Author Topic: Hard Beta Testing Begins! All Report!  (Read 3417 times)

Agent 12

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Hard Beta Testing Begins! All Report!
« on: May 09, 2006, 12:40:10 am »
Work has concluded on the second Crimson Echoes demo. With Jsondag2's coding, contributions from many others, and my dialogue, the basic demo is now ready for hard beta testing. This is where all you people accused of being "along for the ride" get to prove yourselves! Hit the ground running and play the hell out of this game. Report any and every little thing that irks you or appears out of place or wrong. Here are your orders.

  • Report map problems, like sprites disappearing under a sofa or being able to walk up a wall
  • Report dialogue overflows or crappy dialogue
  • Report problems with difficulty (enemies too easy or too hard)
  • Report general feedback, whether on the feel of the game, the story, etc.
  • Make suggestions
  • Do this with every iota of passion in your body! I expect no less! Let's FINISH this!

Attached is the patch for Demo 2 intended for use with an unheadered ROM. Get to playing and recording anything and everything you please. I am sending out e-mails to alert other members.

Here's stuff that I'm sure you'll find that I want reported.  Please report EVERY single small detail that you think should not be in the demo.  I'm sure I forgot to get rid of those damn black squares in beast forest, but still report it. 

Here's other things that I would like people to watch for:

OW names not being right, or there at all
Party members "moving" but not "walking"
After not being able to move the party moves to one spot but one or two people are a little off
Treasure chests not making noise
Treasure chests closing again after going to menu
Being able to walk around during important conversations
Treasure chests giving "debug items" (super weapons or items)
Shops that are selling stuff that are too advanced

I want to reiterate the enemies being to hard/easy that's kinda important cause I was just putting in numbers that "felt right"

I might add more to the list

--jp

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« Last Edit: May 18, 2006, 02:42:16 am by jsondag2 »

ZeaLitY

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Hard Beta Testing Begins! All Report!
« Reply #1 on: May 09, 2006, 01:00:23 am »
Fixed it. The forum cut off the upload for some reason.

Agent 12

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« Reply #2 on: May 09, 2006, 01:48:29 am »
Fixed code for Chrono 99's new Map. 

NOTE:  I will hold the master Rom during beta testing

--jp

Ramsus

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« Reply #3 on: May 09, 2006, 03:27:17 am »
Snes9x on an iBook G4 running Mac OS X Tiger crash reports:

#1: Entering the Mayor's manor (EDIT: in Truce) after running around town and Leene square. Snes9x crashes right after you talk to the girl who explains what the manor is for and try to make your way inside.

#2: Just northwest of Porre, while still within the Medieval-mystic sounding music region. I explored Porre in a clockwise fashion, dropped off the pie, and then the game crashed on the world map while heading towards their Mayor's manor.

I haven't tried duplicating either bug yet.
« Last Edit: May 09, 2006, 03:31:17 am by Ramsus »

Ramsus

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« Reply #4 on: May 09, 2006, 03:43:38 am »
What's with the mystic ferry guy at the Medina ferry station? I chose "Let's book" and now I'm stuck in an invisible box back in Porre's (?) ferry station listening to happy music.

One of the beta testers should look into this.

EDIT: Also, Robo faces left during the reunion scene, but I approached from the right, so he's facing the wrong way throughout the entire thing.
« Last Edit: May 09, 2006, 05:10:44 am by Ramsus »

Agent 12

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« Reply #5 on: May 09, 2006, 05:39:25 am »
I was unable to reproduce the first two bugs (your first post) however the attached patch should fix the robo bug and the invisible wall bug.  Robo bug just needed a "relative facing" instead of a facing, invisible wall is because those rugs have a Zplane for some reason.  I'll keep trying to reproduce the first two bugs since those are by far the worst kind.

Thanks so much for beta testing.

If you can duplicate it try a few things see if it's actually talking to the girl in the mayors manor that causes it. 

As for the world map is it while walking towards porre or before the world map even loads that the game crashes?

