Author Topic: Temporal Flux v2.00 Bug Thread  (Read 10687 times)

Geiger

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Re: Temporal Flux v2.00 Bug Thread
« Reply #30 on: December 11, 2006, 01:35:28 pm »
Okay.  I'll fire up the magic wand tonight.

---T.Geiger

Zakyrus

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Re: Temporal Flux v2.00 Bug Thread
« Reply #31 on: December 14, 2006, 01:28:51 am »
This one is really nasty:

In event editor,
make a new command,
Byte Math, Mem-to-Mem, Load from 7F0268, Add to 7F0266, One byte


Saving  & playing the game has no problems. However, when you close/open the event editor
and click on this command, the program has an unhandled exeption.

7F0266 & 7F0268 were assigned values using this fashion:

Assignment, Value-to-Mem, Variant 4F, Value 10, Store to 7F0266, One byte
and
Assignment, Value-to-Mem, Variant 4F, Value 10, Store to 7F0268, One byte

You can hit the continue button on the error dialog, and continue editing events as if nothing happened. However, the actual adding doesn't work correctly in the game. If you want me to send my Leene Square export just PM me.


« Last Edit: December 14, 2006, 09:51:22 am by Zakyrus »

JLukas

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Re: Temporal Flux v2.00 Bug Thread
« Reply #32 on: December 14, 2006, 06:09:51 am »
^ I was able to reproduce this.  Bug 264

Zakyrus

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Re: Temporal Flux v2.00 Bug Thread
« Reply #33 on: December 14, 2006, 03:49:33 pm »
*You have to close the event editor for the objects to get new/show their new adressess. I am talking about the 4-digit value in the [] brackets such as [0123]. This is very irritating when adding more than a few dozen GOTO's to one location. (Add about 5 GOTO commannds and see how you have to keep closing and opening the event editor for the addresses to update.)

*After making 13 hours of changes I loaded up the game only to get a black screen when I tried using the Epoch to warp.
The only things that could have caused this were extensive modifying of location events(And I mean extensive). I enhanced almost every loc. event in the game in some way. I have been able to re-produce this bug by importing MASSIVE amounts of data into another ROM. (I imported 237 loc. event data between ROMs). When trying to reproduce this, I would import some locations, then test, and repeat. It wasn't until I imported more than 200 for this to happen. I could send you my entire list of export files If you wanted to reproduce this (but that could be tedious as there's no "batch import"). To summerize what I beleive happens; changing enough event data in the game somehow causes the Epoch time-gauge screen to become non-existant.

*Another thing, the Epoch Time Guage is glitched. Sometimes it skips completely over an era, usually 2300 A.D. Now, I know many ROMs have this and this is not a TF issue, is there any plans to fix this (even though it's not a bug)?
« Last Edit: December 14, 2006, 03:53:24 pm by Zakyrus »

JLukas

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Re: Temporal Flux v2.00 Bug Thread
« Reply #34 on: December 14, 2006, 04:45:00 pm »
Geiger might be able to give a better explanation, but that's how it works because of the way events are constructed.

I'll check into the bulk import issue again.  It's very possible that you encountered the same problem Zeality/CE team did.

There is no bug with the Epoch gauge time needle that I've seen.  When you enter the menu, the needle is on the time period you're at.  When you move the cursor, it prevents you from selecting that same time period again to prevent you from warping back to the map you just came from.

ZeaLitY

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Re: Temporal Flux v2.00 Bug Thread
« Reply #35 on: December 14, 2006, 04:58:06 pm »
Haha, yes, I've been there. Don't throw away your exports though; the bug was a problem with importing, so the next version of Temporal Flux should handle them fine.

Zakyrus

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Re: Temporal Flux v2.00 Bug Thread
« Reply #36 on: December 14, 2006, 05:21:57 pm »
There is no bug with the Epoch gauge time needle that I've seen.  When you enter the menu, the needle is on the time period you're at.  When you move the cursor, it prevents you from selecting that same time period again to prevent you from warping back to the map you just came from.

It is probably the ROM I am using then. When you move the needle to the End of Time then back toward the Future, it skips the Future and goes straight to Apocalypse. (I originally had it on 1000 A.D. Millennium, er, Present)

Does anyone else get this?

Haha, yes, I've been there. Don't throw away your exports though; the bug was a problem with importing, so the next version of Temporal Flux should handle them fine.

Yeah, there's no way I'd ever throw that amount of work away. Especially after cleaning up almost all the "Engrish" text and adding enhancements to everything I can dig my fingers into.

« Last Edit: December 14, 2006, 05:28:16 pm by Zakyrus »

Geiger

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Re: Temporal Flux v2.00 Bug Thread
« Reply #37 on: December 14, 2006, 05:45:18 pm »
You have to close the event editor for the objects to get new/show their new adressess. I am talking about the 4-digit value in the [] brackets such as [0123]. This is very irritating when adding more than a few dozen GOTO's to one location. (Add about 5 GOTO commannds and see how you have to keep closing and opening the event editor for the addresses to update.)

Why should it matter?  Just point it to whatever address is in there now.  If there is no address, because you created a new command, then just label it.  The new label will show up in the list.

*After making 13 hours of changes I loaded up the game only to get a black screen when I tried using the Epoch to warp.

