- Another beta test, hopefully the last that knocks out the bugs.
All the bugs listed, except for possibly the Doppler Fortress one, I honestly can't seem to recreate that whatsoever nor is there anything that I can see, as of right now anyway, that would alter X's armor values. That's exceptionally odd.
As for all the other ones, those 'should' be fixed now along with issue with sub-weapon ammo usage.
The sub-boss in Neon Tiger's stage, I kept the Damage Table Switch code I had for it, but I altered the damage tables so anything can basically repeatedly hit it like the original game, so the boss should be a cake walk again.
June 02, 2018, 09:51:48 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, bug fixing a few things while I have a little motivation on this project again.
There's been a common but exceedingly rare bug in which doors will not open in the Doppler Levels for some reason. I'm.. still not sure what would cause this. The only time these bits are set are during REX2000 and Mosquitus events. Otherwise, it's the Sigma Virus event. Essentially what happens is that $7E:1F5F gets set > 00. If it's above 00, it will not allow mid-boss doors to be opened. But this doesn't make any sense that it just.. suddenly happens sometimes when you switch. I'm looking into it even as I type but I'm not seeing anything that could cause this. This is very unusual.
The only other cause I can think of is that it's underrolling the Object Animation setting which is at $7E:1F28. I rewrote the code just now, slightly, so it does STZ instead of DEC. Otherwise, if this bug occurs again, then I'm not sure what to say. None of my ASM files ever touch these two values in quantity. Anytime they are touched now, it STZs them. So let's hope it's fixed. I also thought maybe it was reading the 1-Up object on accident as the door value but that's not even close to the case either. It's reading entirely separate RAM.
In any case, let's hope this is fixed. DO NOT USE A SAVE STATE IN WHICH THE DOOR IS CURRENTLY NOT WORKING! THIS WILL 'NOT' FIX SOMETHING ALREADY DONE!
As for X suddenly losing armor parts, this is something I'm going to have to say may be outside influence with cheats or something else. I've had only a few reports on this but they're in circumstances that make absolutely no sense.
The fun thing here is that there is no relevant code in any situation that would update the armor location, ESPECIALLY the NEW location that all PC RAM is stored to. The 'only' time it ever updates is if you obtain a capsule piece. There's nothing in any specific event to touch it, nor in the original code as it never existed in the first place. I won't rule out that it may be some latent code in the ROM somewhere but the fact that it's 'never' been seen after various damaging, moving, buster, specific and all other events is odd. Even in the new RAM data, there's 10 bytes prior that don't get read or touched making it more plausible that it's cheats or something. I still won't rule out an in-game bug but with how this is right now, I honestly can't chalk it up as a bug. It doesn't make any logical sense in any of the code for it to happen as it never gets touched in actual game play.https://www19.zippyshare.com/d/uoGJa7FE/859/MMX3V4.0Beta.zip
- Here's the next beta test. This 'should' hopefully fix the door issue and the NG+ issues along with P.Bomb and T.Fang charge. That SHOULD'VE been fixed in the prior patch but hopefully this confirms it officially. The mid-boss in Neon Tiger's level should be a lot easier as well. It takes the full damage it should now and then some I think on X's buster too since there's been a common complaint of it taking too long.