Author Topic: 1000 AD map during bad ending  (Read 4309 times)

Fauntleroy

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Re: 1000 AD map during bad ending
« Reply #15 on: November 12, 2018, 09:33:56 pm »
I'm using the latest snes9x-x64.

I did find one thing that doesn't look right.  When I change that one label (I changed it to "poop"), then save and exit, when I go back in, the Goto that should be pointing to "poop" is now pointing to 0088.  Whereas the new label for "poop" is 0A88, NOT 0088. I can change it from 0088 to 0A88... but when I save, exit, and go back in, it has changed back to 0088.  I have to wonder if this isn't the problem.

Mauron

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Re: 1000 AD map during bad ending
« Reply #16 on: November 12, 2018, 10:56:32 pm »
I'm not sure why I didn't see a crash (using Geiger's Snes9x 1.51), but I figured out why the label isn't saving right.

Take [0A88] and [0A8C], and move them into the area at the beginning of the events with a bunch of other AddObject/End pairs, then relabel the command and update the if.

Fauntleroy

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Re: 1000 AD map during bad ending
« Reply #17 on: November 12, 2018, 11:59:18 pm »
Well, that's at least progress. No more black screen of death.

Now what happens is that the party/Epoch (invisible BTW) is placed on the 1999 AD map and then... nothing. I can access the menu or warp to another time period, but the scene does not continue.

If I swap back to having the 1000 AD map, everything is normal. But the 1999 AD map just turds out on me.
« Last Edit: November 13, 2018, 12:01:23 am by Fauntleroy »

Mauron

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Re: 1000 AD map during bad ending
« Reply #18 on: November 13, 2018, 03:51:14 am »
Ok, so I've discovered two very important things here.

1) I seriously need a good night's sleep.
2) The check on 7E1BAB & 1 needs to be before the check on Mem.EpochStatus to work properly.

As for why I didn't see a crash previously... I loaded the wrong ROM to test. Whoops.

Fauntleroy

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Re: 1000 AD map during bad ending
« Reply #19 on: November 13, 2018, 07:17:22 pm »
GET SOME SLEEP!

But OMG it works.



It's, like... such a small, small, small detail, I bet most people don't even notice. But it means a lot to me!

Thank you, again! I never would've gotten this thing off the ground without your tools and your very patient troubleshooting.

Mauron

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Re: 1000 AD map during bad ending
« Reply #20 on: November 13, 2018, 08:43:22 pm »
I got some extra sleep today, so I should be a little more aware from now on.

Glad it's working.

Boo the Gentleman Caller

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Re: 1000 AD map during bad ending
« Reply #21 on: November 13, 2018, 09:59:34 pm »
Wubba wubba on those screenshots!

Fauntleroy

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Re: 1000 AD map during bad ending
« Reply #22 on: November 13, 2018, 11:09:23 pm »
Thanks!

I'll have a call for playtesters by the end of the week, if you're interested. :)

DK_Donutlicious

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Re: 1000 AD map during bad ending
« Reply #23 on: November 14, 2018, 12:31:25 am »
I am for SURE interested in this. I can offer to help playtest if you need it!

EDIT: NM, the comp I was on wasn't displaying the images, but I see them now! Looks awesome :)
« Last Edit: November 14, 2018, 01:45:58 am by DK_Donutlicious »

Pictou

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Re: 1000 AD map during bad ending
« Reply #24 on: November 14, 2018, 12:05:41 pm »
Count me in as an interested playtester as well, the complete 1999 AD map is something I'd like to see more of.

chrono.source

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Re: 1000 AD map during bad ending
« Reply #25 on: November 14, 2018, 03:26:16 pm »
me! me! me!

Fauntleroy

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Re: 1000 AD map during bad ending
« Reply #26 on: November 14, 2018, 07:18:29 pm »
Thanks, all. I've got you down as testers.

Fauntleroy

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Re: 1000 AD map during bad ending
« Reply #27 on: December 07, 2018, 10:45:04 pm »
...?

We got a weird one here, folks.

Boo the Gentleman Caller

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Re: 1000 AD map during bad ending
« Reply #28 on: December 07, 2018, 10:51:33 pm »
Yeah, sorry. That was clearly a spam/bot post. I deleted it and will ban the IP.