--jp

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« Last Edit: May 09, 2006, 06:07:37 am by jsondag2 »

Ramsus

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« Reply #6 on: May 09, 2006, 05:47:54 am »
The crashing bug seems to occur randomly, however I didn't encounter them with a different build of Snes9x (based on the same version of the source). To reproduce it, you'd just have to play the game for any length of time, and Snes9x will crash within minutes. I'm pretty sure this is just an Snes9x 1.43 on OS X Tiger issue.

Agent 12

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« Reply #7 on: May 09, 2006, 05:53:08 am »
Hm, I suppose relatively that's good news.  I'm gunna make a few notes of my own here that I'll get to tomorrow

If you go up the Porre's mayor manor 2nd floor and come back down you load on the sprite and can't move (this is only after the zenan Bridge cutscene when everythings different)--Fixed in above patch

The girl upstairs in Truce's mayor manor has the wrong text once you enter her tutorial, we should probably remove the tutorials altogether--Fixed in above patch

Some mapping and text issues at Porre Square---Fixed in above patch

Move the debug room so that the player is forced to talk to the Mom first.  Not talking to the mom has some ramifications (magic isn't auto learned, Museum isn't fixed etc)

Part of Glenn's speech is over running, also 2nd PC is facing wrong direction

Black box upstairs in Porre Inn still

Hey Zeality is it possible to make it so I can edit this post, mainly so i can update the rom at the top of this page?


--jp
« Last Edit: May 09, 2006, 06:20:03 am by jsondag2 »

Chrono'99

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« Reply #8 on: May 09, 2006, 06:51:55 pm »
Mwahaha, I'm gonna debug the hell out of this demo. Here's what I have so far (the Prologue basically).

Intro

- Crono has a textbox, it's weird (even if it's just "...") o_o
- "worried" is not spaced at the left like the rest of the Marle's text

Leene Square

- you can't talk to the blue guard twice (except if you leave the screen and go back)
- maybe the 2 soldiers could have a walking sprite or something when they rush into each other

- the guy who says "Aisha how could you" has his head under the vegetation when he jumps
- Gato has turned into a frigging dark Golem! :shock:

- if you open the menu then exit it, the Heroes' statues appear colored like the real guys for about 1 second, before taking the gray shading (if you can't fix it maybe you could just disable the menu in that room like it was in CT)

Porre

- Mayor's Manor: maybe we can change the name, since the Mayor isn't there anymore?
- on the 2nd floor, you walk horizontally when going downstairs, instead of walking... downstairs

- the game freezes if you talk to Mrs. Alisa twice (even if you talk once, go out and in again)
- by the way, the Pie and Card are classified as "Weapon" in the inventory, and they don't disappear when you give them
- also, Queen Aliza was Marle's mother, so perhaps we should change Mrs. Alisa's name

- the town square is called "Eternal Repose"
- if you face the notepad of the writer guy, Crono's hair is hidden under the left side tile of the table
- Crono's head appears under the trees too, when you walk on the South of them

- some priority problems with the bar counter tiles: in the Market, the radio has its lower subtiles hidden under the counter, while the plant is completely hidden (I saw it by disabling layer 2)

- in the Snail Stop, it's the dish with... something red in it which has its upper subtiles hidden under the counter, while the small blue bottle at the left side of the counter is completely hidden

- the radio is half-hidden in the Inn too
- and there's no music in that Inn

Choras

- there are a few tile problems in the Choras Station: you can go "in" the wall at the bottom left, can walk on the plant, there's a black tile which hides the diagonal roof tile at the top right, Crono's head under the chairs
- also the lack of scroll mask makes the room at the left visible, and it makes the screen moves too much (a scroll mask reducing the scrolling span would be better I think)

- Guardia is at war with them Medinas? wtf? o_o that's what the woman says in the Residence

- Hero's Grave: there's a chest in the room at the left of the entrance but you can't open it
- Some minor typos: full stops are missing in "Children don't appreciate history", "What an honor", and "A replica of the famous blade" (this one should take one line instead of 2 by the way); museum is variously spelt; "The vanguard" lacks the majuscule

Medina

- in the Ferry, Crono's head appears under the plant at the left

- in the Auxiliary, Crono's head appears under the chairs
- the battlebox should appear at the bottom so that it doesn't hide the wall and the pretty swords
- the grey imp is called Green Imp

- you can walk "on" the big rock at the Medina Cape thingy
- the "unhospitable Medina music" (whatever it's called) plays on the world map but Spekkio's theme plays in the houses

- in the Elder's House, the Spekkio music plays for 1 second but is cut by the cutscene
- Bandeau says "elder" without the majuscule
- when he lets Bandeau exits the room, maybe Crono should walk to the left side instead of rushing up near the stairs (he looks like he's going to attack Bandeau or something!)

