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FINAL TESTING INITIATED - v1.02 ready for testing

it came, it went! all the old ASMT stuff is here
Kil2
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Re: FINAL TESTING INITIATED - v1.01 ready for testing

Post by Kil2 »

I'm just going to check KC2 and my teleporter real quick then
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Re: FINAL TESTING INITIATED - v1.01 ready for testing

Post by Kil2 »

Did something happen to the second bottom right room of KC's castle? It has different music. Or is that intended?
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yoshicookiezeus
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Re: FINAL TESTING INITIATED - v1.01 ready for testing

Post by yoshicookiezeus »

No, it isn't. I just forgot to change the music in the two new rooms. Thanks for pointing that out.
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Re: FINAL TESTING INITIATED - v1.01 ready for testing

Post by Moniker »

Could you post the version with the updated (finalized?) ASM? I think I'll do a full playthrough of the game to make sure everything's in its proper place.
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kilon
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Re: FINAL TESTING INITIATED - v1.01 ready for testing

Post by kilon »

in 1 day (maybe 2 if it gets released on sunday)? If you can do that..
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Moniker
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Re: FINAL TESTING INITIATED - v1.01 ready for testing

Post by Moniker »

kilon wrote:in 1 day (maybe 2 if it gets released on sunday)? If you can do that..
Oh right, C3. Well, I guess I'll test as much as I can. Just want to make sure the thing is absolutely finished before everyone moves on.
...
*exasperation*
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yoshicookiezeus
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Re: FINAL TESTING INITIATED - v1.01 ready for testing

Post by yoshicookiezeus »

Moniker wrote:Could you post the version with the updated (finalized?) ASM?
Sure.
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ASMTv1.02.rar
I'm still kind of amazed that this thing is still working after all those patches...
(801.9 KiB) Downloaded 127 times
Kil2
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by Kil2 »

Could someone check rumia -> KC2 for me. I'm kind of tired of playing castle 5 and then all of KCs on a new rom constantly.

If for some reason it doesn't work, I isolated the problem RAM. It's $06B1 specifically. None of the others matter except that. It just needs to get zeroed.
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by yoshicookiezeus »

$06B1 (along with all the other Rumia freeRAM) is zeroed out in levelinit for 11D (KC's castle start), so that shouldn't be a problem.
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by Kil2 »

Oh good
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by Alex-R »

Yeah, I was just about to check that and then this happened when I beat Rumia.
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Oh god what has science done?
Oh god what has science done?
ASMTv1 2010 05_07 21-56-16.png (1.01 KiB) Viewed 7870 times
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yoshicookiezeus
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by yoshicookiezeus »

Oh god.

Is that a crash, or just some very messed-up layer positioning?
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by Alex-R »

The cutscene continued like normal and everything else seems to work fine so it's probably just some messed up layer positioning.
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by yoshicookiezeus »

Tried it myself, and got this result:
ASMT_00000.png
ASMT_00000.png (3.06 KiB) Viewed 7855 times
It seems like the HDMA that makes the background scroll in two different directions isn't reset after the battle is over. Kil?
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by Moniker »

There's a fairly serious problem with the new demo counter. The demo counter increases every time you get hurt in water, it seems. Even if you don't die.

Shit, it even happens when you get hit out of water by those jumping fish. Eg. the first enemies in "water water everywhere."

e: Well it looks like it just happens whenever you get hit, anywhere, although I could've sworn this didn't happen when I first booted it up. It's certainly happening now, though.
Last edited by Moniker 14 years ago, edited 1 time in total.
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by yoshicookiezeus »

Moniker wrote:There's a fairly serious problem with the new demo counter. The demo counter increases every time you get hurt in water, it seems. Even if you don't die.

Shit, it even happens when you get hit out of water by those jumping fish. Eg. the first enemies in "water water everywhere."
D:

chdata, I thought you said that you tested the new patch?

At least I think I have a fairly good idea of how to fix this one.

EDIT: Death counter fixed.
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Chdata
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by Chdata »

I bet I know why. It's probably because I moved your update demo counter hijack farther back in the death routine... which is shared with the hurt routine FB57 or whatever actually. I tested it but I always avoid enemies lol.

edit: Yeap. I think just adding in a check for big mario should work. (If you're not small mario, don't run the update demo counter.)


Also in the Juke Block Room, spin jump ten times on the increment song block, that song has incorrect samples. I'm very sure it's mean to be the waterfall sound.
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by yoshicookiezeus »

chdata wrote:I bet I know why. It's probably because I moved your update demo counter hijack farther back in the death routine... which is shared with the hurt routine FB57 or whatever actually. I tested it but I always avoid enemies lol.

edit: Yeap. I think just adding in a check for big mario should work. (If you're not small mario, don't run the update demo counter.)
Actually, I fixed it by moving the hijack back to $F60A.
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by Kil2 »

Since I'm too lazy/don't remember which channels the regular HDMA uses, consider removing the scrolling bg.

Code: Select all

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;;  BGHDMA1
;;	parallax BG control 1
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

BGHDMA1:
RTS
Just put an rts right at the beginning

Code: Select all

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;;  BGHDMA2
;;	parallax BG control 2
;;	
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

BGHDMA2:
RTS
for that one too
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by Moniker »

yoshicookiezeus wrote:EDIT: Death counter fixed.
Make sure to check the case of getting interrupted while flying (you get some frames of invincibility but don't take damage). It counts as a demo in 1.02, and while I know nothing about hex, it seems like it could be a gray area.
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by yoshicookiezeus »

That should also be fixed, yes. Right now, the demo counter is increased at the place where the original game plays the Mario death sound effect.

Kil: It's kind of a disappointing solution given how nice the battle looked with the HDMA effects, but oh well. At least it works.
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Chdata
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by Chdata »

Kil which HDMA channels did you use? I can probably find out which ones SMW uses.
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Kil2
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by Kil2 »

that's not the problem. I don't feel like fixing and testing this stuff anymore so let's just put it to bed
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Chdata
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by Chdata »

edit: nvm it's good.
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Re: FINAL TESTING INITIATED - v1.02 ready for testing

Post by Xalnop »

Not sure where to put this exactly, but it's something I noticed when playing today.

In 2p mode, Iris's Demo counter never counts up, but all the deaths do register and count on Demo's Demo counter.
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