FINAL TESTING INITIATED - v1.02 ready for testing
Re: FINAL TESTING INITIATED - v1.01 ready for testing
I'm just going to check KC2 and my teleporter real quick then
Re: FINAL TESTING INITIATED - v1.01 ready for testing
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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Re: FINAL TESTING INITIATED - v1.01 ready for testing
No, it isn't. I just forgot to change the music in the two new rooms. Thanks for pointing that out.
Re: FINAL TESTING INITIATED - v1.01 ready for testing
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.
Nothing's easy.
Re: FINAL TESTING INITIATED - v1.01 ready for testing
in 1 day (maybe 2 if it gets released on sunday)? If you can do that..
Re: FINAL TESTING INITIATED - v1.01 ready for testing
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.kilon wrote:in 1 day (maybe 2 if it gets released on sunday)? If you can do that..
...
*exasperation*
Nothing's easy.
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Re: FINAL TESTING INITIATED - v1.01 ready for testing
Sure.Moniker wrote:Could you post the version with the updated (finalized?) ASM?
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Re: FINAL TESTING INITIATED - v1.02 ready for testing
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.
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
$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.
Re: FINAL TESTING INITIATED - v1.02 ready for testing
Yeah, I was just about to check that and then this happened when I beat Rumia.
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Re: FINAL TESTING INITIATED - v1.02 ready for testing
Oh god.
Is that a crash, or just some very messed-up layer positioning?
Is that a crash, or just some very messed-up layer positioning?
Re: FINAL TESTING INITIATED - v1.02 ready for testing
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
Tried it myself, and got this result:
It seems like the HDMA that makes the background scroll in two different directions isn't reset after the battle is over. Kil?
It seems like the HDMA that makes the background scroll in two different directions isn't reset after the battle is over. Kil?
Re: FINAL TESTING INITIATED - v1.02 ready for testing
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.
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.
Nothing's easy.
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Re: FINAL TESTING INITIATED - v1.02 ready for testing
D: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."
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.
Re: FINAL TESTING INITIATED - v1.02 ready for testing
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.
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.
Trouble with a capital COW.
<math>\tan{A}\sin{N}</math>
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Re: FINAL TESTING INITIATED - v1.02 ready for testing
Actually, I fixed it by moving the hijack back to $F60A.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.)
Re: FINAL TESTING INITIATED - v1.02 ready for testing
Since I'm too lazy/don't remember which channels the regular HDMA uses, consider removing the scrolling bg.
Just put an rts right at the beginning
for that one too
Code: Select all
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; BGHDMA1
;; parallax BG control 1
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
BGHDMA1:
RTS
Code: Select all
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;; BGHDMA2
;; parallax BG control 2
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BGHDMA2:
RTS
Re: FINAL TESTING INITIATED - v1.02 ready for testing
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.yoshicookiezeus wrote:EDIT: Death counter fixed.
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Re: FINAL TESTING INITIATED - v1.02 ready for testing
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.
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.
Re: FINAL TESTING INITIATED - v1.02 ready for testing
Kil which HDMA channels did you use? I can probably find out which ones SMW uses.
Trouble with a capital COW.
<math>\tan{A}\sin{N}</math>
Re: FINAL TESTING INITIATED - v1.02 ready for testing
that's not the problem. I don't feel like fixing and testing this stuff anymore so let's just put it to bed
Re: FINAL TESTING INITIATED - v1.02 ready for testing
edit: nvm it's good.
Trouble with a capital COW.
<math>\tan{A}\sin{N}</math>
Re: FINAL TESTING INITIATED - v1.02 ready for testing
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.
In 2p mode, Iris's Demo counter never counts up, but all the deaths do register and count on Demo's Demo counter.