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JJ2 game bug fixing

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Birdie Birdie's Avatar

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Dec 29, 2005, 08:06 AM
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Quote:
Originally Posted by Overlord
Every one of those is a real Devan I assume. They trail on the walls also and therefore it cannot be a background trail.
the tiles could have dissipeared so it looks like he's trailing in the wall but thats unlikly
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Dec 29, 2005, 11:58 AM
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I fixed up an annoying bug in the Medivo levels where a bonus level is reached and the player can't return to normal gameplay.

And since Overlord rux, he gets the next patch named after him.

For the curious, there are about 140 Devans in that picture.

In other news...



This is a TSF level that has been hacked to play in 1.23. I switched a tileset to get this working, however, but I removed a divide by zero bug. Next comes removing the access violations!

...which isn't possible, as JJ2 can't use a TSF tileset. I did manage to get another level working, and the background was all black. Anyways, if there's anyone out there who wants to fix up TSF so it can play in 1.23, then I guess that I can give you the hacked JJ2 to betatest your levels with.

However, you'll need to patch the levels so that they become 1.23 levels. I might fix this up later.
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Last edited by UNKNOWNFILE; Dec 29, 2005 at 12:47 PM.
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Dec 30, 2005, 04:35 AM
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Quote:
Originally Posted by UNKNOWNFILE
...which isn't possible, as JJ2 can't use a TSF tileset.
The only TSF tileset that works in JJ2 is Easter.
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Dec 30, 2005, 05:56 AM
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Not possible.

If JJ2 runs a TSF tileset it crashes in a matter of seconds after the patching I have done.
This patching blocks animations from working, which is what crashes the thing.
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Dec 30, 2005, 08:24 AM
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Quote:
Originally Posted by UNKNOWNFILE
This patching blocks animations from working, which is what crashes the thing.
That would explain why all the animating tiles disappear when converting an 1.24 level to 1.23 by using my experimental patch. The way animations are handled in 1.24 seems to differ from 1.23.
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Dec 30, 2005, 08:40 AM
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OK, animation support's been restored, although I am considering making a "safe mode" program which blocks animations from being processed. Anyways, I'm going to see if I can convert the JJ2 TSF levels over to 1.23 for the next release of Mr. Patch.
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Dec 30, 2005, 08:48 AM
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Could you give me a list of everything that was done so far, please?
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Dec 30, 2005, 08:49 AM
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Quote:
Originally Posted by UNKNOWNFILE
Not possible.
I once made a level in 1.23 JCS using the Easter tileset and it ran perfectly in JJ2.
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Dec 30, 2005, 09:17 AM
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Quote:
Originally Posted by R3p
Could you give me a list of everything that was done so far, please?
Code:
1.25g (in progress):

-added new episode: The Secret Files
-removed the Gargoyle's Lair annoyance in single player

1.25f (not released because of web hosting issues):

-gemring bug restored for good. Have a nice day!
-slight patching done, no effects noticed.
-laser shield now appears on players, but bug is still (hopefully) fixed
-new menu music
-Tweedle and newer version events removed from JCS.ini (contained in ZIP)
-fixed Devil Devan boss in (-)2.j2l - just in case
-by far the biggest patch

1.25e:

-gemring bug was restored last version, fixed.
-can no longer join 1.23 servers (though this is editable with Project Controller 4)

1.25d:

-spiffy new logo
-glow restored to main menu items

1.25c:

-Gem ring freeze crash is no longer an issue. No known glitching is seen.
-Server lists actually added to the file. Sorry about the previous patch.

1.25b:

-Decided to name each prototype version after JJ2 players (current or past).
-Gem ring freeze crash fixed more, OK but not perfect. (The background still glitches.)
-Laser shields no longer crash servers.
-List servers updated to meet new list server addresses.

1.25a:

-Gem ring freeze crash semi-fixed; animation glitches to be fixed
-Sound disabled temporarily as the spike ball crash is figured out
Stupid filter, I swear to God if it does that again I'll rip off its head and throw it in a ditch and spit on it over and over until I die from dehydration!

