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ZC 2.50 RC3


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#541 Saffith

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Posted 31 July 2012 - 10:50 AM

I have Mac OS available now. Still trying to figure out how to do some things, but it seems to be working okay.
Here's another build of RC3. Could one or two of you try it and make sure it works?
http://www.mediafire...cvbc01sd1q0er1d

#542 Eurysilas

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Posted 31 July 2012 - 11:27 AM

Player crashes on startup-

CODE


Process:         Zelda Classic [577]
Path:            /Users/eurysilas/Desktop/Zelda Classic/Zelda Classic.app/Contents/MacOS/Zelda Classic
Identifier:      com.armageddon.Zelda Classic
Version:         ??? (???)
Code Type:       X86 (Native)
Parent Process:  launchd [99]

Date/Time:       2012-07-31 11:13:32.206 -0500
OS Version:      Mac OS X 10.6.8 (10K549)
Report Version:  6

Interval Since Last Report:          906882 sec
Crashes Since Last Report:           4
Per-App Crashes Since Last Report:   1
Anonymous UUID:                      78B7B903-F6F0-42B3-9C34-7F1B022BF654

Exception Type:  EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000
Crashed Thread:  0

Dyld Error Message:
  Library not loaded: liballeg-4.2.dylib
  Referenced from: /Users/eurysilas/Desktop/Zelda Classic/Zelda Classic.app/Contents/MacOS/Zelda Classic
  Reason: image not found



Editor does likewise-

CODE



Process:         ZQuest Editor [600]
Path:            /Users/eurysilas/Desktop/Zelda Classic/ZQuest Editor.app/Contents/MacOS/ZQuest Editor
Identifier:      com.armageddon.ZQuest Editor
Version:         ??? (???)
Code Type:       X86 (Native)
Parent Process:  launchd [99]

Date/Time:       2012-07-31 11:24:14.111 -0500
OS Version:      Mac OS X 10.6.8 (10K549)
Report Version:  6

Interval Since Last Report:          907523 sec
Crashes Since Last Report:           5
Per-App Crashes Since Last Report:   1
Anonymous UUID:                      78B7B903-F6F0-42B3-9C34-7F1B022BF654

Exception Type:  EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000
Crashed Thread:  0

Dyld Error Message:
  Library not loaded: liballeg-4.2.dylib
  Referenced from: /Users/eurysilas/Desktop/Zelda Classic/ZQuest Editor.app/Contents/MacOS/ZQuest Editor
  Reason: image not found



On a side note, saffith, you are the grooviest dude ever. Thanks! icon_smile.gif

#543 Saffith

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Posted 31 July 2012 - 02:08 PM

Second try: http://www.mediafire...c2zme54jec3ub5v

#544 Eurysilas

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Posted 31 July 2012 - 03:42 PM

Preliminary tests all check out- both apps start up, ag.cf based options for both apps can be set and are honored, in-app configurations are honored and work as expected, quests can be created, saved, and modified in the Editor, and 1st.qst successfully loads, saves, and functions correctly in the Player.

Keep in mind, this was the bare minimum I tested. Others will need to submit their particular use cases.

Edited by Eurysilas, 31 July 2012 - 03:43 PM.


#545 Saffith

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Posted 01 August 2012 - 12:33 AM

Still, looks good so far. Probably safe to say we don't need to wait around for _L_ anymore.

No luck with gdb yet, though, so try not to find too many bugs. icon_razz.gif

QUOTE(Eurysilas @ May 14 2012, 02:06 AM) View Post
On the Mac (10.6 "Snow Leopard") version of RC 3, the MIDI for the Island Sorrow (Level 1) begins to encounter difficulties with "stuck note" syndrome, eventually resulting in all instruments falling silent one-by-one until there is nothing playing. After a while, the MIDI returns to life.

So I looked at this MIDI, and I don't think there's anything we can reasonably do about it doing that. One of the guitars uses the sustain controller for the entire song. Essentially, the notes are deliberately stuck, and it gets to be more at once than the system can handle. Not a coincidence that it starts having problems when that guitar goes up high.

