueless on where to go. Granted, my RPG senses told me to explore every nook and cranny, but there needs to be some clue that Ayla has gone to Singing Mountain. However, that clue may have been given and I just didn't know it. I know it's a pain, but some repetitive clue would be helpful in case the player gets to the world map, saves, doesn't pick up the game for a few days and totally forgets what he or she is supposed to be doing.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 22, 2009, 02:28:06 am
Quote
*I worry slightly about what would happen if the player had neither Crono nor Magus in the party, since shocking the Reptites and Nizbel is a crucial part of strategy there. Any way to have Belthasar warn the player or something?

(From Lenophis bug report)

http://slickproductions.org/img/fudge/CT%20-%20CE49.png

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 22, 2009, 02:29:58 am
Aha, perfect.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 22, 2009, 02:32:28 am
haha yup one step ahead of ya :)

These next few chapters difficulty reports are super important (for obvious spoiler related reasons)

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 22, 2009, 03:29:06 am
Chapter 7: An Emerald Dream I

No bugs other than that one I shooped into my last report.

Difficulty Report:
Whoever decided to provide the Fay Arrow is my hero. Talk about rewarding players for exploring! Marle totally wouldn't have survived without it. I really liked how Dinopolis had this "tactical espionage action" feel to it.

The battle with Cakulkah's troops after finding the datacube in Dinopolis was really heartpounding. I had so many close calls it was unbelievable, but barely scraped through thanks to the Fay Arrow's strategic value.

In short, the Fay Arrow is the hero of this chapter.

EDIT: By the way, does the "Hit" stat for Marle and Lucca add to their weapon attack power as it did in Chrono Trigger? After checking some of the weapon stats and comparing them to the character attack power rating, I'm under the impression that it might not, though I should probably test with a Ribbon accessory.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 22, 2009, 03:37:50 am
The stats are the same as they were in CT as far as I know.  yea the that arrow is definitely key for the chapter I've never tried going through the chapter w/o it. 

I'm glad you found that little extra forest I was worried people wouldn't explore.

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 22, 2009, 03:38:59 am
The ribbon accessory works fine and ups attack power, so I must have been hallucinating or something.
Title: Re: FaustWolf's progress thread and bug report
Post by: Chrono'99 on February 22, 2009, 04:15:15 am
*After arriving in the prehistoric era, I was kind of clueless on where to go. Granted, my RPG senses told me to explore every nook and cranny, but there needs to be some clue that Ayla has gone to Singing Mountain. However, that clue may have been given and I just didn't know it. I know it's a pain, but some repetitive clue would be helpful in case the player gets to the world map, saves, doesn't pick up the game for a few days and totally forgets what he or she is supposed to be doing.

There's an NPC in one of the huts that says Ayla went east, to Singing Mountain. Perhaps there should be more clues? There could be a second textbox for the woman in Ayla's hut, since that's where players are more likely to go if they don't see the other NPC.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 22, 2009, 04:16:42 am
I remember there's also someone that says 'follow the coast" or something?  Maybe that's the same person 99 mentioned.  I remember it got added cause like NOONE could finding singing mountain in the demo haha.

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 22, 2009, 05:04:37 am
I do remember an NPC saying something about Singing Mountain and the general direction. As long as the NPC repeats that line and associates it with Ayla, that should be enough.
Title: Re: FaustWolf's progress thread and bug report
Post by: Romana on February 25, 2009, 01:08:01 am
Yeah, I wouldn't have found Singing Mountain if that NPC line hadn't been there. Maybe expand the path towards it slightly? I mean, the path along behind the mountains looks a little too thin to be really noticeable right away.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 25, 2009, 01:09:11 am
Ugh, even showstopper bugs are conspiring to keep me from recapturing the prehistoric crater footage. At least we found this as a result:

(http://img520.imageshack.us/img520/9033/image1n.png)
If you're extremely unlucky in the Kasmir tunnel, you can bump into an enemy and then Frog will conveniently place himself inside a wall to do battle. However, Frog will never come out of that wall again. JP NOTE: hopefully....
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 25, 2009, 01:21:30 am
hahahahah stupid crono following Frog to death.  FW you can just start a new game and the debug  room to skip to whatever chapter you want.

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 25, 2009, 01:25:25 am
Quote
FW you can just start a new game and the debug  room to skip to whatever chapter you want.
:picardno
at me. Yeah, I should have figured that out.

Well, I'm at the prehistoric era again anyway. It's amazing how fast the game goes when you turn Frog's "Water" into Dark Matter and soup up the damage, and combine this with ZSNES' fast forward button.  :twisted: :twisted:
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 25, 2009, 01:40:54 am
Some minor visual bugs with tile priority in Singing Mountain:
(http://img527.imageshack.us/img527/9286/image2tog.png)
(http://img527.imageshack.us/img527/4767/image3c.png)

I kind of like the multiple bubbles effect I accidently created wtih the tech editor, but I can't think of a practical use for them at the moment.  JP NOTE: yea it is pretty cooll
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 25, 2009, 05:46:37 am
IMAGES FIXED.

Chapter 8: An Emerald Dream II

How awesome. I really like the Robots vs. Reptites situation, that'll be completely unexpected on the player's part, and it's a great reversal of traditional sci-fi norms.

I love the fact that the writers are willing to be so brutal with the characters. Essentially there's dimensions in which they're stuck forever in their current situations I suppose.

What struck me most about the design of Dinopolis was one room where there's two leapers and a Gigasaur, separated by a empty floor tiles that create a physical barrier. Approach the Gigasaur and the battle's pretty easy, but approach the leapers and you're basically screwed. I love it when you can exploit positioning like that. Thumbs up! Plus I spammed that battle so Lucca and Robo could learn their flame tackle double tech. Boy, was that important for the Vision Serpent!

Bug Report

#1. Messed up tile on the 2305 alternate dimension overworld.
(http://img9.imageshack.us/img9/845/57734114.png)


#2. Malfunctioning temporal sensors!? Looks like a leftover from an earlier draft.  JP NOTE: Or the atash kedah can send you ANYWHERE dun dun dun.....no..wait it's just left over...
(http://img144.imageshack.us/img144/6290/87678777.png)


#3. Misplaced arm for enemy rocket punch. Not sure how much you can do about this though.   JP NOTE: yea...i'm just gunna let that one fly
(http://img9.imageshack.us/img9/1096/66817649.png)


#4. Curious spell effect placement while fighting Bytes. This happens in a few other battles as well, so I'm wondering if it's actually a glitch that Protect does when there's only two (and not three) party members.  JP NOTE: oh geez....yea that is weird.  here i was hoping changing that tech wouldn't be that difficult
(http://img88.imageshack.us/img88/5669/25117482.png)


#5. Bad tile solidity on overworld. The red represents tiles that are solid but shouldn't be.
(http://img144.imageshack.us/img144/4803/64762853.png)


#6. Grammar nitpick here. What have you guys traditionally been doing with quotes and punctuation? Have you been doing quotes outside periods "at the end of a sentence?" Or have you been doing quotes "as shown"? Answered by ZeaLitY.
(http://img7.imageshack.us/img7/6899/95748506.png)


#7. Battle solidity issue. JP NOTE: as much as i could
(http://img26.imageshack.us/img26/8122/63195033.png)


#8. Monkey See, Monkey Glitch. Approach this winged ape without defeating the Craters separately and the poor ape discombobulates. Interestingly, it may not happen if you approach the ape from behind. At least I had one battle in which the ape was fine even with the Craters.  JP NOTE: These are usually from "activating" an enemy instead of touching him
(http://img26.imageshack.us/img26/4567/59912130.png)


#9. Battle solidity issue
(http://img144.imageshack.us/img144/5906/41571609.png)


#10. Speechless. Seems the defeat of the Vision Serpent has left these NPCs with absolutely nothing to say. JP NOTE: Bug'd for zeality
(http://img9.imageshack.us/img9/6904/61015611.png)
(http://img26.imageshack.us/img26/623/84839229.png)


Difficulty Report: Difficulty's right on track in this chapter as far as I'm concerned; I'm using the "new65kk" patch, the latest as of this post. I think someone was iffy on the ability to quickly defeat the acid blob enemies in the factory, but part of game balance is throwing in a freebie enemy here and there. The Vision Serpent was a badass, but luckily I had a stock of Lapises to draw on (they're better than Robo's Heal Beam at this stage). I don't know what I would have done without Lucca and Robo's flame tackle double tech (their second one), so definitely don't get rid of the Gigasaur/Leaper set of enemies that net you 25 tech points. It's not a permanent farm as far as I can tell.

