Author Topic: Bug Topic  (Read 14355 times)

FaustWolf

  • Guru of Time Emeritus
  • Arbiter (+8000)
  • *
  • Posts: 8972
  • Fan Power Advocate
    • View Profile
Re: Bug Topic
« Reply #30 on: January 08, 2008, 11:59:13 am »
I'm not seeing the messed-up tiles Zeality pointed out in finalpatch2.ips -- was there another release after that?

Chrono'99

  • Guru of Reason Emeritus
  • God of War (+3000)
  • *
  • Posts: 3605
    • View Profile
Re: Bug Topic
« Reply #31 on: January 08, 2008, 01:37:52 pm »
Nope, it's the latest. I hope the glitch isn't random or something.

FaustWolf

  • Guru of Time Emeritus
  • Arbiter (+8000)
  • *
  • Posts: 8972
  • Fan Power Advocate
    • View Profile
Re: Bug Topic
« Reply #32 on: January 08, 2008, 02:21:48 pm »
Hmm, could this be a situation where multiple versions of Chrono Trigger existed, and multiple (slightly different) versions are floating around on the Net? Also, should the Compendium distribute the ips along with a readme instructing players to use ZSNES and not SNES9x?

ZeaLitY

  • Entity
  • End of Timer (+10000)
  • *
  • Posts: 10797
  • Spring Breeze Dancin'
    • View Profile
    • My Compendium Staff Profile
Re: Bug Topic
« Reply #33 on: January 08, 2008, 02:45:22 pm »
Hm, I wonder why it happened in that ROM. Anyway, I don't have the problem on a fresh one.

Well, I'll go ahead and port the interview and release now. The forum will be public once the release is finished.

Vehek

  • Errare Explorer (+1500)
  • *
  • Posts: 1761
    • View Profile
Re: Bug Topic
« Reply #34 on: January 11, 2008, 12:33:52 am »
I just checked the Ocean Palace problem with Geiger's SNES9x debugger.

$C0/3B71 AD 10 42    LDA $4210  [$00:4210]   A:0B42 X:06D7 Y:06D5 P:envMxdizC
$C0/3B74 10 FB       BPL $FB    [$3B71]      A:0B42 X:06D7 Y:06D5 P:envMxdizC
$C0/3B71 AD 10 42    LDA $4210  [$00:4210]   A:0B42 X:06D7 Y:06D5 P:envMxdizC
$C0/3B74 10 FB       BPL $FB    [$3B71]      A:0B42 X:06D7 Y:06D5 P:envMxdizC

Seems to be caught in a loop somewhere in
003B4B   003B9D   CODE   N   "Event Commands DF, E1"   2004.06.25

FaustWolf

  • Guru of Time Emeritus
  • Arbiter (+8000)
  • *
  • Posts: 8972
  • Fan Power Advocate
    • View Profile
Re: Bug Topic
« Reply #35 on: January 11, 2008, 01:32:51 am »
Ah, nice find Vehek! Uh, I wish I knew what that code meant exactly. Does this mean a revised version of the patch can be made?

JLukas

  • Fan Project Leader
  • Squaretable Knight (+400)
  • *
  • Posts: 426
    • View Profile
Re: Bug Topic
« Reply #36 on: January 11, 2008, 03:33:59 am »
Looks like a wrong variant of ChangeLocation used?  Try changing the Variant box of the ChangeLocations command that brings you to the location that crashes.  Range DC-E1 is possible.  Unforunately we still don't know what all the different variants do.  Maybe things like wait for music/sound effect end, or screen fade.  That would explain the infinite loop.

Edit: I'm guessing you're using E1 at the moment, change it to something else.
« Last Edit: January 11, 2008, 03:42:56 am by JLukas »

ZeaLitY

  • Entity
  • End of Timer (+10000)
  • *
  • Posts: 10797
  • Spring Breeze Dancin'
    • View Profile
    • My Compendium Staff Profile
Re: Bug Topic
« Reply #37 on: January 12, 2008, 02:53:31 am »
Someone reported that if you stand directly behind the Kajar NPC who jumps up, you'll be stuck after talking to him.

Talah Rama

  • Porrean (+50)
  • *
  • Posts: 59
    • View Profile
Re: Bug Topic
« Reply #38 on: January 14, 2008, 07:55:12 am »
When I go into the Beasts' Nest, Lasher talks, then goes to leave and instead just continues walking at the bottom of the screen, so I can't regain control of Magus.  Could somebody send a savestate made right after he leaves so that I can continue?

FaustWolf

  • Guru of Time Emeritus
  • Arbiter (+8000)
  • *
  • Posts: 8972
  • Fan Power Advocate
    • View Profile
Re: Bug Topic
« Reply #39 on: January 14, 2008, 01:41:42 pm »
Talah Rama, I've got a savestate handy, but's in SNES9x format. Are you able to convert from SNES9x to ZSNES savestate format? If so, it's attached to my post. Some renaming will probably have to be done to get this to work with your ROM (I named mine Prophet's Guile.smc).

[attachment deleted by admin]

JLukas

  • Fan Project Leader
  • Squaretable Knight (+400)
  • *
  • Posts: 426
    • View Profile
Re: Bug Topic
« Reply #40 on: January 14, 2008, 02:03:08 pm »
IIRC, snes9x can read zsnes save states but not vice versa (snes9x save states are compressed).  The extension might have to be renamed as well: Ex: .000 instead of .zst

FaustWolf

  • Guru of Time Emeritus
  • Arbiter (+8000)
  • *
  • Posts: 8972
  • Fan Power Advocate
    • View Profile
Re: Bug Topic
« Reply #41 on: January 14, 2008, 02:10:54 pm »
Well, shoot. That takes care of that then, unless there's an SNES9x -> ZSNES savestate converter somewhere.

Talah Rama

  • Porrean (+50)
  • *
  • Posts: 59
    • View Profile
Re: Bug Topic
« Reply #42 on: January 14, 2008, 07:34:39 pm »
Er... So is there anyone with a savestate right after that for ZSNES?  Because it's really good so far.  Also, how could this bug happen and why only to me?  :-(

FaustWolf

  • Guru of Time Emeritus
  • Arbiter (+8000)
  • *
  • Posts: 8972
  • Fan Power Advocate
    • View Profile
Re: Bug Topic
« Reply #43 on: January 14, 2008, 08:34:33 pm »
Talah Rama, go ahead and try the attached file out. Unzip it into whatever directory your ZSNES.exe and Prophet's Guile.smc are (or whatever you named your ROM). You will either have to rename the ROM or this .SRM save point so that they both match. I can't guarantee it'll work, but it seems that both ZSNES and SNES9x create these .SRM files to handle savepoints, so I'm hopeful. Let us know how this works.

[attachment deleted by admin]

Talah Rama

  • Porrean (+50)
  • *
  • Posts: 59
    • View Profile
Re: Bug Topic
« Reply #44 on: January 14, 2008, 08:43:10 pm »
Awesome, that worked!  Thanks a ton.