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March 25, 2025, 01:30:02 pm

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


ReMixed Bug Reports

Started by Nyzer, July 02, 2024, 01:41:13 am

Memoka

cant insert images on edit...
  • Modding version: Other/Unknown

Memoka

Testing new patch jump... Messy. But works as intented. character jumps!!!
  • Modding version: Other/Unknown

Memoka

Its supposed to be counter. not?
  • Modding version: Other/Unknown

Memoka

Sorry... I should updated clean version. It works and shows like it should. Forget about 2 top posts.

Skills bug is still viable though.
  • Modding version: Other/Unknown

Nyzer

I don't have a convenient save file available to look at that myself. If you can upload yours, I'll take a look when I get the opportunity.
  • Modding version: Other/Unknown

Memoka

Quote from: Nyzer on December 28, 2024, 12:54:32 amI don't have a convenient save file available to look at that myself. If you can upload yours, I'll take a look when I get the opportunity.
Not sure how to insert a file...
Found it, check 2 or 3 save. Thanks for the work.
  • Modding version: Other/Unknown

Nyzer

Thanks, Memoka. Found the issue: at one point during my modified code, I save the pointer to the unit's data to make sure I won't lose it, and then during another part of the code, I load it back out later to check the unit's skillsets. The problem is that I was skipping this save if the unit is a monster. I honestly don't know why monsters worked at all, but with the save moved back before the monster check, it seems to be functioning correctly. This fix will be included in the next update.
  • Modding version: Other/Unknown

Nyzer

I was planning to push forward with my work on the Jump skillset functionality, but that didn't pan out. Finally went and got a new version out that should have this fix taken care of, since I'm not sure when I'll be able to get the next feature finished and didn't think this should wait.
  • Modding version: Other/Unknown

Cecil Harvey

Absolutely loving this mod so far. Here's two things I noticed, and I'm just wondering if they're actual bugs to be fixed, likely emulator issues, or just my own misunderstanding. Playing on the latest stable 1.1.11 version, and I haven't seen either of these specific things mentioned in the bug report yet, so I'm guessing they weren't directly addressed in 1.2.

1. The "defend" command claims to not consume your "act", but as far as I can tell, it still does. A character using "defend" has their CT set back by the same amount as one who attacks or uses another action.

Example: Assume everyone has identical speed.
Bob moves and and attacks on his turn. Now it's Tom's turn, and since he has the same speed as Bob, I can highlight Bob and see that his CT has gone down to zero.
Now Tom moves and uses "defend". Now it's Sally's turn and I can highlight Tom and see that his CT is also at zero along with Bob's.
Sally moves and uses "wait". Now it's Kevin's turn and I can see that Sally's CT is at 20 while Bob and Tom are at zero.

Shouldn't Tom also have 20 CT if defend didn't consume "act"? Or is there something else that happens behind the scenes that I just can't see? I tried to test this on the latest version of 1.2 on Duckstation, but that just froze the game whenever I chose to "defend".

2. The Archer's "aim" claims to never miss, but the percentage that shows when I use it is exactly the same as a regular attack and it has also missed. Shouldn't it show 100%?
Also, there is no terrain in the way and no reaction abilities involved. I'm talking about monsters and early game NPC enemies on Mandalia plains, and I know what it looks like when there's a rock in the way.

Mainly just wondering if it's just me, or if I'm actually drawing attention to an issue. These seem like they might easily be overlooked during casual play.
  • Modding version: Other/Unknown

Nyzer

Not sure if you're having emulator issues or what, because both of those should have (seemingly) worked fine on 1.1.11. If you're not using Duckstation, you should be. Reactions will likely also interfere with Aim - I never got around to testing that against Arrow Guard or Blade Grasp.

Aim works differently in 1.2 and should not have any issues. Defend was just correctly not consuming my turn as well in some testing I did as part of making a new menu option.