Also, a piece of the Vision Serpent seems to self-destruct the very moment it attacks. Is that part of the act?
Title: Re: FaustWolf's progress thread and bug report
Post by: Chrono'99 on February 25, 2009, 06:13:44 am
Seems like you accidentally posted some images twice.


The Vision Serpent is composed of two enemy sprites like Mother Brain was in CT, but for some reason his bottom part disappears without taking any damage. I think there was something in the battle against Mother Brain that kept it alive or something, but it's absent here. Perhaps it was the three Displays (computer screen enemies)? Putting them in this battle would make it insanely difficult though.

Also for some reason the Serpent's colors are fixed instead of animating like those of Mother Brain's:

(http://www.chronocompendium.com/images/wiki/9/95/MotherBrain.gif)
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 25, 2009, 06:24:57 am
Oh it is two sprites??? Are they both loaded in the location events?  If that's the case than maybe it is the enemy AI (I only checked the AI MotherBrain)

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: Chrono'99 on February 25, 2009, 08:24:30 am
Yeah, in that location there's an enemy that has a blank name; it's the bottom part of the Vision Serpent.

Maybe we should just make it static and give it zero HP as Justin did with TD Schala in the Schala project (http://www.chronocompendium.com/Forums/index.php/topic,6288.msg136262.html#msg136262))? That way the mouth of the Serpent isn't targettable, doesn't disappear and doesn't even make a death sound. Mother Brain had a visible head and torso so it made sense to have two targets, but here it's just one serpent head thingy so it's strange if we make two targets for it.
Title: Re: FaustWolf's progress thread and bug report
Post by: ZeaLitY on February 25, 2009, 12:03:07 pm
I've been using European English rules, which I think dictate that

1) Any self-contained terms or phrases in quotations have the punctuation outside unless a question mark, and
2) Any quotations of actual sentence clauses have the punctuation inside.

So, if Belthasar wanted to talk about someone saying the Frozen Flame doing something,

BELTHASAR: The Frozen Flame did "it".
BELTHASAR: The Frozen Flame "did it."

The current rule in the United States is to put the punctuation in the quotations always, but like 's on the end of words that end with s, I've taken an opportunity here to promote what I feel is more technically accurate English than the US standard.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 25, 2009, 09:53:47 pm
Chapter 9: An Emerald Dream III

What a load of awesome this chapter was. The Marle skeleton scene was really intense. Absolutely loved the endurance battle before Coyopa and the other Reptite time traveler, talk about keeping players on their feet! Nice job hiding that tab behind a plant, that was clever.

I loved Magus totally pulling the spacemen explanation out of nowhere, that was priceless.

Bug Report

1. Foliage here could use a bit of work. Left side of screen. I touched it up a little...
(http://img17.imageshack.us/img17/7973/38469707.png)


2. More tile cleanup. JP NOTE: I made a few minor changes...maybe you should look again and tell me if i got what you're tlaking about?
(http://img262.imageshack.us/img262/3239/67572433.png)


3. Dactyl freaks out. I can't even fathom why this would happen, but it might have something to do with when the dactyl enemies overlap one another. JP NOTE: nah it's this weird thing called enemy PRM that you have to make sure is far apart
(http://img17.imageshack.us/img17/405/10656883.png)


4. Battle tile priority issue.  JP NOTE: sigh...i fixed it best i could flying enemies + priority tiles == annoying
(http://img262.imageshack.us/img262/7904/59200897.png)


5. Another odd tile. Plus, that ape is walking on water -- is that okay?
(http://img24.imageshack.us/img24/249/69952292.png)


6. Yet another odd tile (beanstalk-like plant has an odd tile).
(http://img262.imageshack.us/img262/4045/23507263.png)


7. Check tile priority on the doorway arch leading to Dinopolis. The sprite seems to have priority over one of those tiles (e.g., when Sorin enters Dinopolis, he overlaps the doorway arch instead of the other way around).
(http://img262.imageshack.us/img262/7826/88916984.png)
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 26, 2009, 12:25:21 am
Chapters 10 and 11: Stain of Regency; Founding of Guardia

Fascinating story stuff. I guess I won't even mention it here because I wouldn't want to spoil the surprise for other bugtesters. Suffice it to say that Porre has good reason to be resentful toward Guardia.

Bug Report

1. Cavewall nudity sensored?  Really, I think I'm quite old enough to handle that tile's full contents.
(http://img54.imageshack.us/img54/6533/93877245.png)


2. When we flash back to Marle arriving in 1AD, she says, "Cedric? That sounds familiar..." right after exclaiming, "Cedric Guardia!?" when the early Guardian soldiers find her. She already knows who he is, so maybe she could wonder about something other than the familiarity of his name.  JP NOTE: Bug'd for zeality


3. Discombobulated Bellbird  JP NOTE: I can't repro this......do you remember if this was the bell bird who jumped down or if it was the one already there?
(http://img54.imageshack.us/img54/3792/90142793.png)


4. Too much dialogue space here.
(http://img26.imageshack.us/img26/8659/56377844.png)


You could probably stand to bump down Antaeus' HP a bit. I know he's supposed to become some kind of Hulk after touching the Frozen Flame, but man, the battle just gets boring when all you can do is throw Ice at the guy for several minutes straight. How much HP does he have?
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 26, 2009, 01:50:31 am
Chapter 12: The Gray Forgotten


1. "Regimes" should have an apostraphe.
(http://img407.imageshack.us/img407/5394/57291109.png)


2. ...But the princess isn't in this castle! In fact, she's in prehistory. JP NOTE: Bug'd for zeality
(http://img9.imageshack.us/img9/1919/43411481.png)


3. Tile solidity issue in the missile base. I can't walk further right.
(http://img9.imageshack.us/img9/7383/21273239.png)


4. Tile priority issue shows up when enemy bot drops in.
(http://img9.imageshack.us/img9/5894/85338355.png)


5. False alarm. Approach the spot that triggers the battle above after the enemies have been
vanquished and the party tries to fight, but no enemies appear and the party gathers together.


7. Can you guys change the times listed for the Neo Epoch's time guage?
(http://img9.imageshack.us/img9/1571/69973210.png)


BTW, as soon as you get the Epoch you can go to the End of Time and find the Dreamtime. Is this kosher?
Title: Re: FaustWolf's progress thread and bug report
Post by: Lenophis on February 26, 2009, 01:54:18 am
I think someone was iffy on the ability to quickly defeat the acid blob enemies in the factory, but part of game balance is throwing in a freebie enemy here and there.
The issue I had was the insane amount of experience said acid blobs gave, not the easiness of the blobs themselves.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 26, 2009, 01:56:39 am
Just wait until you can break into the Dreamtime. There's an experience and tech point farm! I actually really like it though...
Title: Re: FaustWolf's progress thread and bug report
Post by: Lenophis on February 26, 2009, 02:08:34 am
You mean where this (http://slickproductions.org/img/fudge/CT%20-%20CE112.png) mofo is? If so, I feel kinda dumb then, cause I kinda ran from everything in there. /me considers doing a couple of return trips
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 26, 2009, 02:35:03 am
Hm.....dreamtime shouldn't be accessible  congrats on the free exp :).

