Author Topic: Map weirdness  (Read 5362 times)

Fauntleroy

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Re: Map weirdness
« Reply #15 on: June 22, 2018, 03:43:32 pm »
Thanks again to Mauron and justin3009. Switching emulators and using real saves instead of states has solved my problems.

There's only one glitch remaining and Mauron, I think this may be tied to Hi-Tech. Fighting regular Dalton in the palace throne room leads to a game lock up.

If you've got the time, take a look at this patch and let me know what you think. I checked regular Dalton's attacks in Hi-Tech against a virgin ROM and everything looks okay... but that was true with my first bug as well (the one with enemies who change).

Thanks and Happy Friday!
8)

justin3009

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Re: Map weirdness
« Reply #16 on: June 23, 2018, 09:29:33 pm »
Patched it to a clean ROM using the SRM provided and experienced no crash. Using Geiger's SNES9X Debugger anyway. Entire cut scene plays through just fine, beat Dalton fine and continued the game with no issues.

Edit: Oddly, it does soft lock in ZSNES for some reason. That's incredibly strange.

Edit 2: Wait, got it in SNES9X now. Not sure what's triggering it, it's either Dalton's techs or just general PC attacking. I'll see if I can trace log it.

Edit 3: Hmm, I can't seem to trigger it again. It happened only once in SNES9X but now it just doesn't want to do it again. Must be something specific in the trigger to cause it.

Edit 4: It seems to occur with Robo Tackle when Robo has low life, or possibly when it's going to 'miss'. It just soft locks then.

The origin of the bug starts at: $C1/4612. Looks like it gets caught up into an infinite loop right now.

'May' have gotten it.

The origin of the bug is at: $C1/4640.

The original code reads:

$C1/4640 7B          TDC                     A:0040 X:1EB6 Y:9000 P:eNvMxdizC
$C1/4641 A8          TAY                     A:0000 X:1EB6 Y:9000 P:envMxdiZC
$C1/4642 C2 20       REP #$20                A:0000 X:1EB6 Y:0000 P:envMxdiZC
$C1/4644 06 80       ASL $80    [$00:0080]   A:0000 X:1EB6 Y:0000 P:envmxdiZC

The new code there reads:

$C1/4641 7B          TDC                     A:0040 X:0004 Y:9000 P:eNvMxdizC
$C1/4642 A8          TAY                     A:0000 X:0004 Y:9000 P:envMxdiZC
$C1/4643 06 80       ASL $80    [$00:0080]   A:0000 X:0004 Y:0000 P:envMxdiZC

The new code 'needs' to have that REP #$20 in there it looks like for it to run properly. Mauron will have to double check this since I think this relates to the tech code, but it seems doing that allows things to function properly.
« Last Edit: June 23, 2018, 10:01:15 pm by justin3009 »

Mauron

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Re: Map weirdness
« Reply #17 on: June 23, 2018, 10:14:24 pm »
Sounds like Justin nailed it. I'll do some further testing later and patch it.

Fauntleroy

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Re: Map weirdness
« Reply #18 on: June 24, 2018, 02:42:02 am »
This is the best f'ing game hacking community out there, full stop.

I can't believe there aren't 1,000 great hacks of this game considering the level of expertise around here.

Mauron

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Re: Map weirdness
« Reply #19 on: June 24, 2018, 02:39:40 pm »
I've got the fix working in Hi-Tech, now I just need to make sure it gets applied to existing ROMs properly.

Fauntleroy

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Re: Map weirdness
« Reply #20 on: June 24, 2018, 07:09:05 pm »
Not too complicate matters, but I've found more of them.  :(

Ogres at Denadoro who aren't carrying hammers (party of Frog, Ayla, Magus)
Skeleton monsters at the Northern Ruins (party of Lucca, Frog, Magus)

I don't know if this is all related to a single bug... or not.

No idea what I could've done in my hack to cause this. I'd encountered the Dalton bug using save states with ZSNES, but I never saw these others until now. Not sure if they were there all along or not.

justin3009

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Re: Map weirdness
« Reply #21 on: June 24, 2018, 07:38:55 pm »
The bug, with Dalton and such anyway, only seemed to occur when a tech was going to 'miss'. Specifically for PCs it'd be techs missing, it 'might' be the same thing for those monsters if they're attempting a tech that was going to miss as well.

Mauron

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Re: Map weirdness
« Reply #22 on: June 24, 2018, 07:43:19 pm »
If you've modified player techs, enemy techs, or enemy attacks, those will crash on a miss as well. Items technically have the problem, but don't have a miss chance.

Fauntleroy

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Re: Map weirdness
« Reply #23 on: June 24, 2018, 10:33:44 pm »
In this latest version of my hack, I haven't touched any of the Techs or enemy abilities yet.

However, I did make a lot of enemies impervious to certain attacks like Rock Throw, Slurp Cut, etc. because it didn't make sense (to me) for them to be susceptible.  This included denoting more enemies as Airborne.

However, not all of the enemies having problems were subject to these changes.

Thoughts? I'm hella confused.

Mauron

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Re: Map weirdness
« Reply #24 on: June 24, 2018, 10:53:38 pm »
The code Justin posted is definitely Hi-Tech's player tech animation expansion code.

Rock Throw and Slurp Cut being used on one of the impervious enemies would trigger the failure code, but they aren't the only reasons a tech could miss.

I'll double check some things later.

Mauron

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Re: Map weirdness
« Reply #25 on: June 25, 2018, 09:20:00 pm »
I've taken a look at your ROM. Here's what I've noticed.

- Marle's *Ice 2 has been modified. I'm not seeing any obvious changes, but the animation has been saved once.
- Letting the battle with Dalton and the first battle in Denadoro Mountains play out, neither crash without player action.
- Activating PAR code CFFFFE01 causes the game to freeze consistently on player tech use (which fits with the first point).

I couldn't easily test the Northern Ruins, since I didn't play any further in your current save.

Fauntleroy

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Re: Map weirdness
« Reply #26 on: June 26, 2018, 12:18:23 am »
I have gone into Hi-Tech in an attempt to see if I noticed anything weird. I haven't made any changes to any of the Techs or enemy abilities, in this ROM, but I'm sure I've clicked save.

Does any of this suggest a solution...? I'm not smart enough to know what all of this means.
« Last Edit: June 26, 2018, 12:20:08 am by Fauntleroy »

Mauron

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Re: Map weirdness
« Reply #27 on: June 26, 2018, 12:22:22 am »
Ice 2's animation was definitely altered, I'd guess by accident. Download the Hi-Tech update and save Ice 2 again. Let me know if any crashes continue.

Fauntleroy

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Re: Map weirdness
« Reply #28 on: June 26, 2018, 12:35:28 am »
Then I wonder what other dumb junk I've accidentally introduced.  I always encounter these bugs right at the finish line.

I just downloaded the Hi-Tech update, re-saved *Ice 2's animation, and re-saved the first animation in each group for good measure.

Good news?  Wasn't able to trigger the Dalton crash even after several attempts.

Bad news?  Still encountering the other in-battle crashes.

I've attached a late game save if you want to take a look. The two examples I just checked were any of the battles in Guardia Forest 1000 AD, and the first battle at Denadoro Mountains 600 AD. In both cases, I was able to clear the battle by killing the monsters quickly, but if I hesitated and gave the monsters a chance to do something, it locked.

Mauron

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Re: Map weirdness
« Reply #29 on: June 26, 2018, 06:18:34 pm »
I think I see what's going on. I'll let you know when I know more.