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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Mon Oct 04, 2010 5:50 pm 
Slayer
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I see that darthsidius fixed a lot of blends for this game. What blends did he fix? once I know I'll edit the bugs as fixed


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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Mon Oct 04, 2010 11:08 pm 
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i think some are going to get reverted because of unintended color changes :P



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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Tue Oct 05, 2010 8:18 am 
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mattkd wrote:
I see that darthsidius fixed a lot of blends for this game. What blends did he fix? once I know I'll edit the bugs as fixed



4722 BLEND_MODE(0x0011fe60f5fff378LL);//Barinadejellyfish(incorrectcolour)
4731 BLEND_MODE(0x001218c1f0c7fe00LL);//HiddentextureforBarinade(??)
4782 BLEND_MODE(0x00177e60350cf37fLL);//Heart container outer
4783 BLEND_MODE(0x00177e6035fcf378LL);//Bottle,SilverScaleandRupees(Semi-fixed)
4784 BLEND_MODE(0x00177e6035fcfd78LL);//SpiritualStoneSetting
4811 BLEND_MODE(0x00261a6035fce578LL);//GraveyardBeam
4812 BLEND_MODE(0x00262a031f0c93ffLL);//Barinadeexplosion
4819 BLEND_MODE(0x00262a60150ce37fLL);//GanondorfSpell/TriforceLightinTempleofTime
4823 BLEND_MODE(0x00262a60350c937fLL);//Nayru'sLove
4828 BLEND_MODE(0x00267e031ffcfffeLL);//Tentaclealphafix
4852 BLEND_MODE(0x00271860350cff7fLL);//Spirit shockwave
4855 BLEND_MODE(0x00272a603510937fLL);//Barinadeunderside
4866 BLEND_MODE(0x00272c60340c933fLL);//Castle light
4868 BLEND_MODE(0x00272c60350c937fLL);//SpiritualStonegems
4872 BLEND_MODE(0x00272c603510e37fLL);//Din'sFirefireball
4874 BLEND_MODE(0x00272c603514e37fLL);//DeathMountainclouds(Red)
4882 BLEND_MODE(0x00277e6035fcf778LL);//Triforce yellow
4888 BLEND_MODE(0x0030b2045ffefff8LL);//HorsedustatLonLonRanch
4892 BLEND_MODE(0x0030b3ff5ffeda38LL);//ZoraSplashes
4895 BLEND_MODE(0x0030ec6155daed76LL);//SageMedallionsandEgg
4897 BLEND_MODE(0x0030fe035ffef3f8LL);//Smalljellyfishtentacles
4899 BLEND_MODE(0x0030fe045ffef3f8LL);//Unknown(??)
4944 BLEND_MODE(0x007197fffffcfe38LL);//TailcreaturesinsideJabu-Jabu

There where a few more that got updated as well but basically these listed are new...
SpiritualStonegems and HorsedustatLonLonRanch will get reverted and fixed.
As for the rest its up to you guys to give an opinion (preferably with a picture)

:)



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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Tue Oct 05, 2010 11:09 am 
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Nayru'sLove was one of NintendoBoy's blendmode I recall.

I'll go through all the new blendmodes, I noticed a couple of bad coding techniques ex using the num XX statement even though there's no second texture, that wastes precious cycles.



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<Salvy>WTF Kirby is invisible on latest rev?!
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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Tue Oct 05, 2010 4:33 pm 
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-Triforce in cutscene (Now yellow)
-Saria's Song
-Epona's Song
-Large rupees (now have a little colour)
-Din's Fire
-Sage Medallion
-Egg
-Ganondorf spell (when a kid)
-Death Mountain clouds (Adult Link)
-Door of Time flare
-Tail creatures in Lord jabu-jabu
-Tentacle death
-Jellyfish tentacles
-Zora splashes
-Zora domain waterfalls
-Silver scale
-Barinade
-Horse dust at ranch
-Naru's Love was done by nintendoboy
-Graveyard beam when opening tomb
-Keys (still need work)
-Spiritual stones (bad result)


Another list of what darthsidius fixed. will edit the main post now


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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Tue Oct 05, 2010 5:28 pm 
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@Salvy: I did credit nboy with that fix in the comment next to it though as he should be.

Its not 'bad' coding just perhaps 'confused' when to use / not use the num xx sequence.



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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Tue Oct 05, 2010 8:44 pm 
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DarthSidious666 wrote:
@Salvy: I did credit nboy with that fix in the comment next to it though as he should be.

Its not 'bad' coding just perhaps 'confused' when to use / not use the num xx sequence.


Opps I remember seeing nboy's name somewhere there, that might sticked on my mind he did it.
I mostly meant bad coding practices, many blendmodes you added could be alot simpler.