The epoch can't be changed :( changing one 0 to a 5 makes 1000 = 1555 instead of 1005.

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 26, 2009, 02:45:39 am
For the Epoch time gauge, can you get rid of the numbers altogether? I mean, what's important are the "Present," "Prehistoric," "Chronopolis," etc. labels, right?

I only fought some blob enemies in the Dreamtime, I'll have to try taking on the Eidolon sometime. Cool. However, I have a feeling it'd kick my ass at this point.

Also, the Dreamtime has several bugs, such as a funky time gate (the open gate graphics aren't proper), and situations in which the second and third player characters will just run offscreen.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 26, 2009, 03:39:17 pm
Darn, I'm not sure which Bellbird it was back in Chapter 11. It was right after Marle popped out of the gate but before she was intercepted by Cedric near the location's exit.

Chapter 13: Frog Bueller's Day Off Animal Persistence

1. The tile transition from grass to cliff in the newly revealed part of Singing Mountain seems a bit too abrupt on the right side of this image -- maybe use some of those mossy tiles on the lefthand side of this image. (If possible)
(http://img204.imageshack.us/img204/3359/56293926.png)


2. If Azala had proper foresight, she would have prepared for the Ice Age.
(http://img204.imageshack.us/img204/8277/62722363.png)


3. Tile priority issue here. Kong just got a rock in his cranium. No wonder the guy's such a doofus.
(http://img204.imageshack.us/img204/9492/58751984.png)


4. I'd recommend a comma after "Epoch" when coming in for a landing in Chronopolis, but this could depend on the structure of the agent's speech. See what ZeaLitY thinks.
(http://img172.imageshack.us/img172/553/29288913.png)


5. Needs a he either before or after "indeed."
(http://img204.imageshack.us/img204/4002/66829088.png)


Also, what's up with the option to press the "R" button in the Hunting Grounds? An NPC tells me you can "use R" to call out frogs, but nothing ever happens for me. It's used in the dance (she twirls you sing) and i made it so the frog in the flower field only shows up after you sing (now)
Title: Re: FaustWolf's progress thread and bug report
Post by: ZeaLitY on February 26, 2009, 03:42:12 pm
Yeah, definitely make it AGENT 12: Epoch, you are cleared for landing.

Did you lose at the Hunting Range?
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 26, 2009, 03:51:23 pm
I won with five frogs, but after I caught all the visible frogs I wandered around for a few minutes like a doof tapping the R button in hopes of summoning more.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 27, 2009, 01:16:35 am
Chapter 14: The Glare of Midnight

1. Should be your little separatists.
(http://img518.imageshack.us/img518/8848/39547638.png)


2. I'm not exactly sure when this happened now -- possibly after the first time battling in this room.
(http://img3.imageshack.us/img3/4999/28591678.png)


3. When Slash exits after attacking the big red armored dude, he kind of slides while standing. Use the floating animation if possible.
(http://img518.imageshack.us/img518/8237/86389257.png)


4. This warning could stand some grammar.  JP NOTE:  bug'd for zeality
(http://img9.imageshack.us/img9/1811/45757821.png)


5. During the Ozzie minigame, an imp might wander "under" the bridge Magus is facing but due to tile priority issues the Imp appears to be walking on the bridge itself. However, I couldn't reproduce this phenomenon with the player characters after the minigame.
(http://img3.imageshack.us/img3/5067/14917964.png)


6. Bit difficult to see here, but there's a tile priority issue or something going on. Part of the character sprites jut out from the solid black wall.
(http://img3.imageshack.us/img3/6226/46985915.png)


7. This issue exists with all the tiles along the upper wall.
(http://img9.imageshack.us/img9/9771/60765114.png)


8. Just wanted to make sure you're supposed to be able to walk over these tiles. JP NOTE: yea you can
(http://img518.imageshack.us/img518/7301/74421397.png)


9. Slight tile priority issue maybe. Perhaps move that right Hench a bit to the left?
(http://img9.imageshack.us/img9/8109/82120563.png)


10. Yeppers.
(http://img518.imageshack.us/img518/3472/39841833.png)


11. During the Flea minigame Flea says the line "one more hit" after the enemy has been hit twice, i.e., after the two hits necessary to take down the skeleton with Flea's fireballs.


12. Sometimes Ozzie's game sends the camera away from the player when it begins. Corrected when I entered and exited the menu screen. I think this occurs if you get a lift from Ozzie up to the second level of Kasmir's fort, then jump back down and follow Ozzie into the middle path in the entrance room. Go through the fort to get to that minigame room the long way, and it shouldn't happen.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 27, 2009, 06:10:26 pm
Chapter 15: The Darkness of Noon

Maaan, it took a lot of self-control not to hit "record" when Dalton appeared in the King's room.

1. This is a palette glitch and not just serious blanching, right?
(http://img527.imageshack.us/img527/2817/92213922.png)


2. Punctuation fix needed.
(http://img527.imageshack.us/img527/1294/72425768.png)


3. Seeing as the "Guard" enemy sprite is associated with Porre specifically in CE, it might be best to replace this sprite with a Guardia soldier sprite. Just a nitpick.
(http://img22.imageshack.us/img22/3981/78186064.png)


4. I actually thought this was really cool, and that maybe it was one of Kasmir's illusions before I realized it was a bug. This happens if you head straight down into the hallway without scrolling over enough to see Dalton in the king's chamber. It creates such an eerie effect that I think you ought to keep it, actually, but that's just me.
(http://img530.imageshack.us/img530/7479/57447948.png)


5. Should be "It brings a tear to my eye..."
(http://img22.imageshack.us/img22/6785/68303782.png)


6. Tile priority issue in the 1005AD cathedral.
(http://img527.imageshack.us/img527/2517/75048574.png)


7. Spellcheck.
(http://img22.imageshack.us/img22/7199/56927553.png)


8. Punctuation check.
(http://img527.imageshack.us/img527/2535/12276194.png)
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 28, 2009, 01:10:54 am
Chapter 16: Stop the Porre Lab!

The NuMote may be the best thing ever. I loved Marle's interaction with Belthasar given events in the previous chapter too.

