ZC 2.5 RC 2.5 (Windows)
#31
Posted 23 December 2011 - 09:19 PM
Here's the same build of zelda-w.exe, but built on my system. See if it does any better.
http://www.mediafire...em67remqzoaepog
#32
Posted 23 December 2011 - 09:23 PM
BTW, I'm thinking that whatever happened when the build was compiled, might be causing a memory leak of some sort. There have been other crashes in ZC and ZQuest that were caused by memory leaks.
Edited by XMuppetSB, 23 December 2011 - 09:31 PM.
#33
Posted 23 December 2011 - 09:30 PM
Edited by Rambly, 23 December 2011 - 10:17 PM.
#34
Posted 23 December 2011 - 09:53 PM
#35
Posted 23 December 2011 - 10:06 PM
BTW, in your modified version of RC2.5, I found a little glitch with picking up bomb ammo. Click here for details.
Edited by XMuppetSB, 23 December 2011 - 10:08 PM.
#36
Posted 23 December 2011 - 10:10 PM
#37
Posted 23 December 2011 - 10:13 PM
(I used a separate folder by the way)
Edited by XMuppetSB, 23 December 2011 - 10:29 PM.
#38
Posted 23 December 2011 - 10:50 PM
http://www.mediafire...029169tqn25sclf
There are four in there. What's the earliest one that crashes, or do they all work?
Sorry, I know it's a bit of a hassle, but there isn't really an easier way to do this. Might be one more set of two or three after this one, depending on which of these work.
#39
Posted 23 December 2011 - 11:00 PM
#40
Posted 23 December 2011 - 11:24 PM
Here's a modified RC2.5. Any improvement?
http://www.mediafire...9cksa4gx78e7i4c
#41
Posted 23 December 2011 - 11:55 PM
#42
Posted 24 December 2011 - 03:44 AM
#43
Posted 24 December 2011 - 02:27 PM
#44
Posted 04 January 2012 - 09:42 AM
But I guess I should stop rambling and get to the point.
Last night, LinktheMaster and I had a near panic attack when we ended up encountering a mysterious problem with a cutscene ffc script we have been adding on to over time. It stopped working without any sort of error. Normally, one might think we just screwed up somewhere and code wasn't executing due to our own error... but that's not the case. We found that the problem would fix itself if we deleted random lines of code or took out various functions. We tried this in both RC2 and RC2.5 and got the same result.
We initially freaked out since we thought we had hit the end of the line regarding how much scripting a quest could contain total. We have actually already encountered compiler errors due to having individual functions that were too long and had too many if statements and loops (during that time, ZQuest was putting out memory exhaustion errors caused by a function that was 2,000 lines), so we didn't rule that out. However, we eventually narrowed it down to being a problem with FFCs having too much crap.
Our theory is that the cutscene ffc script we used simply contained too much code when it was converted to ZASM, so ZC's memory simply didn't want to handle it. The actual ffc script isn't that large, but it refers to enormous individual cutscene functions outside of it with various if/else statements that I assume are compiled into the ZASM. It did not help that the particular screen we noticed this cropping up on initially had two instances of the script running due to there being two different cutscenes on the same screen at different points in the quest.
For reference of just how large we are talking, here are some stats generated by cloc (Count Lines of Code) using its C++ interpretation for our overall project as of last night.
Note that this does not include std.zh and strings.zh, which are also in the project.
http://cloc.sourceforge.net v 1.55 T=1.0 s (11.0 files/s, 17707.0 lines/s)
--------------------------------------------------------------------------------------
File blank comment code
--------------------------------------------------------------------------------------
fairy-gb\fairy_cutscenes.zh 1127 1011 4161
fairy-gb\fairy_enemies.zh 640 805 2890
fairy-gb\fairy_functions.zh 328 623 1992
fairy-gb\fairy_ffcscripts.zh 210 332 1112
fairy-gb\fairy_menus.zh 112 149 540
fairy-gb\fairy_debug.zh 26 53 341
fairy-gb\fairy_strings.zh 49 107 326
fairy-gb\fairy_items.zh 36 47 202
fairy-gb\fairy_scripts.zh 37 36 138
fairy-gb\fairy_global.zh 26 29 129
fairy-gb\fairy_library_ffcscript.zh 18 8 67
--------------------------------------------------------------------------------------
SUM: 2609 3200 11898
--------------------------------------------------------------------------------------
The total number of lines generated by a ZASM dump is 170,810. This number includes std.zh and strings.zh.
As you may notice, fairy_cutscenes.zh is the largest file in the quest. Up until last night, it was also the largest ffc script since every single line was either part of the ffc script or referenced by it. It also referenced tons of crap from fairy_functions.zh and some enemies from fairy_enemies.zh. And then there are items from std.zh and strings.zh.
So yeah. It contained a lot of stuff.
We managed to fix this particular problem by splitting the cutscene ffc up and using Saffith's ffcscript library to load them as we needed them. But seeing as this is the second time we've almost had a complete panic meltdown (the first time being the compiler error with the too large function), it is natural that we are bit worried about hitting other limits that might present themselves with scripting.
It would really be nice to know if there is anything else we might potentially encounter. What is the actual limit to stuff that can be put into an ffc script before it just gives up? Is there a maximum amount of scripting that can go into a quest besides the number of script slots? Does the global script have a limit? Does the pool that I assume holds things such as global variables have a limit?
This is really worrying us since we really don't want 3 years of effort to just die without warning like it has almost done twice within the past month.
#45
Posted 04 January 2012 - 10:15 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users