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ReMixed Bug Reports

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

Mutteo

Quote from: Nyzer on November 01, 2024, 11:23:28 pmYour images don't load. Best to upload them directly here or to imgur or something.

Here are the images.  It's a bit dark but you can see that Ramza isn't performing sing right now, and yet it's greyed out. I haven't had the chance to check it out in a random battle, but in the Deep Dungeon it was doing that.  Maybe there's a difference when using as a secondary ability. Sometimes when I attack first, it fixes itself next turn.  The same thing happens when I pick a song, and sometimes next turn it doesn't let me change songs, but the next turn it was fine.  Again I'm not sure how to make it happen consistently, some battles start out that way. I know that a lot of people used Dark Knight, but I don't see a lot of people using Bard, except for me.  I'm not sure if anybody can verify this bug for me.

The Reis glitch basically turns her into a glass cannon, 50 speed, 99 attack and magic, and 1 health, and you can't reverse it, once you click morph she is permanently broken.  It is possible nobody found this, because morphing Reis back to a dragon doesn't seem to have much value aside from making a custom monster.  Really it would have been more interesting if she could pick any monster type to change into. Making a purple chocobo or skeleton would be very amusing, but I know coding 16 custom monster types would be impossible.  It would probably be better removing this feature or doing something else with it entirely.

  • Modding version: PSX

UnfamedAsterisk

Oh yes this bug occurred in my game , strangely enough it also occurred when I was playing the deep dungeon , but instead of it saying that no abilities could be used it gave me only 2 sing abilities to use (I had all of them unlocked on my character) , they were grayed out and it wouldn't let me use them
 It got fixed when I pressed select on my primary abilities and I could sing again , I have no idea what causes this issue or why it seems to only happen in the deep dungeon for me
  • Modding version: Other/Unknown

Mutteo

Quote from: UnfamedAsterisk on November 02, 2024, 04:08:03 pmOh yes this bug occurred in my game , strangely enough it also occurred when I was playing the deep dungeon , but instead of it saying that no abilities could be used it gave me only 2 sing abilities to use (I had all of them unlocked on my character) , they were grayed out and it wouldn't let me use them
 It got fixed when I pressed select on my primary abilities and I could sing again , I have no idea what causes this issue or why it seems to only happen in the deep dungeon for me

Actually I am currently playing a Rendezvous battle with Ramza having the 2nd skill being Sing, and yet, during my second turn, my ninja with equip sword CAN'T use Darkness, eventhough she could before. I also tried your method of choosing an ability on the primary skill and canceling and that fixed it, for some reason.
  • Modding version: PSX

UnfamedAsterisk

That's very strange , I don't know what it is with sing that jumbles up everything with the ability list system but it seems that even stuff non related to it is being broken

Speaking of I also figured out the cause of my predicament , it seems that using equip change and selecting a different item to equip causes all of my sing abilities to be blank and it is saying that I don't have mp for this skill , and yeah pressing select on my primary ability set fixes it , it's like it's trying to draw from a non-existent move list , this is probably one of the strangest glitches i've seen in this hack because these can of worms came from such a simple concept as continuously singing while doing different actions
Screenshot_2024-11-02-17-02-02.png
  • Modding version: Other/Unknown

Nyzer

Just to be sure, nobody noticed any issues with Sing, Dance, or Darkness before the new Performance hack was included?

A savestate on PSX would allow me to properly debug this, but I can't reproduce it so far.
  • Modding version: Other/Unknown

Mutteo

Quote from: Nyzer on November 03, 2024, 11:52:13 pmJust to be sure, nobody noticed any issues with Sing, Dance, or Darkness before the new Performance hack was included?

A savestate on PSX would allow me to properly debug this, but I can't reproduce it so far.

I have a save state on the latest build, where the battle starts in the Deep Dungeon Terminate. Ramza has Sing as a 2nd ability and my female samurai with darkness is greyed out.  I hope it helps in some way.sstates.rar
  • Modding version: PSX

Nyzer

Sorry, I should have said PSXfin specifically. I don't even know what emulator that's for. I need a debugger to see the code and data of the game, and breakpoint it when it runs certain lines of code.
  • Modding version: Other/Unknown

Mutteo

Quote from: Nyzer on November 04, 2024, 03:20:10 amSorry, I should have said PSXfin specifically. I don't even know what emulator that's for. I need a debugger to see the code and data of the game, and breakpoint it when it runs certain lines of code.