#546 Evan20000

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Posted 01 August 2012 - 09:49 AM

I've noticed that sometimes certain enemy types wander off the top of the screen (walking enemies). I'm unsure how to recreate it, but the specs of the enemy are. I've only had problems with this enemy type.

Random Rate: 4
Homing Factor: 150
Step Speed: 100


#547 Saffith

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Posted 01 August 2012 - 10:03 AM

Does that happen anywhere, or only on certain screens?

#548 Evan20000

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Posted 01 August 2012 - 10:05 AM

It happens in most screens where the enemy is placed. I tried swapping the enemy out for a different enemy to see if it was a problem with the screen and the problem stopped. This leads me to believe that some aspect of the enemy is acting undesirably.

EDIT: Also worth noting that it only happens on the north side of the screen from what I've observed, but that may just be due to the way the screens are designed.

Edited by Evan20000, 01 August 2012 - 10:07 AM.


#549 Eurysilas

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Posted 01 August 2012 - 10:37 AM

QUOTE("Saffith")

Still, looks good so far. Probably safe to say we don't need to wait around for _L_ anymore.


W00tsauce! icon_awesome.gif

QUOTE("Saffith")

So I looked at this MIDI, and I don't think there's anything we can reasonably do about it doing that. One of the guitars uses the sustain controller for the entire song. Essentially, the notes are deliberately stuck, and it gets to be more at once than the system can handle. Not a coincidence that it starts having problems when that guitar goes up high.


Ouch. icon_frown.gif s***. Well, perhaps I can see about converting that MIDI to MP3. Do MP3s have massive lag restarting in ZC like everyone says?

#550 Saffith

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Posted 01 August 2012 - 11:14 AM

QUOTE(Evan20000 @ Aug 1 2012, 11:05 AM) View Post

It happens in most screens where the enemy is placed. I tried swapping the enemy out for a different enemy to see if it was a problem with the screen and the problem stopped. This leads me to believe that some aspect of the enemy is acting undesirably.

EDIT: Also worth noting that it only happens on the north side of the screen from what I've observed, but that may just be due to the way the screens are designed.

I'm thinking the layout is probably relevant. Could you get a screenshot?


QUOTE(Eurysilas @ Aug 1 2012, 11:37 AM) View Post
Do MP3s have massive lag restarting in ZC like everyone says?

Not that I've noticed, but I might be using a different definition of "massive" here. A lot of MP3s have some leading and trailing silence; maybe that's the issue?

#551 Eurysilas

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Posted 01 August 2012 - 11:27 AM

Well, I probably phrased that entirely wrong. Say you need a MP3 to loop. Will there be a noticeable pause (think SegaCD games) when doing so?

#552 Evan20000

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Posted 01 August 2012 - 11:30 AM

Sure thing. http://i.imgur.com/Vda85.png

Additionally, Vires also seem to teleport a small distance (around a tile it seems) when they recover from being stunned periodically. I'm unsure what exactly causes this, but it happens far more often in sideview screens.

#553 Saffith

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Posted 01 August 2012 - 12:00 PM

QUOTE(Eurysilas @ Aug 1 2012, 12:27 PM) View Post
Well, I probably phrased that entirely wrong. Say you need a MP3 to loop. Will there be a noticeable pause (think SegaCD games) when doing so?

Yeah, I think it'd be noticeable, but it may not be an issue if you're looping the full song.

Of course, another option would be simply to remove the problematic controller: dream_on.mid
If that one does the same thing, I'm wrong and the problem is something else entirely. icon_razz.gif

#554 Moosh

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Posted 01 August 2012 - 12:05 PM

It seems that when enemies are killed with the hammer, my global script can't detect them dying. Could you look into this, Saffith? If there's no way to fix this I suppose I could just make the enemy in question immune to the hammer.

#555 Saffith

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Posted 01 August 2012 - 12:28 PM

What does your death detection code look like?


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