Hello I want to post a bug the HUD map disappear at the menu screen in dungeons I thought was because of RA's core (Mesen)but It happened using the latest standalone emulator.
Yeah, we've been discussing this one for a bit at the post on Oct 15 at 8:47am. In short, the best way to address this one is to figure out how to scroll the HUD map mask downward when pressing the start button. It's an open issue.
I think I found a glitch. Can't see anyone else has mentioned it. Whenever Link goes down a cave/level entrance he disappears, same with coming back out.
Mkwong98 noted this recently as well. To summarize, there are two issues:
1. Hidden caves are one problem. The pack uses one giant ".png" file for the Overworld. The current strategy is to cover the giant ".png" file with a "cave entrance mask" graphic whenever a hidden entrance is uncovered. The only way to keep the "walking up" and "walking down" functionality would be to have a transparent cave entrance (which is not possible if a mask is being used). I've thought about a couple of alternatives to address this, but each one I can think of has it's own downsides.
2. The second issue is related to the running animation. There is a limitation of the current running functionality that has probably bothered me the most. But it would appear it’s not as much of a noticeable issue for others. I'm surprised (and happy) no one has mentioned this yet – But, Link's running animation occurs when a player is pressing a directional button. Below is the memory check used:
The reason this memory check is used rather than the native walking functionality is because more frames were added to running then what is present in the vanilla game. As a result, something needs to trigger Mesen to cycle through a multi frame running animation. This memory check is the best and most reliable option found so far (KYA uncovered it).
However, this does come with a couple of side effects. First, there are many points in the game where Link is stationary. One example is when you enter the first cave with the sword. In the vanilla game, when the text is populating, you can press forward and Link's sprite will not change at all. However, in this pack, if you press forward during this point, Link will run, but he will also appear stationary. Below is an example:
Also, this means that when Link is supposed to be walking on “autopilot” (like during cave entrances and exits), it’s possible for Link to appear as though he is “levitating.” This occurs if Link is walking on “autopilot,” but the player is not pressing a directional button. Below is an example:
I mention all of this because the “black cave entrance mask” mostly covers up this "levitating" problem. If the first issue I mentioned is fixed by finding an alternative to using a mask to deal with hidden cave entrances, the “Link levitating” problem would then need to be addressed.