Well it's a save state from epsxe 2.05, but I was able to transfer the memory card data to psxfin.  Unfortunately though I can't get the bug to happen on there.  Unless it's happening elsewhere, maybe it is the emulator.

Quote from: UnfamedAsterisk on November 02, 2024, 04:08:03 pmOh yes this bug occurred in my game , strangely enough it also occurred when I was playing the deep dungeon , but instead of it saying that no abilities could be used it gave me only 2 sing abilities to use (I had all of them unlocked on my character) , they were grayed out and it wouldn't let me use them
 It got fixed when I pressed select on my primary abilities and I could sing again , I have no idea what causes this issue or why it seems to only happen in the deep dungeon for me

Are you also also using a epsxe emulator?
  • Modding version: PSX

UnfamedAsterisk

Quote from: Mutteo on November 04, 2024, 03:32:46 pmAre you also also using a epsxe emulator?

Yes , the mobile version though Version 2.0.14
 
Some glitches are solely specific depending on what emulator you use for the game , making troubleshooting glitches like this a little tricky to perform
  • Modding version: Other/Unknown

Nyzer

Well, ePSXe is not really recommended - Duckstation is the go-to emulator for anything TLW related. ePSXe is known to have a few minor compatibility issues with TLW as is. And it seems it doesn't have a debugger, so I'd have no real chance to try to figure out those issues.
  • Modding version: Other/Unknown

Mutteo

Quote from: Nyzer on November 04, 2024, 09:48:47 pmWell, ePSXe is not really recommended - Duckstation is the go-to emulator for anything TLW related. ePSXe is known to have a few minor compatibility issues with TLW as is. And it seems it doesn't have a debugger, so I'd have no real chance to try to figure out those issues.

I'm still surprised that a single emulator could cause problems with coding.  I can't pretend I know how that works, but the proof is right there.  I guess epsxe trips over itself when trying to read specific codes.  It straight up crashed when running the retrainer unless you speed up the interpretation process.

I still would prefer to keep using that emulator only because Duckstation involves installing runtime packages and my computer is old and held together with duct tape, and I'd rather not mess with it, but I can use PSXfin to avoid any future confusion with the errors.  Actually it seems to run smoother despite being an older emulator.
  • Modding version: PSX

Nyzer

Quote from: UnfamedAsterisk on October 31, 2024, 06:47:25 pmAlso it seems that using sing when playing rendezvous missions that have transitional screens for the next round will cause the ai to take a very very long time to move their units and your units' sing abilities will do nothing unless you select to use it again
eg. This image is showing that my unit is singing but in actuality in the turn bar there's no sing abilities queued up

In my testing of Round 1 of The Shrine Knights, I was unable to get this issue to occur. This is probably also an ePSXe special.
  • Modding version: Other/Unknown

Nyzer

Quote from: Mutteo on November 04, 2024, 10:27:43 pmI'm still surprised that a single emulator could cause problems with coding.  I can't pretend I know how that works, but the proof is right there.  I guess epsxe trips over itself when trying to read specific codes.  It straight up crashed when running the retrainer unless you speed up the interpretation process.

It depends how it runs the code. For example, natively, certain lines of code take a bit of a delay to finish resolving, bleeding over into the next lines of code before the result is finished. Load Delay and Branch Delay issues in earlier hacks are quite common: assuming that the game will immediately load data from a location in the RAM or that it will immediately jump to a new location, when it can't actually do that (except when certain emulators run it).

A tactic to code hacks efficiently on current, more accurate emulators, is to exploit this delay space to reduce the size of a hack. This is basically never going to be an issue when it comes to loading data, but it will when branching or jumping to a new section of the code, because you're putting a vital line of code right after the branch with the expectation that the game will run it on its way out the door to the new location. If it's an emulator that doesn't do that, well... suddenly you're missing lines of code.