You probably ran out of freespace for Flux to save data to (which the new version gives a warning for).  Did you expand your ROM?

---T.Geiger

Zakyrus

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Re: Temporal Flux v2.00 Bug Thread
« Reply #38 on: December 14, 2006, 05:56:11 pm »
Just point it to whatever address is in there now.  If there is no address, because you created a new command, then just label it.  The new label will show up in the list.

Nevermind.

*After making 13 hours of changes I loaded up the game only to get a black screen when I tried using the Epoch to warp.

You probably ran out of freespace for Flux to save data to (which the new version gives a warning for).  Did you expand your ROM?

---T.Geiger

Yes, on the expanded ROM question. By the way, if I'm out of free space even with the ROM expanded does this mean I'm screwed?

Oh. One more thing, (I know I ask ALOT) will the next TF be able to detect freespace and check to see if it's used up?
Let's say I used a hex-editor and added my own data to:
"366DC2   36737F   ---   No   No   UNUSED SPACE (1469 bytes)   7/10/2003"

Will TF detect this (normally free-space) as being used up and not write anything? Another question, will TF be able to (someday) expand to 8 megs?
« Last Edit: December 14, 2006, 06:28:06 pm by Zakyrus »

ZeaLitY

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Re: Temporal Flux v2.00 Bug Thread
« Reply #39 on: December 14, 2006, 06:02:14 pm »
Unless you did enough work to fill up 2 megs, I think you should be fine.

Geiger

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Re: Temporal Flux v2.00 Bug Thread
« Reply #40 on: December 15, 2006, 09:17:45 am »
Yes, on the expanded ROM question.

Well, its possible you may be looking at the string import corruption bug that befuddled the CE team.  Its unlikely in the extreme that you filled up an expanded ROM.  I am not even sure its possible to do with Flux alone.

will the next TF be able to detect freespace and check to see if it's used up?

No, nor is it ever likely to do so in the manner you suggest.  There is no programmatic way to "detect freespace" since there is no defining characteristic in the Chrono Trigger ROM.  Even if there was, beyond that there would be no way of determining if something was old data, and could be overwritten, or new data, which should be safeguarded.

As I have mentioned previously, putting stuff in Bank 50+ of the ROM is probably fairly safe until such time as Flux identifies and accounts for all packet types.  Bank 58+ would be nearly ironclad.

will TF be able to (someday) expand to 8 megs?

Probably.  Not until both Snes9x and ZSNES support it.  You should know, however, that a 64 MBit ROM has seriously diminishing returns.  IMS, less than half of the extra space is usable.

---T.Geiger

Zakyrus

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Re: Temporal Flux v2.00 Bug Thread
« Reply #41 on: December 16, 2006, 03:46:10 am »

You should know, however, that a 64 MBit ROM has seriously diminishing returns.  IMS, less than half of the extra space is usable.

---T.Geiger

Damn. So I won't be able to someday have 1024 location pointers?

Geiger

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Re: Temporal Flux v2.00 Bug Thread
« Reply #42 on: December 16, 2006, 02:34:35 pm »
So I won't be able to someday have 1024 location pointers?

Uh, no.


JLukas has informed me that with the Beta version, it is possible to fill up even an expanded ROM, though he had to use 0x100 copies of the largest compressed map and 0x38 copies of the largest event, together.  Considering that most of the maps and events in the game are a fraction of that size, it seems unlikely that most projects will hit that limit.  The project would have to be at least twice as complex as the original game.


BTW, if you do not feel like waiting, there is a workaround for the string import bug.  After importing an event, open it in the editor and hit Write Mem.  That should take care of it (this is how the Beta version handles it).  Course, you will have to remember to do that for every packet you import, with even one mistake screwing your ROM.  Not to mention it would be tedious.

I think I did something very much like the workaround when I did my own limited testing, which is why this bug was not caught before release.

---T.Geiger

Zakyrus

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Re: Temporal Flux v2.00 Bug Thread
« Reply #43 on: December 16, 2006, 02:48:03 pm »

JLukas has informed me that with the Beta version, it is possible to fill up even an expanded ROM, though he had to use 0x100 copies of the largest compressed map and 0x38 copies of the largest event, together.  Considering that most of the maps and events in the game are a fraction of that size, it seems unlikely that most projects will hit that limit.  The project would have to be at least twice as complex as the original game.

---T.Geiger

Ok, I could expand my project over 2 or 3 ROMs for locations. This is not a problem if I can figure out how to double the size of the total items(weapons, armour, useables and such). I can't make new items out of the default ones in the 2 & 3rd ROMS, because that would mess with the NewGame+ system.
« Last Edit: December 19, 2006, 01:13:02 am by Zakyrus »

JLukas

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Re: Temporal Flux v2.00 Bug Thread
« Reply #44 on: December 18, 2006, 08:37:19 am »
To summerize what I beleive happens; changing enough event data in the game somehow causes the Epoch time-gauge screen to become non-existant.

After looking into this, an issue was found with a certain free space range.  The byte at offset 06FC50 was marked as free, but is actually the last byte of a compressed packet.  The reason it took so many packets before the problem showed up was because the free space range is so tiny, very few pieces of data are small enough to fit.

One of the location events should have a StringIndex C6FC50.  Add a few textboxes with a bunch of text to the event, Write Mem, File -> Save.  That should fix it.