- maybe we should just get rip of the blue pyramid tile on the world map, it makes no sense since the party made it disappear in CT (I think it was still there in CT after you deactivated it but it makes no sense still)
- ...and so Toma wouldn't speak about a "pyramid", but just some ruins

- the tile which hides the entrance to Heckran's Cave appears "on" Crono's sprite if you walk under it

Vanguard Post

- the guard who says "Can I help you" has a textbox with lines that are spaced at the left (the textbox with Glenn mentioned), but the rest of his textboxes aren't spaced like this
- Crono's head is again hidden by the chairs

- in the study, the guy who speaks about soldier uniforms is hidden by his textbox (would be better if it appeared at the top of the screen)
- Roget has to present himself to Crono: as prince of Guardia, Crono should already know him... well the player doesn't so he still has to present himself, but he could do it in a more subtle way maybe (or another NPC could say it instead)

- in the jail, Crono's head is hidden by the pot above the blue guard, by the wooden boxes and the chair behind Luther

Cathedral

- Crono appears "on" the left column in the main chapel if he walk near it (similar problem for the right column but only for its bottom tile)
- Crono appears "on" the diagonal wall tiles near the bottom exit (main chapel)

- in Renault's room, you can walk on the chair near the table
- if you had the Shamshir equiped when you talk to him and no other sword in inventory, a Lead Sword suddenly appears to replace it (this Shamshir should just be an unequipable item, even if there will be other, equipable Shamshirs later)

Lucca

- when Lucca joins the party, there's no renaming screen or "joined your party!" textbox (there are those for Magus)
- once you recruited Lucca and if you go to her house, she appears in middle of the room saying a line from CT
- I thought it'd be nice to bring Lucca to see Melchior, but Melchior's text is still "say hello to Lucca"

Guardia Castle

- there's still a black chest in the stairs to the King's room

- during the meeting with Porre, someone mentions a fanfare but you don't really hear any
- the emissaries still cross the wall when they leave and go up the stairs
- when the emissary cyborg jumps, he is hidden by some of the tiles
- Lucca says he's fast but he's actually quite slow (much slower than Crono when he slashed Ingrus also)
- the party don't really go up the stairs when they chase the cyborg

Cutscene

- in Denadoro, if the cyborg isn't supposed to steal the Time Egg again, maybe the egg should actually explode or go in the Gate like the party, because it'd be left there on the grass if it doesn't
- the scene with Magus: the diagonal edges of the cliffs are hidden

Other stuff

- I guess "JugglerCape" was too long, it appears as "JugglerCap" in the menus

- Wouldn't it be better if the items which go to the Choras Museum appeared in inventory and you'd have to bring them there yourself? Personally I think the process with the Guardia coins was not very noticeable. A casual player could pay (aha pay) no attention to the little dialogue with the Chancellor, then later he would see some coins in the museum and have no clue how they appeared there.

- Finally, I believe we should put the real chapter names in the save screen instead of "Crimson Echoes".
« Last Edit: May 09, 2006, 07:00:58 pm by Chrono'99 »

Agent 12

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« Reply #9 on: May 09, 2006, 10:42:45 pm »
Hurray a chrono 99 debug, I'll get to it tonight.

FYI.  we can't have real chapters because were not actually using the chapter memory location.  The reason were not is because by setting the real chapter memory location we get alot of "free code" done for us because it sets the game up like it was at the end of the game.  I.E.  Lavos crater, having the bridge fixed, etc.

--jp

Daniel Krispin

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« Reply #10 on: May 10, 2006, 02:07:51 am »
For some reason, the cathedral goes black for me when I enter it. Considering it didn't happen for anyone else, that's probably just me. But a few things I did notice (I don't think these were mentioned)...

