Code:
- Bilder >1000 werden bei New Game nicht gelöscht
- RPG::monsters.count scheint nicht zu gehen
- Strange nextLineId thing
- Wrong map (page?) ID on teleport
- Freeze when loading save files if plugins changed
- Transparency on map doesn't work
- "Longer skill window" problem
- Enemy attack sound plays even when OFF, if monster is unable to do its move (??!!)
- If last command parameter is a string, characters may be cut off or added (?)
- In Image.copy "create" (wrong) instead of "init" (right) - I already changed it in the file now
- https://easy-rpg.org/blog/2012/07/crowdsourcing-unknown-savegame-data/#comments / https://github.com/EasyRPG/Readers/blob/master/include/lsd_chunks.h === LcfgSystem => unknown music is the music played before entering vehicle!!!
- https://github.com/EasyRPG/Readers/blob/master/include/lmu_chunks.h / https://github.com/EasyRPG/Readers/blob/master/include/ldb_chunks.h / https://github.com/EasyRPG/Readers/blob/master/include/lmt_chunks.h
- RPG::Actor::_unknown_128 maybe two weapon/lock equipment/auto battle/mighty guard
- Add this bugfix:
@BattleActionBugfix:
push eax
mov eax, [ebp]
mov eax, [eax+4c]
mov eax, [eax+10]
mov byte ptr [eax+4], 4 ; action->kind = RPG::AK_NONE
pop eax
jmp 47f7e0 ; GetBattleCommand2
<0049625A>
call @BattleActionBugfix
http://www.multimediaxis.de/threads/121175-RPG2000-und-2003-Sammelthread-f%C3%BCr-Probleme?p=2982219#post2982219
- BUG (kazesui PM @ rpgmaker.net)
@HookOnEventCommandExecuted:
mov edx, [@NextLineOffset] ; HookOnEventCommandExecuted proc
cmp edx, -1
je @NoOffsetChange
mov [ebx+18], edx ; <<<<<<<<<<<<<<<<<<<<<<<<<< ebx may be NULL here!! (Also, why does it even jump here? [@NextLineOffset] was supposed to be -1)
-----aaaah, @HookOnEventCommandExecuted may be reached without any event command being executed at all! We have to check for edx > 0x10000 or something like that (because ebx may be used for counting before).
- Chili:
Edit2: Ich habe gerade entdeckt, dass wenn man beim Battlelayout "Small Window" ausgewählt hat und dann Choices im Kampf anzeigt,
der Cursor bei den Choices 2-4 nicht an der richtigen Stelle ist, sondern sich immer ein kleinwenig nach oben verschiebt je weiter man runter geht.
Könnte man das noch fixen?
- PageID may be wrong because pages can also be CALLED!!!
- Chili:
Mhhh... Habe jetzt irgendwie noch ein Problem mit den Conditions:
Wenn ein Monster einen Status mit "No Action Allowed" (sowas wie z.B: Schlaf) hat, dann blinkt es trotzdem auf, der Enemy Attack Sound kommt und Punch A wird ausgeführt aber nicht gezeigt, nur der Sound (also die drei Hit sounds). Wenn ich Punch A von den Animations lösche kommt letzteres natürlich nicht mehr. Die Monster greifen nicht an, und machen auch sonst nichts außer das was ich genannt habe, wenn sie den Status haben. Meine Monster besitzen keine Standard Attacke sondern nutzen immer Skills als "standard" Attacken.
- Chili:
Ohne DynRPG funktioniert die Transparenz. Mit DynRPG (mit und ohne Plugins) funktioniert sie nicht. Auch die Event Transparenz scheint nicht zu gehen.
!!!!!!!!!!!!!!!!!!
- Brendon Kelly
Okay well, for some reason, the DynRPG patch must have changed the order of commands processed or something.... in the common event I had, it changed the variable depending on if you were "inside" or "outside" and changed your speed accordingly...after the speed change I had an "erase event" command...the event must have some how erased itself before the other commands could process and the game had nothing to point to, so it crashed. I got rid of the erase event and now it works fine
- In Actor.cpp and System.cpp there was == string comparision, should use .s_str() to force std::string comparison (char* comparisons would be wrong!) FIXED
- CatalogPtr, etc.: Check functions. Like "list->list.count" instead of "list.count"
- @RayCast V4,V5,-1,V5,12,13,4
-1 is recognized as a token rather than a number
FIXED
- Extra stuff might be appended to tokens: http://i112.photobucket.com/albums/n179/Deflaktor/bug_zps2a2253bc.png (FIXED)
- onDoBattlerAction multiple times (Corti):
Grad getested:
Helden (BA_DEFEND):
onDo 1x
onDone 1x
Monster (AK_SKILL):
onDo 11x
onDone 12x (davon 1 mal success)
Immer abwechselnd onDo onDone(!success) ~ 11 mal in Folge, dann passiert die Handlung dann nach ner halben Sekunde kommt "onDone" mit Success.
- doesEventPageExist doesn't work (shouldn't be "map", which is LcfgMap, but LcfMap, ALREADY FIXED!! to ((**reinterpret_cast<void ****>(0x4CDD14))[15])
- 490FF9: MOV EAX, 4956FC << Bugfix damit HP 4 Stellen im Savemenü haben (Platz??)
- RPG::Map +20 = Tiles/Terrain/kA, 4A80CC = GetLowerLayerTile(LcfgMap, x, y), 4A80F4 = GetUpperLayerTile(LcfgMap, x, y), 47D038 = GetTerrainID(LcfgMap, tileId)
function getLowerLayerTileId(RPG::LcfgMap *map, int x, int y) {
int ret;
asm volatile("call *%%esi" : "=a" (ret), "=d" (RPG::_edx), "=c" (RPG::_ecx) : "S" (0x4A80CC), "a" (map), "d" (x), "c" (y) : "cc", "memory");
return ret;
}
function getUpperLayerTileId(RPG::LcfgMap *map, int x, int y) {
int ret;
asm volatile("call *%%esi" : "=a" (ret), "=d" (RPG::_edx), "=c" (RPG::_ecx) : "S" (0x4A80F4), "a" (map), "d" (x), "c" (y) : "cc", "memory");
return ret;
}
function getTerrainId(RPG::LcfgMap *map, int tileId) {
int ret;
asm volatile("movl 20(%%eax), %%eax; call *%%esi" : "=a" (ret), "=d" (RPG::_edx) : "S" (0x47D038), "a" (map), "d" (tileId) : "cc", "memory");
return ret;
}