ZC 2.50 RC3
#541
Posted 31 July 2012 - 10:50 AM
Here's another build of RC3. Could one or two of you try it and make sure it works?
http://www.mediafire...cvbc01sd1q0er1d
#542
Posted 31 July 2012 - 11:27 AM
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-
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!
#544
Posted 31 July 2012 - 03:42 PM
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
Posted 01 August 2012 - 12:33 AM
No luck with gdb yet, though, so try not to find too many bugs.
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
Posted 01 August 2012 - 09:49 AM
Random Rate: 4
Homing Factor: 150
Step Speed: 100
#547
Posted 01 August 2012 - 10:03 AM
#548
Posted 01 August 2012 - 10:05 AM
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
Posted 01 August 2012 - 10:37 AM
Still, looks good so far. Probably safe to say we don't need to wait around for _L_ anymore.
W00tsauce!
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.
#550
Posted 01 August 2012 - 11:14 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.
I'm thinking the layout is probably relevant. Could you get a screenshot?
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
Posted 01 August 2012 - 11:27 AM
#552
Posted 01 August 2012 - 11:30 AM
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
Posted 01 August 2012 - 12:00 PM
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.
#554
Posted 01 August 2012 - 12:05 PM
#555
Posted 01 August 2012 - 12:28 PM
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