1. I could swear that Melchior's inventory suddenly shrunk at the beginning of this chapter, but maybe it's on purpose?
(http://img16.imageshack.us/img16/9118/89212476.png)


2. A comma after "Marle" may be suitable.
(http://img502.imageshack.us/img502/1457/86682245.png)


3. Should be "the worst part" unless it's intended as a pun.
(http://img502.imageshack.us/img502/2456/17467497.png)


4. Tile priority issue.    JP NOTE: That's on purpose :)   Guess it wasn't as clever as I thought....:(
(http://img16.imageshack.us/img16/4824/46304287.png)


5. IIRC, this is in Choras 605AD.  JP NOTE: Bug'd for zeality
(http://img144.imageshack.us/img144/5800/21842055.png)


6. Final lines need to be given to the Mystic Knights in the Masamune-restored Middle Ages.  JP NOTE: bug'd for zeality, though Vehek is probably right, i think they are supposed to have gone to the bend of time off screen
(http://img16.imageshack.us/img16/8339/87493944.png)


7. Might be difficult to see in this image, but the tree in foreground, which Lucca is standing under in the image, could use some touching up on the right-hand side (it looks kind of incomplete). This is the main Mystic Den in 605AD.
(http://img144.imageshack.us/img144/1813/39601266.png)


8. In this section of the Porre Lab there's a tile solidity issue with the wall it seems.
(http://img16.imageshack.us/img16/4184/21294107.png)


9. More fun with tile solidity.
(http://img144.imageshack.us/img144/8007/20763336.png)


10. This tile solidity issue can actually get the player stuck in the wall if he or she tries hard enough.
(http://img16.imageshack.us/img16/5593/19249161.png)


11. Ouch! Check the status screen while standing between the piano spikes and you've got a potential showstopper -- the spikes will reset when the field screen is restored. This is a serious risk because the player is bound to try and equip the brand new helmet lying in the chest next to the piano.  JP NOTE: I bug'd this for a better solution later, but  for now i disabled the menu
(http://img144.imageshack.us/img144/3126/76188549.png)


12. These lightning bolts tend to get discombobulated like so. I'm not sure whether it's a function of the length of time the animation plays or if it happens when the player tries to run against the barrier.
(http://img16.imageshack.us/img16/2760/32871856.png)


13. Discombobulated or not, the electric barrier seems to be in Luccia's room as well. This is not a safe place to raise kids.  JP NOTE: .....hm...annoying   I really can't seem to be able to fix this...
(http://img16.imageshack.us/img16/1652/34431577.png)


14. This mutant's palette maintains the effect of Magus' "Double Tap" tech after the tech is finished. The palette is restored once the creature is struck by another attack. I *think* this is the only mutant this happens to, but I could be wrong.  JP NOTE: .... :(
(http://img16.imageshack.us/img16/9664/42376261.png)


15. The non-solid tiles for the horizontal doorways tend to be placed a bit higher than they need to be throughout the Porre Lab.
(http://img502.imageshack.us/img502/3374/77048935.png)


16. This happens when Layer 3 spell effects are applied to the stairway tiles. If you figure this one out I'm interested in a solution, because I've encountered it while pitching in with justin3009's Schala project.  JP NOTE: Crono 99, fixed this once...but iit wasn't for such a popular pallette .....:(
(http://img502.imageshack.us/img502/9499/70684254.png)
(http://img144.imageshack.us/img144/6968/22959645.png)


17. Not too big a deal, but I noticed that access to the menu screen seems to be turned off in the smaller rooms after the countdown begins.  It's not disabled in the main part?  It should be, the way the timer thing works is I  store the "second" counter when the  countdown starts..if they were able to go to the menu they could just go to the menu and make sure they are in the menu when that second goes by.
(http://img16.imageshack.us/img16/3736/67737677.png)


18. WAT DID YOU SAY?
(http://img16.imageshack.us/img16/8519/73001715.png)


Oh, I just have to ask -- that guy who was "brought in to beta test" Leene Square, IT GOOD RITE? You know, the guy who looks like Taban?


Also, I may have just missed this, but does Cakulha have an appropriate reaction to the news that Coyopa was just turned into a giant mutant and slaughtered? I'm probably just unfamiliar with Cakulha's location in Chronopolis.
Title: Re: FaustWolf's progress thread and bug report
Post by: Vehek on February 28, 2009, 01:16:04 am
Chapter 16: Stop the Porre Lab!
6. Final lines need to be given to the Mystic Knights in the Masamune-restored Middle Ages.
(http://img16.imageshack.us/img16/8339/87493944.png)
I think the Mystic Knights being there is from an earlier draft. They probably shouldn't be there.

I'm probably just unfamiliar with Cakulha's location in Chronopolis.
He's in the Infirmary.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 28, 2009, 01:56:12 am
Aha. Cakulha doesn't seem to react to Coyopa's death (he was more interested in the data cube), but then again the party may either be withholding info from him or maybe Reptites just aren't emotional.

Also, I'm afraid I must admit there's a problem with saving. I've been noticing it most in Chronopolis -- saving there in that hallway after collecting Ayla, then turning off ZSNES, and when I go to load the game, a previous save is there instead, and I have to go through the motions of collecting Ayla again. I'll need to do more investigation into the exact circumstances that cause save erasure. It hasn't been that big a deal for me because I savestate up the wazoo.


Also, even though storyline check isn't my top priority, I want to make sure the player is following events as best as he or she can at this point (plus, you know I have ulterior motives here  :oops:). So I want to make sure I'm understanding a plot point properly...

Going back to the events of Chapter 15, KZ's major goal in causing all that havoc was to collect the fully-charged Sun Stone, which he'll use for something uber later on, correct? What was KZ's rationale for stealing the Masamune exactly? Kasmir seemed to take out Masa and Mune pretty easily, so did KZ do something to weaken them, thus easing his entry into Castle Guardia? Or did KZ take the Masamune out of its resting place in the Ocean Palace ruins simply to strike Magus, and it was a truly whimsical act that changed medieval history?
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 28, 2009, 02:38:52 am
I would be very surprised if there is something wrong with the game saving engine (I use it quite a bit) is it..only with the chronopolis hall way?  That'd be pretty weird too.

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 28, 2009, 02:45:45 am
Don't worry too much about the save problem for now, especially if other beta testers haven't noticed anything. It's possible that it's a ZSNES problem somehow related to video capturing. That's something I've been doing differently from other beta testers. Could be something like, if you record or play a ZMV capture, it screws with the .SRM file and makes the .SRM file match the movie. I don't know why that would be, but that's my current theory for lack of a better explanation.

Quote from: jsondag2
It's not disabled in the main part?  It should be, the way the timer thing works is I  store the "second" counter when the  countdown starts..if they were able to go to the menu they could just go to the menu and make sure they are in the menu when that second goes by.
It's likely that the menu was disabled all over, I only checked in the side rooms, motivated by the wish to use a Shelter at the savepoint. I didn't think to check the main room.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 28, 2009, 02:47:35 am
Menu Disabled:

Yea i realized that people could be critical in HP while I was typing.  I recover the players HP/MP after the fight now for that scenario.

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: Chrono'99 on February 28, 2009, 04:16:35 am
Going back to the events of Chapter 15, KZ's major goal in causing all that havoc was to collect the fully-charged Sun Stone, which he'll use for something uber later on, correct? What was KZ's rationale for stealing the Masamune exactly? Kasmir seemed to take out Masa and Mune pretty easily, so did KZ do something to weaken them, thus easing his entry into Castle Guardia? Or did KZ take the Masamune out of its resting place in the Ocean Palace ruins simply to strike Magus, and it was a truly whimsical act that changed medieval history?

Yeah KZ has a plan with the Sun Stone. Taking the Masamune in the Ocean Palace ruins was just a whimsical act, because Magus was there and KZ knew he had a weakness to Masamune/Lavos energy. He didn't do anything to Masa and Mune (technically they should actually be stronger considering they should be absorbing Lavos energy from KZ's Frozen Flame). However he probably made Kasmir stronger when he took him out of 605 AD. Perhaps we should add a line saying so?
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on February 28, 2009, 04:21:08 am
I tihnk the kasmir masa/mune scene is ambiguous enough to be believable.  There used to be an entire army out there and it's unclear how long kasmir has been fighting masa/mune.  I always imagined it being the very end of a pretty long battle.