This may be an issue for ePSXe. Or it could be something completely different! Who knows.
  • Modding version: Other/Unknown

Nyzer

Quote from: Mutteo on October 31, 2024, 07:50:10 pmI was also trying to invite an Elder Treant using Train in the Deep Dungeon and after the battle I didn't get the Join Up Prompt. 

Was that on your first pass through, without finding an exit first? When the enemies all get removed at the end of the battle before the exit panels get crystals dropped on them, that would indeed prevent them from joining.
  • Modding version: Other/Unknown

Mutteo

Quote from: Nyzer on November 07, 2024, 09:44:40 pmIt depends how it runs the code. For example, natively, certain lines of code take a bit of a delay to finish resolving, bleeding over into the next lines of code before the result is finished. Load Delay and Branch Delay issues in earlier hacks are quite common: assuming that the game will immediately load data from a location in the RAM or that it will immediately jump to a new location, when it can't actually do that (except when certain emulators run it).

Come to think of it, when my emulator would crash on the retraining it was because when i set the cpu to interpreter (slow), but setting it to dynamic (fast) fixed it, though it would take a game a moment to load the results. So maybe the load delay and branch delay codes sort of crashed into each other when the emulator was loading slower.  Of course running it fast seems to jump over these codes at the same time, so epsxe can't create a happy medium, probably because it's too old for the new coding formats, though why it works on the psxfin when that is even older, i don't get.

Quote from: Nyzer on November 10, 2024, 02:43:56 pmWas that on your first pass through, without finding an exit first? When the enemies all get removed at the end of the battle before the exit panels get crystals dropped on them, that would indeed prevent them from joining.

Actually it was my second pass through on getting the Treant, which worked on older versions, but not with a save state.  Same thing happened when I did the Cloud fight.  I couldn't control him in that fight and in the end he didn't join, though he showed up in my roster anyway, not sure if that will cause a problem down the line.  The same thing happened with Alma, though she did not join at all.  I assumed it was a bug in later versions, but it could also be related to the emulator, I haven't checked yet.  I'm sure the poaching issues and Reis morphing could be related to epsxe too.  I also got the singing issue when Ramza would be doing a singing animation, but not actually using sing, as well as long delays with the AI taking a turn.  When I get the time, I should try some of these issues with PSXfin.
  • Modding version: PSX

LoneWolfZ24

Hello again,

Continuing to play through the game, After the hot fix for the auto-potion bug, I noticed that my Meliadoul didnt have haste (is always equiped with a Setiemson).  Hers was removed, but I cant put it back on, she does NOT have access to female items ... then I checked a diff job, same thing, then the other ladies in my party.  They were all still equiped, BUT all female items are grey for them as well.  If I remove one, I cant put it back.  So it seems female items are broken, or females are broken  =)
  • Modding version: PSX

Nyzer

The female equipment bug was fixed a couple days ago. The starting buffs issue has been reported on Discord but I won't be able to do much about it for a while, unfortunately. It is likely related to Improved Level Scaling (as it *always* ends up being), so disabling that should return things to normal.
  • Modding version: Other/Unknown

Memoka

December 26, 2024, 05:34:20 am #97 Last Edit: December 26, 2024, 11:49:11 am by Memoka
1. Hi, cool mod you got there. thanks for the work.
Encountered some bugs on version 1.2.18

Linear skills (like monk's earth slash, dragon's breath, dark knight's abyssal blade, and samurai's kiki,,, kiki... Oh... that katana with infinite range...) target other side (perpendecilar).



2. Skills for some jobs (primarly from bonus jobs like ultima/archaic demon) just dissapear after i try to use it and cancel check dark holy.
  • Modding version: Other/Unknown

Nyzer

I can't reproduce this issue. You're likely using an incompatible emulator. Duckstation is the recommended go-to for ReMixed.
  • Modding version: Other/Unknown

Memoka

Quote from: Nyzer on December 27, 2024, 12:22:35 amI can't reproduce this issue. You're likely using an incompatible emulator. Duckstation is the recommended go-to for ReMixed.
Yeah... It work properly on duckstation... Thanks.
But second bug is stilll accuring.
  • Modding version: Other/Unknown