Once I finish my new version of the Doublecast hack, I'll finally be doing a full playthrough of 1.2 myself so I can take it off beta status. But the current version should be quite stable AFAIK.
  • Modding version: Other/Unknown

Emptyeyes

Playing through 1.2.2 leveling in deep dungeon no bugs found so far.  The new jump update is a gamechanger, lancers are so much more useful and not just a javelin 2 holder.
  • Modding version: PSX & WotL

Cecil Harvey

Quote from: Nyzer on January 06, 2025, 01:49:27 amNot sure if you're having emulator issues or what, because both of those should have (seemingly) worked fine on 1.1.11. If you're not using Duckstation, you should be.
Well, I appreciate the reply in any case. I suspect the issue is that the version of Duckstation I tested wasn't the most up to date version, and my computer is pretty terrible.

So far, everything else seems to work as advertised and it makes for a fantastic way to revisit the game. Lancer and geomancer skill progression, in particular, had always been kind of dumb, and the system you implemented is much better. And making "gained jp up" the default is great at making support skills feel usable.

For the time being, I'll just continue the save file on the system I have and see how it goes.
  • Modding version: Other/Unknown

eldergoose96

When given the chance to recruit Orlandu in chapter 4, I remove a character from my party to make room and after the "joined" the screen goes black and the game freezes. If I choose not to recruit him the game carries on just fine
  • Modding version: PSX & WotL

Nyzer

Quote from: eldergoose96 on January 12, 2025, 11:35:43 pmWhen given the chance to recruit Orlandu in chapter 4, I remove a character from my party to make room and after the "joined" the screen goes black and the game freezes. If I choose not to recruit him the game carries on just fine

What version and what emulator?
  • Modding version: Other/Unknown

eldergoose96

January 13, 2025, 07:00:39 pm #114 Last Edit: January 13, 2025, 07:56:02 pm by eldergoose96
Quote from: Nyzer on January 13, 2025, 01:37:35 amWhat version and what emulator?

1.1.11 on duckstation. smooth sailing up until this point. I'm going to patch a new rom with the newest version and try to pick up my save from there

edit: i tried this with v1.2.23 beta and ran into the same issue. I've even repeated the battle leading up to this and the same thing happened.
  • Modding version: PSX & WotL

Nyzer

If you still have a save from before it happens, it may be helpful if you can provide your save file.
  • Modding version: Other/Unknown

FinalMasterM

Firstly I want to thank you for such an awesome mod and all the work you and the community have put into it.

Thank you.

Second is there a known list of bugs or things to avoid when not playing on Duckstation?

I'm playing on my PS3 via HEN and mmCM and I learned early on that Defend crashes and just found that Steal Gil with Bandit's Eye does as well.
  • Modding version: PSX & WotL

Nyzer

There is no such list. You can certainly make one, if you're determined enough to play the game through the crashes.

It's even possible that such a list could let us know about what conventions to avoid for maximum compatibility. Knowing that those two, specifically, cause issues is appreciated. If I could find some common link, I could try fixing it - not that I can test it myself.

The one other thing I remember is that Retraining crashes the game on PSX hardware if more than one unit is sent on the mission. The ASM work I use for Retraining isn't my own, so I'm completely in the dark on that one.
  • Modding version: Other/Unknown

FinalMasterM

January 15, 2025, 05:48:14 am #118 Last Edit: January 15, 2025, 02:26:32 pm by FinalMasterM
Quote from: Nyzer on January 15, 2025, 01:46:10 amThere is no such list. You can certainly make one, if you're determined enough to play the game through the crashes.

It's even possible that such a list could let us know about what conventions to avoid for maximum compatibility. Knowing that those two, specifically, cause issues is appreciated. If I could find some common link, I could try fixing it - not that I can test it myself.

The one other thing I remember is that Retraining crashes the game on PSX hardware if more than one unit is sent on the mission. The ASM work I use for Retraining isn't my own, so I'm completely in the dark on that one.

No issues with sending 1, 2 or 3 units out on retaining missions or others so far.

Found another crash when using "Best" on Lavian and Agrias in the Formation>Item menu.

EDIT: And Mustadio
  • Modding version: PSX & WotL

FinalMasterM

January 15, 2025, 07:45:40 am #119 Last Edit: January 15, 2025, 02:25:55 pm by FinalMasterM
While running 2 TMs I managed to learn Haste 2 off one on another, but no other skills seemed to trigger that affect (Float, Quick, Haste 1, for example). Is that a bug or just a very small chance of happening?
  • Modding version: PSX & WotL