eibma / mupen64plus

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DK64 Swinging on lianes wrongly triggers level change #577

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Describe your system:
 - Operating System (be specific): Arch Linux
 - Machine type (32-bit or 64-bit): 64bit
 - Mupen64Plus version: latest hg

Describe the problem:

When swinging on lianes, there's a chance of triggering the level entering 
cutscene and thus being reset to the beginning of the level. Provided is a save 
in front of a row of lianes, just jump on them to see the switch happening.

Original issue reported on code.google.com by davidro...@gmail.com on 5 Sep 2013 at 10:18

Attachments:

GoogleCodeExporter commented 9 years ago
Can confirm this bug still present in version 2.0. Often, after triggering the 
scene change on a particular set of vines, going back to those vines again will 
not trigger the scene change. (Although not necessarily. The vines in level 2, 
Angry Aztec, are particularily bad for constantly triggering scene 
changes/resets)

As to the severity of the bug, many sections of the game require vines to 
complete plot elements, thus rendering the game uncompletable for the time 
being.

Original comment by matthewd...@gmail.com on 13 Jan 2014 at 2:59

GoogleCodeExporter commented 9 years ago
Please try this: use a current build of mupen64plus-core and set CountPerOp 
from 0 to 1. You may need to change this back when you play another game

Original comment by s...@narfation.org on 22 Jan 2014 at 9:08

GoogleCodeExporter commented 9 years ago
Yeah I've noticed that on the first introduction of CounterPerOp, but i could 
only test for a few mins and while it didn't happen, I was reluctant to rule it 
out completely. Will do some extensive testing tonight.

Original comment by davidro...@gmail.com on 23 Jan 2014 at 9:11

GoogleCodeExporter commented 9 years ago
Done some testing now, pretty safe to say that setting counterop to 1 fixes 
this issue (it also seems to fix the spiking textures - so double yay) i've 
jumped around 30 times on and off those without it happening once, on counterop 
= 0 the fourth try was enough 

Original comment by davidro...@gmail.com on 23 Jan 2014 at 5:22

GoogleCodeExporter commented 9 years ago
Ok, the current git (hg not used anymore, please switch to 
https://github.com/mupen64plus/mupen64plus-core ) repo now contains the 
CountPerOp=1 for DK64 (even when you set it to CountPerOp=0 in your config). 
This autoconfig per ROM feature can be disabled again by setting CountPerOp=2 
in your config file.

Original comment by s...@narfation.org on 23 Jan 2014 at 5:35

GoogleCodeExporter commented 9 years ago
I've ran into the same issue which doesn't seem to occur in the newer m64py 
bundled core (2.5.0 it seems) however the texture spiking and some other 
strange things do happen.

http://i.gyazo.com/5de8e4269184284ff79e670b99a19e15.gif
http://i.gyazo.com/8e9a9354579c2e6c853029803ee1bc43.gif
http://i.gyazo.com/a568021d47466a6512ea893496dcd8ff.gif
http://i.gyazo.com/33af34f0e381d76c97ab98462ea3758f.gif
http://i.gyazo.com/bd4137549aed33888913bb7aff730a19.gif

Most recent tree issue with state file attached,
http://i.gyazo.com/21bb6093d6ea494404a9c9fe664647a5.gif

Also noticed in the ini that CountPerOp is = 1.

but only under 

[9EC41ABF2519FC386CADD0731F6E868C]
GoodName=Donkey Kong 64 (U) [!]

Not the others [f1] [f2] [b1] [f3].

This is my first time dealing with emulators in about 10~ years so bare with me 
if I've mentioned anything irrelevant or should have started my own issue I 
just believed it to be related.

Original comment by cr...@thedefaced.org on 6 May 2015 at 6:24

Attachments: