Author Topic: Temporal Flux v2.00 Bug Thread  (Read 10688 times)

Geiger

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Re: Temporal Flux v2.00 Bug Thread
« Reply #15 on: November 04, 2006, 02:56:51 am »
The map issue has already been fixed in the BETA.

---T.Geiger

Vehek

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Re: Temporal Flux v2.00 Bug Thread
« Reply #16 on: November 10, 2006, 06:00:06 pm »
I encountered the music turning to silence bug.

I encountered it several days ago, but this time I actually saw it change to silence.
I had the location music tab open, and I opened a new location window. When it finished creating, loading, or whatever the new location window, it set the music to silence!
« Last Edit: November 11, 2006, 02:37:08 am by Vehek »

JLukas

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Re: Temporal Flux v2.00 Bug Thread
« Reply #17 on: November 10, 2006, 10:08:19 pm »
^ Bug 143, thanks for that info, I was able to reproduce it

Zakyrus

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Re: Temporal Flux v2.00 Bug Thread
« Reply #18 on: November 12, 2006, 02:21:23 am »
When importing String data or changing item names; results in first half of item shown while the second half is cut off.
i.e. Mid Tonic becomes "Mid" when displayed in the game from chests, battle item drops, etc. Though the string in TF itself still says "Mid Tonic"

Also, sometimes the strings corrupt other strings, changing enough world map location names and they start to corrupt. This goes for item descriptions, chapter name, monster tech names, etc, tech descriptions, (pretty much ALL string data that doesn't say "fixed". hmmmm.)

When importing event code, you must enter the event editor, click on a string and update+write mem otherwise all the strings of the imported events will be corrupted.

Some sound [loops] cannot play at the same time as a song, while some others can... (or is that the way some sounds work? Will this be fixed some day when sound code is completely figured out?)

Geiger

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Re: Temporal Flux v2.00 Bug Thread
« Reply #19 on: November 13, 2006, 09:36:38 am »
When importing String data or changing item names; results in first half of item shown while the second half is cut off.
i.e. Mid Tonic becomes "Mid" when displayed in the game from chests, battle item drops, etc. Though the string in TF itself still says "Mid Tonic"


Incorrect space character bug, previously reported and fixed in the BETA.

Also, sometimes the strings corrupt other strings, changing enough world map location names and they start to corrupt. This goes for item descriptions, chapter name, monster tech names, etc, tech descriptions, (pretty much ALL string data that doesn't say "fixed". hmmmm.)

Unreported bug, possibly related to strings not compressing in v2.00.  It is possible that the string relocation code is not working properly.

When importing event code, you must enter the event editor, click on a string and update+write mem otherwise all the strings of the imported events will be corrupted.

Fixed in the BETA.

Some sound [loops] cannot play at the same time as a song, while some others can... (or is that the way some sounds work? Will this be fixed some day when sound code is completely figured out?)

Not an editor bug.

---T.Geiger

Geiger

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Re: Temporal Flux v2.00 Bug Thread
« Reply #20 on: November 14, 2006, 02:36:00 pm »
Map Properties(TAB)
Select (any of the Layer Priority buttons), or change addition/subtraction (full/half)
(results in the L3 tiles that you spend so long to add to vanish)


Unable to reproduce.  Please provide a more explicit example.

Export (Tile asm data) #slot
then Import (Tile asm data) new slot
(results in corrupted tileset)


Not specific enough to even really test.  Please provide slot numbers that produce this error for you.

---T.Geiger

Geiger

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Re: Temporal Flux v2.00 Bug Thread
« Reply #21 on: November 15, 2006, 12:03:41 pm »
Also, sometimes the strings corrupt other strings, changing enough world map location names and they start to corrupt. This goes for item descriptions, chapter name, monster tech names, etc, tech descriptions, (pretty much ALL string data that doesn't say "fixed". hmmmm.)

I was not able to reproduce this error, even after changing all of the Location names.  Do you have a more specific example?