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 28, 2009, 11:14:42 am
It's fine left ambiguous, I'm just making sure I understand the finer nuances. I do like the idea of some indication of Kasmir's newfound strength (some fans will be pissed that Masa and Mune go down so "easily" to a bad guy), but it's not absolutely necessary. Crono & co. defeated Masa and Mune pretty handily after all.
Title: Re: FaustWolf's progress thread and bug report
Post by: ZeaLitY on February 28, 2009, 11:28:56 am
Aha, so you've now seen the finest use of "Welcome to the party" in Chrono fandom.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on February 28, 2009, 11:33:57 am
Yeah, that was superb. I have to admit, I was just slightly disappointed when Dalton didn't pronounce it "Welcome tot he party!" but the wider audience wouldn't get that and think it was a typo.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on March 12, 2009, 03:48:33 am
Promised I'd get back to this on Wednesday, and it's currently Thursday...but only in certain time zones! On with the show!

Chapter 17: Unto the Breach (I think it's chapter 17...did I skip a chapter or anything?)

Man, what a glorious thing the Frozen Flame challenges were! I can't wait to go through the game again and see what happens in Crono's, Lucca's, Ayla's, and Robo's.

1. Walkin on plasma, and don't it feel good!! This was in an earlier build though, before I took some time off to investigate techs. I noticed that an enemy death noise during the Barghest/Jinn battles was fixed between patches, so this may have been as well for all I know.  I couldn't repro regularly (by walking) i'm assuming this was the party going crazy after battle (which I've fixed)
(http://img13.imageshack.us/img13/6682/42191719.png)


2. Tile priority issue here.
(http://img13.imageshack.us/img13/5388/28326645.png)


3. And here.
(http://img13.imageshack.us/img13/9594/91874536.png)


4. Tile solidity issue in this room.
(http://img13.imageshack.us/img13/7971/58792853.png)


5. Some punctuation or slight sentence change needed here. I'd suggest: "Lucca...your brain is nothing but a tool to be used by those with more power..."
(http://img13.imageshack.us/img13/2811/43511686.png)


6. Lucca proves she's badass by stomping on a treasure chest during her Frozen Flame trial.
(http://img13.imageshack.us/img13/8003/52857034.png)


Also, I noticed that no chests could be opened in Marle's or Lucca's Frozen Flame trials, but that Magus could open one. Is that okay? 
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on March 13, 2009, 04:05:59 am
Chapter 18: The Dreamtime

1. Party goes haywire after battle...
(http://img23.imageshack.us/img23/7192/38901662.png)

2. This one doesn't actually happen after battle for me, just when Crono (lead character) approaches the spot Magus is standing in in the pic.  JP NOTE: YOU sure it wasn't from the battle?
(http://img23.imageshack.us/img23/2938/18747811.png)

3. Party goes haywire after battle...
(http://img23.imageshack.us/img23/1449/22827576.png)

4. Party goes haywire after battle...
(http://img23.imageshack.us/img23/1970/57173246.png)

5. Tile priority issue.
(http://img23.imageshack.us/img23/1805/68955745.png)
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on March 14, 2009, 04:45:18 am
For the second pic above, it may have been after I cleared out the enemies in the vicinity of that bug, but it was definitely triggered by approaching that specific spot when it happened to me. I'll have to watch out for that on my second playthrough.

Chapter 19: Dalton's Last Stand

ZOMG, Magus killed a d00d. I liked the death speech, you guys gave the poor guy more character than Square Enix was willing to.

1. Tile priority issue with the mountain here. It's hard to see in the pic, but the overworld characters' itty-bitty feet stick out.  JP NOTE: hrm...i couldn't repro this...but you hvae a picture as proof :) um did you make this appear by approaching the back of the mountain or did you somehow get back there from the front?
(http://img11.imageshack.us/img11/6659/29210966.png)

2. Corner tile priority issue.
(http://img11.imageshack.us/img11/5641/56923611.png)

3. Same diff.
(http://img11.imageshack.us/img11/8480/17262920.png)

4. Same diff.
(http://img11.imageshack.us/img11/9395/18557439.png)

5. Tile solidity issue.
(http://img11.imageshack.us/img11/2722/13439246.png)

6. This tile priority issue is a bit difficult to notice because it seems to self-correct when the character's sprite and the tile overlap completely.
(http://img11.imageshack.us/img11/8057/49534832.png)

7. Tile solidity issue.
(http://img11.imageshack.us/img11/9665/23356274.png)

8. Sometimes.
(http://img11.imageshack.us/img11/55/13836124.png)

9. Tile solidity issue.
(http://img11.imageshack.us/img11/3656/65602964.png)

10. Corner tile priority issue.
(http://img11.imageshack.us/img11/7004/91627223.png)
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on March 14, 2009, 10:04:55 pm
Yeah, I approached the mountains from the back. In some hack, someone totally needs to stuff something cool behind a mountain. 'Cuz it's awesome when you can walk behind them.

Chapter 20: Let Us Part in Regret

Gaspar laying the moral smackdown on Belthasar was tres enjoyable.

1. Ha, just barely caught a pic before Melchior walked offscreen, but is the gold sash intentional, or a palette dilemma existing in the Zeal era? For what it's worth, I thought it looked cool.  JP NOTE: There's a "gray coat" melchior NPC.  I figured he's in the cold so he might change coats?
(http://img13.imageshack.us/img13/1984/75008261.png)

2. Line indent inconsistency (as far as I know).
(http://img13.imageshack.us/img13/9440/49902558.png)

3. The Metal Mute in the first left-path screen of the DBT gets funky upon triggering battle. BTW...am I supposed to be able to get into the DBT before returning to Chronopolis and fetching a Time Egg?
(http://img13.imageshack.us/img13/6061/51195484.png)

4. Insert line here.
(http://img13.imageshack.us/img13/7025/97198097.png)

5. Grammatical nitpick; maybe "He's even spoken of a new paradise."
(http://img13.imageshack.us/img13/120/92834436.png)


Ooh! Sidequests...gotta catch 'em all!
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on March 15, 2009, 03:05:47 am
Pre-DBT Sidequests

1. It'd be kinda cool if you could get back into the Mystic Tunnel after you exit out the other end. This is where the Vanguard Training Ground (or some kind of battlefield) used to be, but its erasure prohibits two-way access to the Mystic Tunnel dungeon.  JP NOTE: well in a masamune timeline the tunnel wouldn't exist. the real bug is you can access it from the other side, and that bug is fix'd
(http://img6.imageshack.us/img6/4412/35640647.png)

2. Dialogue opportunity here.  JP NOTE: Zeality bug'd
(http://img6.imageshack.us/img6/3043/18258111.png)

3. And here. JP NOTE: Zeality bug'd
(http://img6.imageshack.us/img6/817/31570487.png)

4. I just now noticed that when Crono came back into the party, Ayla was missing. I believe this is going to prevent the completion of the Agent 9/Missing Son sidequest, since the friendly Xamoltan says something about needing to get the "human leader" to commit to peace.  JP NOTE: .....
(http://img6.imageshack.us/img6/9132/35925418.png)

5. Grammatical nitpick. Maybe "the Zenan continent?" Maybe just "Zenan has a lot to offer"?
(http://img6.imageshack.us/img6/7510/83567292.png)

6. Looks like a tile priority issue; Lucca shouldn't be standing on that pole.
(http://img6.imageshack.us/img6/7990/43617411.png)

7. I believe it should be "I think he got lost in prehistory."
(http://img6.imageshack.us/img6/1410/57114355.png)

8. This kid's dialogue needs some punctuation. Also, I think Lucca told the kid that her parents would find his parents, after he already reported that his parents are dead. I think that's how the conversation went, at least.  JP NOTE: Zeality Bug'd
(http://img6.imageshack.us/img6/3649/40340179.png)


Hah, I'm still trying to find Spekkio since he's run off to some peninsula, or I think it's a peninsula based on his description. Also, does the "three volunteers trying to be knights" sidequest only get activated if Frog's in the party? I suspect the volunteers are in the Mystic Tunnel area, but I'm not sure. I couldn't seem to trigger it with a party of Magus/Marle/Lucca, but maybe I just haven't found the right NPC yet.