*ahem*

So, I'm going to see if I can also convert the other TSF levels over to 1.23 so I can release them with the new version.
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Quote:
Originally Posted by UNKNOWNFILE
removed the Gargoyle's Lair annoyance in single player
That bug can be exploited so minigames are doable in JCS D=.
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Dec 30, 2005, 10:21 AM
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I'd be glad to kill the idiots who made lousy tileset conversions that don't even match the original tiles, as it's giving me a hard time with all the TSF levels.
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OK, I've fixed an annoying error message which occurs when the sound system catches an exception with the game. This also fixes the "unsupported format" error, although the music still does not play. I will also kill other exceptions that play the game down but aren't really required. Access violations and divide by zeros are absolute no's, so give me examples of exceptions that are annoying and that you want removed.
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Dec 31, 2005, 10:43 PM
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Hmm...
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Dec 31, 2005, 10:56 PM
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Quote:
# If an SCE or MCE kills a player in a multiplayer game, the entire server will crash.
Hmm... sounds like a good one to fix.
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Quote:
Originally Posted by UNKNOWNFILE
Hmm... sounds like a good one to fix.
Personally I do not know why this happens, but I believe the reason is because SCE's and MCE's carry no data of a player who was supposed to have fired them. All projectiles have to carry some sort of data eg. the player who originally fired them. This is to prevent doing damage to self - like seekers from seeking and hurting the very player who shot them. Since MCE's and SCE's were not "fired" from a player, they do not seem to carry this data (or at least the data is wrong) which would explain why the game crashes only after someone gets roasted for the game does not know whom to increase the roast count.

Just my thoughts...
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What about disabling the annoying arrow in certain levels (TB)?
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Quote:
Originally Posted by Cooba
Quote:
Originally Posted by UNKNOWNFILE
removed the Gargoyle's Lair annoyance in single player
That bug can be exploited so minigames are doable in JCS D=.
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Jan 1, 2006, 06:14 AM
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I suppose Teamchat can't be fixed?
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Quote:
Originally Posted by UNKNOWNFILE
I'd be glad to kill the idiots who made lousy tileset conversions that don't even match the original tiles, as it's giving me a hard time with all the TSF levels.
Rearranged tiles are bound to happen with the reduction of a tileset.

Quote:
Originally Posted by R3p
What about disabling the annoying arrow in certain levels (TB)?
I don't see how that could be level specific. And if arrows were disabled for levels with more than two bases, it would in effect be disabling one of the features in e.g. Assassination levels. I do, however, think getting rid of the arrow for team levels which use no bases could be useful though not necessary.

Quote:
Originally Posted by UNKNOWNFILE
Hmm... sounds like a good one to fix.
It would be cool to see the "<player> ate it" message instead of crashing after an MCE/SCE hits someone.
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Is it possible to fix the whole Coop mode (when played online)...?
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Function responsible for the SCE kill crash:
Code:
text:004BA580                 cmp     byte ptr [eax], 0
.text:004BA583                 jz      short loc_4BA58D
.text:004BA585                 inc     eax
.text:004BA586                 mov     edx, esi
.text:004BA588                 dec     esi
.text:004BA589                 test    edx, edx
.text:004BA58B                 jnz     short loc_4BA580
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Lightbulb

There should be built-in seekhole, gamma, respawn and all other fixes, then there would be no need to run thousand of programs while playing.
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That probably won't happen, R3p. Adding new features is a lot harder than fixing small bugs.
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Jan 1, 2006, 12:07 PM
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Plus people who whine about colored names in CTF can just poke their eyes out.
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Alright, I'm repeating myself for the third time, but freaking keep "Secret Warp" event the way it is. The way that event works can be exploited if the Secret Warp event uses coins. That way you can make cool stuff in levels. Like minigames you warp to and come back rewarded.
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It has been kept the way it is, (apple). I just changed it in Medivo so that people wouldn't need to get annoyed at the game.

Anyways, BN and I have been talking about adding random kick messages. I have so far hacked the game to display "%s's rux < their sux (kicked by server)" instead of the normal "%s was kicked off", but BN thinks that people should be able to see random kick messages that could be entertaining.