You're told that you get a katana or something like that (red katana, was it?) but a Shamshir is a totally different sort of weapon. It's single-edged like all of Crono's, but it's an Indian sword: long and slender and curved. It bears no real look similarity with a katana. In that case, he should get a Shamshir in the dialogue box or, conversely, a katana in the inventory, just so things match up.

Also, I think I may have had the Ouranios Hupopuramis a little wrong. It's unsightly, just pairing two nouns together like that or, rather, trying to make 'hypopuramis' an adjective (ie. the 'underpyramid' heaven) I'll just take a look at that Greek again (I'm far more versed in it now than I was back then) Firstly, Puramis is not the root for pyramid... puramid is (judging by the fact that the lexicon gives puramidos as the genetive.) Thus, I figure, it is a dental stem. Damn I'm glad this stuff is actually making sense to me now! Anyway, the best bet is to put 'hupo' in the dative, thus puramid is declined into puramidi. Now, the sentence Ouranios Hupopuramidi is still stupid, basically saying 'heaven under pyramid'... there's no bloody verb! We need 'to be' at least, and that is, in this case, rendered estin. Finally, unless you want a general 'a heaven' rather than specific 'heaven', one needs an article on the ouranios (as well as on the pyramid). Thus 'Ho Ouranios Hupo Tay Puramidi Estin' = Heaven is under the pyramid. Now, I suppose if you want a shorter sentence, you could render it using a participle. Well... let's see... 'Ouranios Huponoumenos Tay Puramidi'. That's basically 'heaven which is under-dwelling the pyramid'. Though I guess that's not shorter. Oh, and I left off the article from Ouranios, as I suppose one could intend 'a heaven', indeed. It's up to you, anyway, I just thought, looking at what was there, I'd made it look rather unsightly with that translation.

Agent 12

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Re: Hard Beta Testing Begins! All Report!
« Reply #11 on: May 10, 2006, 04:04:17 am »
Quote
- on the 2nd floor, you walk horizontally when going downstairs, instead of walking... downstairs

.......I hate mapping.  I tried fixing it for about a half hour before I got really frustrade dand quit.  Calling all mappers.

Quote
- also, Queen Aliza was Marle's mother, so perhaps we should change Mrs. Alisa's name

This'll be a plot guy issue.
For later Zeality has suggested Elisa.

Quote
- Guardia is at war with them Medinas? wtf? o_o that's what the woman says in the Residence

Hm, looks like you got some text from later in the game.  Zeality issue.
For later Zeality has suggested "The Museum curator is looking for new pieces."

Quote
- Some minor typos: full stops are missing in "Children don't appreciate history", "What an honor", and "A replica of the famous blade" (this one should take one line instead of 2 by the way); museum is variously spelt; "The vanguard" lacks the majuscule

I've asked Zeality to completely redo the text there.  I HATE spelling the word museum haha.  Hm mauscule=capital letter (dictionary.com)?


Quote
- the "unhospitable Medina music" (whatever it's called) plays on the world map but Spekkio's theme plays in the house

Hm...this seems to be intentional, if we get enough people to veto it I suppose I can change it.  I'm not a big fan of speekios music playing everywhere either.
Got the OK to make it the music on the world map, I'll get to it tonight.

Quote
- maybe we should just get rip of the blue pyramid tile on the world map, it makes no sense since the party made it disappear in CT (I think it was still there in CT after you deactivated it but it makes no sense still)

I've put in a new sprite, you approve or thinking of something else?

Quote
- Roget has to present himself to Crono: as prince of Guardia, Crono should already know him... well the player doesn't so he still has to present himself, but he could do it in a more subtle way maybe (or another NPC could say it instead)

Um, I'm not sure if you'll like what I put but I'm sure Zeality can do better.   It is a valid point.

Quote
- if you had the Shamshir equiped when you talk to him and no other sword in inventory, a Lead Sword suddenly appears to replace it (this Shamshir should just be an unequipable item, even if there will be other, equipable Shamshirs later)

OK, I'm always weary to add items for fear of corrupting the rom, or atleast getting annoying errors (people who have tried mapping 1002 AD will know what I'm talking about.  I think that was caused by "adding" an exit. So I'm trying to add items as little as possible.  Also if we add to many we won't have enough space.  We've already added, pie, card, Instrument Parts, Weapons (Magus will have many more now), etc.  Eventually if we see were having enough space we can do that.