I'm going to try for an end-game run now. I'll go through again a second time after fiddling with techs during my Spring Break, which begins this upcoming week.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on March 15, 2009, 04:29:08 am
Quote
4. I just now noticed that when Crono came back into the party, Ayla was missing. I believe this is going to prevent the completion of the Agent 9/Missing Son sidequest, since the friendly Xamoltan says something about needing to get the "human leader" to commit to peace.

This is huge....are you 100% sure it's when crono came back to the party?  So directly after sargon?

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on March 15, 2009, 05:16:44 am
OK, the ayla bug really worries me....

I'm 99% sure it's not when Crono joins i checked the events and there's no party removing at all...only adding crono. 

Are you sure you had her after the flame dungeons?
When you went into the final dungeon did you go far enough to get to the split party part?  If so did you have Ayla then?  If you did do you remember how you used her (first party, second party, no party?).

I played through the game from chapter 19 --> the end and ayla stuck around the whole time so it must be something specific ordering of events that you did.

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on March 15, 2009, 05:20:04 am
Ayla came back for me only after the party got back together late in the DBT. I'm fairly sure I lost her upon Crono coming back, but I can't be absolutely sure of that now. D'oh! I hadn't been using her, so she sort of slipped under the radar.

It might have been after the flame dungeons. I'll be going through the game again next week with the same party and I'll keep a close eye on when this happens.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on March 15, 2009, 05:36:11 am
Yea I was going to say try just finishing the split party. 

But.....one of the bugs you mentioned above talks about going to the DBT before you got the time egg from chronopolis.  How far in did you go?  Did you get to the split party sequence or did you just stay at the entrance and then leave?

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on March 15, 2009, 04:01:10 pm
I stayed at the entrance and then left. Didn't get to the party split at that point.

EDIT: In further news on the Ayla disappearance bug, I managed to dig up an old savestate from before Crono came back. Both Crono and Ayla are missing, so I'd presume that she went bye-bye along with Crono after the Dreamtime.
(http://img410.imageshack.us/img410/2316/19265966.png)
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on March 15, 2009, 04:02:52 pm
I don't suppose you have a save state from within the flame dungeons?  That's where my bet is... but I can't seem to repro it....

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on March 15, 2009, 05:04:59 pm
Ayla disappears after the Frozen Flame trials -- confirmed. She's not there when the party regroups.

Dreaming Across Time (DBT)

Holy mother of Zurvan, the DBT is the most deliciously designed dungeon ever created for an SNES game! I didn't even know you could do that kind of party split with the CT game engine, and the later portion with the transitioning environments was ca-razay! Then there were tons of little things, like the little boy who surreally evolves into Lavoid creatures, and the chest that plays games with you to the sound of evil laughter, that really made it creepy.  JP NOTE: Yea it came out really really good  :)  It was really the entire team coming together, the split party was majority of my code (polished by 99), mash up of time was i think my idea, but Nightmare really went above and beyond with the mapping (again polished by 99 :) ), and the dialogue of the flame emanations was a brain child of zeality

I assume that enemy AI isn't complete for the last boss yet? That was really, really, ridiculously easy.  JP NOTE: in reply in fact.....if you can send me over that srm/save state I could use it to get the stats right


1. "I didn't find a golden egg..."
(http://img410.imageshack.us/img410/3092/24331802.png)

2. Ah, yes, the lovable Speekio.   JP NOTE: Did i spell it speekio  wrong?
(http://img410.imageshack.us/img410/4615/30289651.png)

3. In this corridor of the Dreamtime (where you fought the Eidolon), post-battle party still goes haywire after the non-boss battle there.
(http://img410.imageshack.us/img410/5623/79742493.png)

4. Hexapod discombobulates upon battle. Not all hexapods do this -- just this one I think.
(http://img410.imageshack.us/img410/8650/83736638.png)

5. Am I supposed to be able to open this chest? It doesn't open for me.  :( JP NOTE: haha...looks like the tile moved but not the chest...
(http://img410.imageshack.us/img410/6152/78815915.png)

6. Tubster discombobulates upon battle.
(http://img410.imageshack.us/img410/1139/96956879.png)

7. Should be "its creation" I think. Nevermind. I'm not sure why I shot this now.
(http://img410.imageshack.us/img410/6384/17097098.png)

8. Tile priority issue.
(http://img410.imageshack.us/img410/1057/55845333.png)

The remaining issues I found were with the ending, which is apparently filled with script fillers for the most part, with at least one concept from a previous draft ("Crono! Frog and Magus went on a rampage outside the castle!") still in the mix. Be sure to correct "Betlhasar" and "Monticref" when you go through the dialogue there. Also, Magus didn't have his own ending after being sent through the Time Dispatch chamber when I watched the ending. I think it's supposed to be sandwiched between the "The End" messages, but I'm not sure.


Game completion time: 28:30. I made prodigious use of ZSNES' fast forward button to zoom through non-boss battles and environments that I'd explored pretty thoroughly already, but I don't think that sped up the game clock. Probably would have been another 2 hours had I completed a couple sidequests and made full use of the various minigames.

I'm off to fill out the questionnaire.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on March 15, 2009, 05:08:50 pm
Quote
Ayla disappears after the Frozen Flame trials -- confirmed. She's not there when the party regroups.


Can you give me an SRM or save state so I can investigate this?  What were the 3 flame dungeons you did?

Congrats on beating the game :) The ending is being worked on by chrono 99 as we speak.  Kasmir's AI is done but not  his states, you know better than most beta testers what is (possibly) happening for Zeal.

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on March 15, 2009, 05:12:13 pm
Here's a savestate made just before the party heads off for the assault on the Ocean Palace.

Complete the Frozen Flame trials with the active party in that savestate and you should repro the bug.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on March 15, 2009, 05:36:22 pm
Thanks FW, the bug has been found, I'll have the fix out soon!

It was a sneaky one.... :)

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 09, 2009, 04:22:06 am
In Magus' solo chapter (Legacy of Zeal I think), if you walk into the place where you're supposed to deposit the Masamune later...Magus actually deposits the Masamune there now. I'm using the latest CE patch (4/07), but also the tech patch -- I hope the tech patch isn't the culprit, hehe.

Here's a .zst so you can see if it repros.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on April 09, 2009, 04:37:50 am
haha don't worry not your patch it's cause of something I was doing while debugging.

Will fix tomorrow....by the way don't go in there at all cause it'll think you're in chapter 15 when you leave.

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 09, 2009, 04:54:23 am
Yeah, I figured as much. I re-loaded my savestate and avoided it. Glad it's not the tech patch making things go haywire!
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 10, 2009, 01:26:18 am
Checking in with some bugs from the first few chapters. The new techs are working out well, *Venom Mist is really a standout and makes Glenn pretty awesome early on.