Here are some others I managed to come up with:

%s is being an idiot (kicked by server)
%s wants fries with that suxshake (kicked by server)

And my patching I did earlier to fix the useless error messages has come back to haunt custom file support. I'll fix that up and there should be a new release never. Muhaha.

[Personal attack edit - FQuist]
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Last edited by FQuist; Jan 20, 2006 at 11:02 AM.
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You should have said so before then.
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Ok, the work-in-progress 1.25 patch website is up. Visit it at www.fooproducts.com/125patch.shtml and admire the ugliness of the page. Yes, we're going to make it look nice soon, and yes, we'll have 1.25f and 1.25g there soon. We should also (eventually) have every patch in 2 flavors: the .ips file and a precompiled .exe file.
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1.25g changelog thus far:

-removed the Gargoyle's Lair annoyance in single player
-added two new songs - atlantis.j2b and dreamland.j2b

I was thinking of including Captain Cook, but rumor has it that Violet is coding something spiffier. Thanks again to BN for his contributions.

And for those willing to mirror the patch, please do so!
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Quote:
Originally Posted by UNKNOWNFILE
Plus people who whine about colored names in CTF can just poke their eyes out.
The next time I see players with colored names, I'll be sure to poke out their eyes.

Isn't the seeker hole problem just an issue of how JJ2 handles players who leave a server? So a client's position will be stored wherever the player left the server. But after a player joins the game, the server temporarily stores the client's postion at the top left while that player is connecting. Would it be possible to change it so that the server stores client positions at the top left whenever players leaves?
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There are functions designed to handle more than one string print, but I will check this out. Something like....

Code:
mov word_whateveraddress,00h
...would set that to null. It would preferably be in the function that prints "blablabla left the game". Also, putting respawn into jj2 would be useless as it would just disable ammo storage.

And the game is coded in Visual C++.
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Last edited by UNKNOWNFILE; Jan 1, 2006 at 07:23 PM.
R3ptile

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Quote:
Originally Posted by UNKNOWNFILE
Also, putting respawn into jj2 would be useless as it would just disable ammo storage.
Couldn't it be enabled only when you're the server?
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%s has offended the server
The server dislikes %s
*kick* *slam* (%s has been kicked)
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nah not funny enough
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I like Boggy's first one. It beats UF's suxshake line atleast.
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I just think a text file should be added where you can edit all messages..
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Quote:
Originally Posted by R3p
Couldn't it be enabled only when you're the server?
If I could trace some stuff, then yea. Just provide me with the breakpoints, and I'll get around to doing it.

Meanwhile, 1.25g has been released or something. I still have a lack of webspace on hcs' server so I call apon Black Ninja to mirror it!

Here's a list of changes made. BE HAPPY!

Quote:
Originally Posted by Some random readme file
-removed the Gargoyle's Lair annoyance in single player
-added two new songs - atlantis.j2b and dreamland.j2b
In addition to this, all the patches in 1.25f have been carried over. For those who don't know what those are:

Quote:
Originally Posted by The same readme
-gemring bug restored for good. Have a nice day!
-slight patching done, no effects noticed.
-laser shield now appears on players, but bug is still (hopefully) fixed
-new menu music
-Tweedle and newer version events removed from JCS.ini (contained in ZIP)
-fixed Devil Devan boss in ZOMGTHECENSORCANTCATCHTHISSOHAHAHA2.j2l - just in case
-by far the biggest patch
This time it will be in lovely .exe format, so I will be including a batch file designed to back the main program up in case you need it for some unholy reason.

Also, here's what we're dealing with for a gameloop:


Oh yeas, and page claim
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Last edited by UNKNOWNFILE; Jan 2, 2006 at 08:21 AM.
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If you want people to actually start using this version online, you may want to start fixing the major CTF bugs. I heard they'd be very easy to fix.
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BN says that the flagbug can be fixed by increasing the X and Y sizes of the map by 10. He also says it isn't noticable but it works.
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What about all the chat bugs (when you join a specific team)?
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