---T.Geiger

Zakyrus

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Re: Temporal Flux v2.00 Bug Thread
« Reply #22 on: November 22, 2006, 06:09:44 am »
Also, sometimes the strings corrupt other strings, changing enough world map location names and they start to corrupt. This goes for item descriptions, chapter name, monster tech names, etc, tech descriptions, (pretty much ALL string data that doesn't say "fixed". hmmmm.)

I was not able to reproduce this error, even after changing all of the Location names.  Do you have a more specific example?

I will reproduce this error then reply once more.
Quote
Map Properties(TAB)
Select (any of the Layer Priority buttons), or change addition/subtraction (full/half)
(results in the L3 tiles that you spend so long to add to vanish)

Unable to reproduce.  Please provide a more explicit example.
Locations(menu)>Window(menu)>Location>Map Properties

When under this menu, Under Map Parameters changing Draw L3 or changing Layer Priorities, Layer Translucency, or "Enable for" will result in Layer3 tiles vanishing off the map.

Quote
Export (Tile asm data) #slot
then Import (Tile asm data) new slot
(results in corrupted tileset)

Not specific enough to even really test.  Please provide slot numbers that produce this error for you.


---T.Geiger


Geiger

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Re: Temporal Flux v2.00 Bug Thread
« Reply #23 on: November 22, 2006, 10:03:57 am »
Locations(menu)>Window(menu)>Location>Map Properties

When under this menu, Under Map Parameters changing Draw L3 or changing Layer Priorities, Layer Translucency, or "Enable for" will result in Layer3 tiles vanishing off the map.


This is still not specific enough.  For what map?  What are you changing the settings to?

Turning Draw L3 off correctly removes all L3 tiles.  This is a SNES setting, not an application setting.  Draw L3 set to off tells the SNES literally that there is no L3 information stored in the map, so do not try to draw it.  If you just want to see what the map would look like underneath the L3 tiles, use Ctrl+3 instead.

---T.Geiger

Zakyrus

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Re: Temporal Flux v2.00 Bug Thread
« Reply #24 on: November 22, 2006, 02:31:32 pm »
Locations(menu)>Window(menu)>Location>Map Properties

When under this menu, Under Map Parameters changing Draw L3 or changing Layer Priorities, Layer Translucency, or "Enable for" will result in Layer3 tiles vanishing off the map.


This is still not specific enough.  For what map?  What are you changing the settings to?

Turning Draw L3 off correctly removes all L3 tiles.  This is a SNES setting, not an application setting.  Draw L3 set to off tells the SNES literally that there is no L3 information stored in the map, so do not try to draw it.  If you just want to see what the map would look like underneath the L3 tiles, use Ctrl+3 instead.

---T.Geiger

Here's an example:
Under location {01B} Courtroom, (and under the map properties) click on Layer Priority Subscreen(button) 2. The layer 3 will be gone.
You can also get this by changing the Layer Translucency to other settings.

Sorry, If I am not descriptive enough. I am really bad at putting things into words.

Quote

Export (Tile asm data) #slot
then Import (Tile asm data) new slot
(results in corrupted tileset)

Not specific enough to even really test.  Please provide slot numbers that produce this error for you.

Ok, go to File>Export>
In the combo box put "Loc. Tile Asm L12", Slot: "1C".

Then go to File>Import>
In the combo box change to(for example) "20".
This will cause the tileset that was imported to appear garbled/corrupted in the tile selector.
« Last Edit: November 22, 2006, 02:39:20 pm by Zakyrus »

Vehek

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Re: Temporal Flux v2.00 Bug Thread
« Reply #25 on: November 26, 2006, 02:33:25 am »
I don't think TF modifies Memcpy2E completely. I'm not telling you much of what I did. I changed the "mode" parameter of the MemCpy2E at [038A] in location event packet F0 to 56.
(Actually, I copied the Activate of Object 0 to another location and modified the copy.)
The almost instant tint change effect vanished. I changed it back, and it was still broken.
After several failed attempts, I decompressed the event packet.
Before changing any of the parameters, the Memcpy2E is like this:
2E 56 10 70 F0 01.
Afterward, it was like:
2E 56 10 70 F0 00.
Changing the last byte (00) to 01 (manually, because TF doesn't edit that part) restored the instant tint change.
« Last Edit: November 26, 2006, 02:36:22 am by Vehek »

Geiger

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Re: Temporal Flux v2.00 Bug Thread
« Reply #26 on: November 27, 2006, 10:45:32 am »
Under location {01B} Courtroom, (and under the map properties) click on Layer Priority Subscreen(button) 2. The layer 3 will be gone.
You can also get this by changing the Layer Translucency to other settings.