1. Events a year ago, or five years ago?
(http://img22.imageshack.us/img22/6886/50147121.png)

2. The weapon description seems either nonsensical or overly Highlander-like here. Unless it's a purposeful Highlander reference... JP NOTE: I'll let Zeality comment
(http://img22.imageshack.us/img22/5862/50005304.png)

3. It not good to keep this guy in the release edition, rite?  JP NOTE:  I'm still using him, I'll add a bug to remove him to the DB (before we release i'll be sure that's 0)
(http://img22.imageshack.us/img22/7178/47917632.png)

4. Now Marle does the dead-crawl, but maybe this is a non-issue if there's no encounter here in the release version. JP: Ditto
(http://img22.imageshack.us/img22/4752/57477290.png)

5. If it's live news and not a microfiche, this should read 2305AD.  JP: I hope it's live
(http://img22.imageshack.us/img22/4213/29770145.png)

6. Should be "...but they all still sort of feel..."
(http://img22.imageshack.us/img22/4876/78745437.png)

7. Placeholder dialogue at the 605 Dorino Inn. This is during Glenn's first chapter.
(http://img22.imageshack.us/img22/87/35882162.png)

8. Oh noes, when I use Robo's "Steel Crash" against Kasmir, the battle hangs...I'll look into this.

9. (Nothing you can do about this one). Also, I do believe I finally figured out what causes savegames to get erased. Consequently, here's how to erase a savegame!

Step 1: Make a savestate.
Step 2: Save your game normally at a later point.
Step 3: Load the previously-made savestate.
Step 4: Re-load the ROM. Boom, SRAM gone! There must be a weird interplay between the .SRM files and the .ZST files. This is my belief. At least for now...
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 10, 2009, 02:21:19 am
Strangely, #8 is both random and rare. What the...heck? I just finished off Kasmir with a barrage of "Steel Crash"es and it was fine. I thought at first that using *Venom Mist followed by Steel Crash is what caused it to hang, but I did that too, and no problem. I wonder if it was because I was fast-forwarding through the battle when it hung before...?
Title: Re: FaustWolf's progress thread and bug report
Post by: Vehek on April 10, 2009, 02:22:10 am
There's an option in ZSNES to load SRAM with the savestates. It can be turned off.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 10, 2009, 02:36:11 am
Ahaaa, very good. That explains it.

I've thoroughly checked out #8 over and over again, and it's not happening for me any longer. I'll consider it a one-time fluke unless I run into it again.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 20, 2009, 02:43:32 am
The second playthrough progresses finally! It's amazing how everything's shaped up since I played through it earlier.

1. When you first return to Chronopolis after getting Glenn, Crono is awkwardly placed, and goes just a bit haywire when the party moves. Crono is in the third position of the party when this happens. JP NOTE: Whoops...my bad this is why we beta test
(http://img11.imageshack.us/img11/4052/82482041.png)

2. Your call as to whether slightly different wording should be used here (wink wink, nod nod). Bug'd in case
(http://img11.imageshack.us/img11/6680/74141027.png)

3. When Belthasar gives the party a Time Egg with which to travel to Zeal, Belthasar's positioning is a bit awkward. Who is he supposed to be giving the egg to? Again, my party is Glenn-Robo-Crono. Actually, maybe it's Robo-Glenn-Crono if that makes a difference, dang. I know Crono was definitely in the third slot as mentioned previously though. I think this may have been related to the above bug I couldn't repro with any party
(http://img11.imageshack.us/img11/9704/79227660.png[/img ]

[s]4. Last line should be "...[b]He'd[/b] better get some rest."[/s]
[img]http://img11.imageshack.us/img11/2946/63539803.png)

5. Not sure if it'll cause any problems later, but I was able to collect a bunch of frogs in the Hunting Range way before that event is triggered. The frogs seem to be available from the moment you set foot in 65Million BC now. JP NOTE: yea I let them do that to sort of reward the explorers later (so they'll be able to easily get all the frogs later and get the bonus armor)

6. On the right-hand side of the pic here, there seems to be some tile priority issues; see the dactyl enemy's wings popping out of the rock formation there?  JP NOTE: ....uh weird...is there a second dactyle or is that the first dactyles wings sort of teleporting?
(http://img11.imageshack.us/img11/3334/31386499.png)

7. I'd recommend the spelling of "firey" be changed to "fiery" unless that's done on purpose to show some kind of European English spelling I'm unaware of.  JP: it's fire...as an adverb right? The proposed spelling is a totally different word right?
(http://img11.imageshack.us/img11/6707/67237867.png)

8. Period needed at the end of the first line of text here.
(http://img11.imageshack.us/img11/4015/93921948.png)


No problems to report on the tech front, but I want to give Ayla's new techs a whirl in the CE ROM before I recommend including the techs in the mainstream patches.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 20, 2009, 03:19:07 pm
There was a second dactyl/Avian Rex enemy in #6. See what ZeaLitY thinks about the firey/fiery matter, just in case.
Title: Re: FaustWolf's progress thread and bug report
Post by: ZeaLitY on April 20, 2009, 04:51:59 pm
Definitely go with the correct spelling, which I'm guessing is fiery.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 21, 2009, 01:46:43 am
1. (Emerald Dream II): Defeat the first Reptite/R-66 combo in Huacan Factory, exit, return, and run into this robot. The player's party will be shifted to another location and furthermore, will get stuck in the wall. I'd call this a semi-showstopper. My party was Robo-Lucca if that has anything to do with it (I did Lucca-Robo the first time around). JP NOTE:  Yea, I think i may have called this a show ruiner earlier haha
(http://img10.imageshack.us/img10/7995/34217151.png)
(http://img10.imageshack.us/img10/167/1and.png)

2. (Emerald Dream II): Huacan Factory, I think this is the second screen. Just a tile priority flub. Robo's head should be visible, but the tile is overlying it.
(http://img10.imageshack.us/img10/6127/36951040.png)

3. (Emerald Dream II): Huacan Factory again, a tile solidity issue this time unless there's a secret passage you're supposed to be able to access by navigating through the right-hand wall here.  JP NOTE: as intriguing as a secret passage is this was just a bug
(http://img10.imageshack.us/img10/1851/80825581.png)
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 22, 2009, 04:04:13 am
Good lord, there was a Reptite enemy (it was Yaluk IIRC) who used a really fantastic Shadow-elemental single target spell in Emerald Dream III. JP, did you do that with these commands?

(sound)
LoadSpriteLayerGFXByte2
(sound)
LoadLayer3GFXByte7
(sound)
LoadSpriteLayerGFXByte3

If so, that was pretty damn radical and awesome. If not, I want to know how you did that sometime. I have no clue how you got a Fire-red palette and a Shadow-dark palette for the separate sprite layer spell effects though.  JP NOTE: It's definitely all AI changes. It may have been an unused (or rarely used) attack in CT.  I don't remember the spell exactly but I remember being pretty happy with the AI of that battle.

Moving on...

<.<
>.>

JP NOTE: <.<
(http://img9.imageshack.us/img9/5663/32974493.png)

1. In Emerald Dream III, there's a Cave Ape battle on one of the western paths, I think it's where you go to talk to the Reptite forgemaster. After the battle, my party got wacked out.
(http://img9.imageshack.us/img9/9953/33672348.png)

2. Grammar nitpick. "Atleast" should be at least. JP NOTE: gross they had indents too
(http://img9.imageshack.us/img9/6784/33629918.png)

3. In The Gray Forgotten, I think you encounter two Krawlies (soon to be new enemies is all goes well?) in the passage leading up to Cakulha. The Krawlie on the right discombobulates noticeably on certain frames, whereas the one on the left does not discombobulate.  JP NOTE: should also be revisited if all goes well.
(http://img9.imageshack.us/img9/2046/26548233.png)

4. Not sure if this happens with all parties, but I had Lucca in the third slot IIRC. There's an extra speaker name in her text box here after defeating Kakulha.  JP NOTE: It wouldn't happen if Lucca wasn't in your party :)
(http://img9.imageshack.us/img9/20/18056210.png)
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 22, 2009, 10:02:48 pm
Ohhhh, and a showstopper brings FW down for the count!! I'll list the latest bugs in order; showstopper is the last one.

