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Floating Continent Shadow bug in my hack Project III

#1
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Hi all,

It's come to my attention that my ROM hack Project III has an issue wherein Shadow never appears if you wait for him at the Floating Continent. I double-checked and confirmed that this was a bug exclusive to my hack. I'm at a loss as to how I might fix it, or what caused it. I did base Project III off of an older version of C.V. Reynolds' bug fix and added several other patches as well. The strange part is I tested this section prior to release and it was fine, so it broke somehow between then and my testing for WoR.

https://imminent-aardwolf-9aa.notion.sit...658ed80416

I've attached a SRM for testing, though I cheated to save right before the countdown timer event. I tried saving right after Nerapa with the "save anywhere" cheat to make it easier, but I encountered problems even in vanilla FFIII US when I did that.

Is there anyone who would be able to help me shed some light on this? Thanks so much.

Edit - Forgot to upload the SRM last time, sorry.


Attached Files
.zip  Project_III_v100_SRM.zip (2.52 KB, 3 downloads)
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#2
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Nattak\'d
I'm not seeing an attachment for the save, I doubt a save during that countdown event could be used accurately anyway, but I patched the hack and played from the IAF battle onwards, and he seems to be showing up fine, waiting once or twice. I'm not seeing anything wrong in the event code there, right after he shows up a subroutine at CA/57E6 was changed to go elsewhere where it removes some status from Shadow (dog block?), and then jumps back. But that's right after he shows up anyway, so if he's not showing up at all... I'm not too sure.


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#3
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(10-13-2024, 02:46 PM)Gi Nattak Wrote: I'm not seeing an attachment for the save, I doubt a save during that countdown event could be used accurately anyway, but I patched the hack and played from the IAF battle onwards, and he seems to be showing up fine, waiting once or twice. I'm not seeing anything wrong in the event code there, right after he shows up a subroutine at CA/57E6 was changed to go elsewhere where it removes some status from Shadow (dog block?), and then jumps back. But that's right after he shows up anyway, so if he's not showing up at all... I'm not too sure.

I misunderstood how attachments work, sorry. It should be in this post now.

This isn't a save made during the countdown timer, it was made right before you encounter Kefka and Gestahl in front of the Goddess Statues. I know it's inconvenient for testing to have to kill the dozens of Naughties and then Nerapa, but I confirmed Shadow shows on this save in FFIII US v1.0, but not Project III's most recent version.

Edit 1 - Alright, I did something seriously wrong. I can't even get onto the Floating Continent now, the party change screen call won't play. Since Post 1 has the report SRM, I'll instead attach the SRM I found online of being on the airship and trying to choose "Find the Floating Continent." (Project_III_v100_WORLDMAP_TO_FC). You can also just go below decks to try and change party members and it will crash.

Edit 2 - I decided to patch a different ROM and character selection is working now. But Shadow still isn't showing up.


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.zip  Project_III_v100_WORLDMAP_TO_FC.zip (1.4 KB, 1 downloads)
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#4
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Nattak\'d
I just sped through the game from a New Game because I thought perhaps your save data had become corrupted, and because I wanted to have a save from before the rising of the Floating Continent. I can confirm Shadow is not showing up, and I'm not sure why because it doesn't seem to be event code related, I tried replacing the event banks back to vanilla. I did some tests and it seems like 'timer 2' is not functioning as it should be... 'Timer 1' is working fine, that's what causes the game over upon reaching the countdown, while timer 2 is used for Shadow showing up. I did some event code testing and it seems like the Timer 2 is just not functioning correctly, i.e. the timer is not branching to its offset upon countdown. I have no idea why though, or really where to start.

I've attached a .SRM save data also here, just to possibly make testing easier for any others who might wanna help out with this, it has the characters at max level and all items and a Moogle Charm equipped on Locke just to speed it along to get to the Shadow bug issue.

I'll let ya know if I can discover anything else if I continue on trying to figure it out, but if it is some patch that is breaking it, I probably won't have the time to try and figure out which patch or code change it might be, if that's what it is, that'd be too large a mission I'm afraid. Hopefully someone else might be able to help out or give some ideas.

EDIT: All I can say thus far is it's something in the C0 bank, and possibly C1... Reverting both to vanilla makes him appear again.


Attached Files
.zip  Project_III_v100.zip (1.66 KB, 0 downloads)


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#5
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Hmm, I wonder if that would be "Slightly lagged battle event timer display fix" by assassin17? http://assassin17.brinkster.net/patches.htm#anchor43

I'm going to try using the anti-patches and reporting back.
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(10-14-2024, 05:07 PM)FlamePurge Wrote: Hmm, I wonder if that would be "Slightly lagged battle event timer display fix" by assassin17? http://assassin17.brinkster.net/patches.htm#anchor43

I'm using that patch in my project and don't have that issue, it's also a 1 byte change so I doubt your issue is caused by that patch.

To help finding the problem you can use PatchConflict and look at the logs to see what patch is the cause. Using a debugger/tracer can also help.

On a side note I once had that bug in my project but only because I thought there was only 1 timer going on when there's actually another one that's hidden that's directed at Shadow so both need to be modified if you want to mess with the timer otherwise it's gonna desync.



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#7
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Well, I can't find the culprit, but I can look into what's going on now that I know that. I'll see what I can whip up with a debugger, but if anyone has any insight in the meantime, I'd be grateful. Thanks!
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#8
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If you are using Cancel Button Dash v1.0, then that is the culprit.
Later versions fix the bug.
Hope it's that simple!
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Thank you for coming in clutch and saving my hack, SilentEnigma! I owe you a beer.
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