Quote
- the scene with Magus: the diagonal edges of the cliffs are hidden

Not really sure what you meant by this.  Or it's just late and I'm not seeing it.
Quote
- I guess "JugglerCape" was too long, it appears as "JugglerCap" in the menus

JgglerCape work??
Quote
- Wouldn't it be better if the items which go to the Choras Museum appeared in inventory and you'd have to bring them there yourself? Personally I think the process with the Guardia coins was not very noticeable. A casual player could pay (aha pay) no attention to the little dialogue with the Chancellor, then later he would see some coins in the museum and have no clue how they appeared there.

Same issue as stated above.  I can make the text a little more clear maybe?

Quote
- Finally, I believe we should put the real chapter names in the save screen instead of "Crimson Echoes".
I mentioned above why we can't do this.  I do understand what you mean, I tried to keep the chapter feel by adding chapter text boxes

and Finally the Red Katana is now called the Shamshir

Daniel, are you using the patch on an Unheadered Rom?  Also make sure that you are using an Unheadered completely clean ROM.  It's easy to get mix it up accidently.  I keep a ROM called "cleancopy".



WHEW, that's most of the bugs, after a couple more days of this I'll hand it over to Zeality to do anything above that i couldn't get to.  Anyways heres the latest ROM.  It should have all the things fixed that are in Chrono 99's post, and not in my post.  In fact even most of the stuff in my post is "fixed" I just want to get some feedback on my fixes.    I'll also keep a copy of the latest ROM in the first post. 

By all means keep beta testing, there's no better feeling than a before and after debug session.

Well maybe a few better feelings.


NOTE: I have found 2 locations that have become corrupted, I have fixed them and posted a new ROM.  I did a quick search through the locations and didn't find anything else suspicious but tell me if a screen is blanking out on you.


--jp

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« Last Edit: May 10, 2006, 05:09:12 pm by jsondag2 »

Agent 12

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Re: Hard Beta Testing Begins! All Report!
« Reply #12 on: May 10, 2006, 09:58:13 pm »

Quote
- on the 2nd floor, you walk horizontally when going downstairs, instead of walking... downstairs

Quote
- Some minor typos: full stops are missing in "Children don't appreciate history", "What an honor", and "A replica of the famous blade" (this one should take one line instead of 2 by the way); museum is variously spelt; "The vanguard" lacks the majuscule

Quote
- the scene with Magus: the diagonal edges of the cliffs are hidden

OK, the patch below should only have those 3 up there left.  Oh, well pie and card say weapon cause I guess they used blank weapon spots...I should fix that.....later though.

First one is just annoying and needs a mappers touch, second one will be fixed by Zeality, not sure what the third one is.  Um I made a few changes in the patch below, ayla runs now after the fight, a problem with a talking magus, a few text overflows I spotted yada yada yada.

Keep up the beta testing.

--jp


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Chrono'99

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Re: Hard Beta Testing Begins! All Report!
« Reply #13 on: May 11, 2006, 06:17:12 am »
Quote
- the scene with Magus: the diagonal edges of the cliffs are hidden
I mean some cliff edges (I think there's on Layer 1) are hidden by the snow tiles (Layer 2) which are supposed to be under the cliff. It's probably a priority issue.

I have to go now, but I'll take a look at the stairs later.

Janus Zeal

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Re: Hard Beta Testing Begins! All Report!
« Reply #14 on: May 11, 2006, 04:52:31 pm »
- Dalton has repeating dialogue at the top of Beast Forest:
" I have a date with with immortality"

- Also, there are roblems with music in some places of the game.
Ex: When Magus faces Golem Boss in Beast Forest, the music changes from boss battle to the normal battle music.

- No music in some places, such as when the two Porre soldiers discuss killing King Guardia.

- Glitchy dialogue in the Reisdence above Truce Market. (After defeating Gen. Montrcrief/Porre Invasion)
« Last Edit: May 11, 2006, 05:43:22 pm by Janus Zeal »