1. Medina shop if you sided with Porre earlier. Should be "we're," not "were."  JP NOTE: again indents as well *sigh*
(http://img401.imageshack.us/img401/1313/77630798.png)

2. Hmm, "that was cake" sounds a bit awkward. Can we make it "a piece of cake"? JP NOTE: Fixing that bug was cake
(http://img401.imageshack.us/img401/2153/87285438.png)

3. Party goes haywire post-battle in this hall in Kasmir's Fort.
(http://img401.imageshack.us/img401/796/57734190.png)

4. This is just before leaving for the Fall of Guardia. Simply Err... could work. It just needs some punctuation.
(http://img401.imageshack.us/img401/4370/70850060.png)

5. Looks like a battle tile priority issue on the left. The door is blocking the reaper.  JP NOTE: Fix'd as much as I could but it's another one of those damny flyinig enemies that don't care about battle solidity
(http://img401.imageshack.us/img401/2451/61298243.png)

6. Looks like the party goes a little haywire following that reaper battle shown above.  JP NOTE: did you somehow reliably make these happen this play through?
(http://img401.imageshack.us/img401/1919/43968988.png)

7. After the Fall of Guardia, Crono's mom oddly freezes without saying anything when you talk to her -- no text box even. I'm not sure whether switching Crono out had anything to do with this.  JP NOTE: I couldn't repro this... there was a slight delay before the textbox but it did eventually come up?
(http://img401.imageshack.us/img401/1017/24406819.png)

8. Speaking of which, the live-in maid in Crono's house seems to recognize him in the faces of people who aren't Crono.
(http://img401.imageshack.us/img401/9572/85983302.png)

9. Could use a comma following "Hurry"
(http://img401.imageshack.us/img401/6937/32885799.png)

10. Party goes wonky after the first battle in the Ocean Palace.
(http://img401.imageshack.us/img401/4091/60280398.png)

11. These tiles just above the tree, approximately in the center of this pic, strike me as particularly off-palette. JP NOTE: haha , where the hell did those come from
(http://img401.imageshack.us/img401/7219/76111108.png)

12. Showstopper in Ayla's Frozen Flame trial! After confronting the Reptites who look like Xamoltans, Ayla gets transported into a black screen of death in which she is captured forever. She can't move from her starting spot whatsoever, because she's placed on a solid tile apparently.  JP NOTE: Ah, damn that's a good one nice catch I think this was caused really really recently (i.e. in a private build)
(http://img401.imageshack.us/img401/7616/94218888.png)
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 23, 2009, 04:24:32 pm
Yeah, the textbox for Crono's mom never came up for me, or at least not within the time I hung around that room (2-3 seconds probably). I'll see if I can go back and test that out more later.
Title: Re: FaustWolf's progress thread and bug report
Post by: Zephira on April 23, 2009, 04:43:42 pm
Same thing for me. I tried speaking with her at least once in every chapter, no textbox, and she freezes.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on April 23, 2009, 05:22:59 pm
....hrmm annoying.  Out of curiousity do you guys remember if you did the little trading sidequest at the beginning (deliver a letter and cake).....that's really the only action that ever takes place in that house that I wouldn't have done by skipping there via the debug room. 

I may have to ask for a savestate/srm from you two if I can't figure it out later.


--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 23, 2009, 05:54:27 pm
I *did* do the delivery sidequest as a matter of fact.
Title: Re: FaustWolf's progress thread and bug report
Post by: Zephira on April 23, 2009, 06:09:09 pm
I did the delivery quest the first time, then had to reset because of that Choras Inn. Started it the second time, forgot to complete it until later on in the game.  I can give you my srm, but it wouldn't make much difference. She freezes in every chapter.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on April 23, 2009, 06:36:17 pm
FW you were using the private build correct? Was she freezing every chapter for you or just post FoG?

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 23, 2009, 06:44:38 pm
Yeah, I was using the "twopages" private build. I just checked the "Stop the Porre Lab!" chapter and she's not speaking to me there either. However, that's awfully close to the point I was playing through when I found the bug to begin with (right after Fall of Guardia), so I'll have to check this out further and report back.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on April 23, 2009, 06:55:38 pm
Can you like debug room to say.....chapter 13 and see if she's talking?

--JP
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 23, 2009, 09:53:51 pm
Aha! Just tried what you said JP, with the "twopages" private patch still. Zooming directly to Chapter 13 and talking to Crono's mom at the first opportunity does produce a text box, after a very slight delay as you said earlier. Definitely not what Zephira and I had experienced recently. Hmm. Maybe I *didn't* complete the card/cake sidequest after all? I could have sworn I did, but I don't have pics to prove it or anything.

EDIT:
As soon as I progress past the Frozen Flame trials and have access to the overworld in the latest private build, I'll post an SRM file for your perusal JP. I've now tried this via the debug room with several chapters, and Crono's mom is still talking. It definitely had to be some gameplay variation that caused the bug.
Title: Re: FaustWolf's progress thread and bug report
Post by: Agent 12 on April 23, 2009, 11:18:24 pm
Ah repro'd! I have a save state repository from when I did my playthrough and my chapter 16 is definitely reproing this.

I'll investigate.

--JP

Edit:

*rolls eyes* found it, it was the cake quest which explains why I couldn't repro via a debug room.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 24, 2009, 01:43:48 am
A few more for ya:

1. Extremely minor graphical nitpick. Looks like it could be a tile priority issue, but not something the non-beta tester would pick up on.  JP NOTE: It's good that you have to be picky :)
(http://img24.imageshack.us/img24/5958/34368442.png)

2. Maybe use a different "sleeping" sprite for Ayla so it doesn't look like the enertrons have torn her in half. JP NOTE: poor ayla I never ever test her because i always use the debug room
(http://img24.imageshack.us/img24/3717/86206258.png)

3. Weird indentation of King Zeal's line in the bonus "revival scene."
(http://img24.imageshack.us/img24/1416/65887214.png)

4. Party can get a little wacked out after the battle with the blobs that guard this treasure chest in the Dreamtime.  JP NOTE: Seriously you must have found a way to do this on demand
(http://img24.imageshack.us/img24/2426/33406209.png)

5. Again, this time with the enemy that pops out near this light alcove thing. Also, the enemies don't die normally at the end of the battle. Rather, they freeze and disappear after the battle. JP NOTE: ditto
(http://img24.imageshack.us/img24/6085/33301473.png)


Man, CE has really grown on me during the second playthrough. It's getting more and more difficult to tear myself away from the game, haha. The amount of polish added since last playthrough probably has a lot to do with that. Once all the new special features are added to the final product, it's going to be a major hit, I can just feel it!  JP NOTE: Yea I always warned beta testers that beta testing isn't as fun as it sounds but were getting closer to the final product...i bet we've fixed 500 bugs since beta testing started.
Title: Re: FaustWolf's progress thread and bug report
Post by: FaustWolf on April 27, 2009, 09:20:37 pm
It'll be a couple weeks before I can get back into this hardcore, but I wanted to list these before I forget:

1. Your favorite JP -- party gets wacked out after battle in this hallway in Dalton's dungeon. I think it happens a couple times in this same hall. I can't believe I didn't report these first go around; they're somewhat minor, so it's probably that they didn't bother me relative to other bugs and not because it happens with only certain parties. I guess...
(http://img261.imageshack.us/img261/4800/37162039.png)

2. I went to the commons and talked to the Earthbound Elder immediately after fighting the Son of Sun and seeing the DBT gate form (I think this is "Let us Part in Regret" but not quite sure), but no text box popped up for him. The game froze for me on this one.
(http://img261.imageshack.us/img261/4265/23223117.png)