Not a bug.  This is how the game should actually look under those settings on a real SNES (and probably on emulators also).  A real SNES composites the image (and I am writing from memory here) as such:

L3 Main
L1 Main
L2 Main
L1 Sub
L2 Sub
L3 Sub

This is before you start adding in things like tile priority.  Now without doing a detailed autopsy on this map, it looks like L2 has priority and is getting written on top of everything else.  It does not look like L1 and L3 intersect at all.  So for our concerns, the rendering stack gets a lot simpler:

L2 Main
L3 Sub

The L3 Sub gives a nice glow effect to the L2 Main window thanks to the translucency settings.  When you turn L2 Sub on, you effectively change the rendering stack to this:

L2 Main
L2 Sub
L3 Sub

This means, again, that L2 is getting drawn over the top of L3, effectively erasing it entirely (only the dominant pixel counts).  As you will notice though, it does increase the pixel brightness of the L2 Main with Translucency set to Full Addition.

This will cause the tileset that was imported to appear garbled/corrupted in the tile selector.

Not a bug.  You are not importing a tileset, you are importing a tileset assembly, literally how the tiles are put together.

---T.Geiger

Geiger

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Re: Temporal Flux v2.00 Bug Thread
« Reply #27 on: November 27, 2006, 05:30:20 pm »
I don't think TF modifies Memcpy2E completely.

Fixed.  Not sure how we managed to miss that all the way up to now, especially considering that byte displays in the raw decode (Decode All).

---T.Geiger

Zakyrus

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Re: Temporal Flux v2.00 Bug Thread
« Reply #28 on: November 29, 2006, 11:03:14 pm »
Under location {01B} Courtroom, (and under the map properties) click on Layer Priority Subscreen(button) 2. The layer 3 will be gone.
You can also get this by changing the Layer Translucency to other settings.


Not a bug.  This is how the game should actually look under those settings on a real SNES (and probably on emulators also).  A real SNES composites the image (and I am writing from memory here) as such:

L3 Main
L1 Main
L2 Main
L1 Sub
L2 Sub
L3 Sub

This is before you start adding in things like tile priority.  Now without doing a detailed autopsy on this map, it looks like L2 has priority and is getting written on top of everything else.  It does not look like L1 and L3 intersect at all.  So for our concerns, the rendering stack gets a lot simpler:

L2 Main
L3 Sub

The L3 Sub gives a nice glow effect to the L2 Main window thanks to the translucency settings.  When you turn L2 Sub on, you effectively change the rendering stack to this:

L2 Main
L2 Sub
L3 Sub

This means, again, that L2 is getting drawn over the top of L3, effectively erasing it entirely (only the dominant pixel counts).  As you will notice though, it does increase the pixel brightness of the L2 Main with Translucency set to Full Addition.

This will cause the tileset that was imported to appear garbled/corrupted in the tile selector.

Not a bug.  You are not importing a tileset, you are importing a tileset assembly, literally how the tiles are put together.

---T.Geiger

1. Ok. Although, I *swear* the layer 3 is sometimes being completely erased from the map (and not simply other layers being layered over it).

2. Smacks forhead for not realizing that tile assembly had nothing to do with the tile graphics.


nightmare975

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Re: Temporal Flux v2.00 Bug Thread
« Reply #29 on: December 10, 2006, 02:41:33 pm »
Sometimes, maps will screw up and will have their layers flipped. (ie. Layer 1 switches with Layer 2, Layer 3 is erased and the whole map gets screwy)

I'd show you an example, but my maps have become so corupted, they have mysteriously erased themselves.>_<

God damnit, sometimes I just hate TF.