A good example is this :

// OOT Horse dust
//case 0x0030b2045ffefff8LL:
//aRGB0: (Primitive    - Env         ) * Texel0       + Env         
//aA0  : (Primitive    - 0           ) * Texel0       + 0           
//aRGB1: (Combined     - 0           ) * Shade        + 0           
//aA1  : (0            - 0           ) * 0            + Combined       
void BlendMode_0x0030b2045ffefff8LL(BLEND_MODE_ARGS)
{
    if (num_cycles == 1)
    {
        details.ColourAdjuster.SetRGB( details.PrimColour );
        sceGuTexFunc(GU_TFX_BLEND, GU_TCC_RGB);
    }
    else
    {
        details.ColourAdjuster.SetRGBA( details.EnvColour );
        sceGuTexFunc(GU_TFX_BLEND, GU_TCC_RGBA);
    }
}


There's no t1 in that blend, the if statement won't never be reached, you are just making the emulator work harder on there.
Most of num_cycles aren't needed since only part that is reached is the else statement anyways.



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Wed Oct 06, 2010 12:36 am 
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Weren't there some specific cases where a cycle is needed even with no T1?



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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Wed Oct 06, 2010 2:09 am 
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If anyone wants to try, here is my take on the horse smoke/dust

This gives more dusty look fades slowly (I like this)
// OOT Horse dust
//case 0x0030b2045ffefff8LL:
//aRGB0: (Primitive    - Env         ) * Texel0       + Env         
//aA0  : (Primitive    - 0           ) * Texel0       + 0           
//aRGB1: (Combined     - 0           ) * Shade        + 0           
//aA1  : (0            - 0           ) * 0            + Combined
void BlendMode_0x0030b2045ffefff8LL(BLEND_MODE_ARGS)
{
   details.ColourAdjuster.SetRGB( c32::White );
   sceGuTexEnvColor( details.PrimColour.GetColour() );
   sceGuTexFunc(GU_TFX_BLEND, GU_TCC_RGBA);
}



this gives a white look that fades quickly
// OOT Horse dust
//case 0x0030b2045ffefff8LL:
//aRGB0: (Primitive    - Env         ) * Texel0       + Env         
//aA0  : (Primitive    - 0           ) * Texel0       + 0           
//aRGB1: (Combined     - 0           ) * Shade        + 0           
//aA1  : (0            - 0           ) * 0            + Combined
void BlendMode_0x0030b2045ffefff8LL(BLEND_MODE_ARGS)
{
   details.ColourAdjuster.SetRGB( c32::White );
   sceGuTexEnvColor( details.PrimColour.GetColour() );
   sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
}



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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Wed Oct 06, 2010 2:49 am 
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Cheers guys, those examples explain better.



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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Sun Feb 20, 2011 11:51 pm 
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Alright, I know this thread hasn't been updated in a while... But I was playing Ocarina of time (On REV-636) and came across a graphical issue in kakariko village when lord bongo bongo is released from the well. Take a look.

First when you enter the village, the smoke is HUGE and the sky is a really weird blue. (It's also important to note that I came in during night and haven't done it in the daytime yet.)
Spoiler: show
Attachment:
File comment: Entering the Village
sd0000.png
sd0000.png [ 108.65 KiB | Viewed 1610 times ]


And then, when lord bongo bongo is cruzin' around the village, he is a giant track of grey.
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Attachment:
File comment: Lord Bongo Bongo track.
sd0001.png
sd0001.png [ 69.59 KiB | Viewed 1611 times ]


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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Mon Feb 21, 2011 10:55 am 
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Don't forget to attach SaveStates when posting bugs.



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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Mon Feb 21, 2011 11:02 am 
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Alright I just went through the Shadow Temple in Ocarina of Time and I noticed that there were only a few flaws. :D
But some of them are bigger I think... So we'll see anyway here they are.

First thing I noticed was that the walls that are supposed to vanish when you use the lens of truth on them are their solid normal color... but everything around them turns grey so you can still see where it's at
Spoiler: show
Attachment:
sd0002.png
sd0002.png [ 128.96 KiB | Viewed 1595 times ]

Spoiler: show
Attachment:
sd0005.png
sd0005.png [ 139.74 KiB | Viewed 1595 times ]


Another thing that I saw relating to the Lens of Truth is that the skulls in the first room are a bit weird too, I'll have to check but I'm pretty sure that the one you had to push it to was visible but the others were not. Daedalus was saying that it was invisible while the others were.
Spoiler: show
Attachment:
sd0003.png
sd0003.png [ 157.64 KiB | Viewed 1595 times ]


Another thing that was wrong about the temple were the walls. They look kind of like the walls at the end of jabu-jabu if I remember right. And there isn't the dark misty atmosphere either. (You can see all the way to one end of the room from the other when it should be darker lit, and smokeyish)
Spoiler: show
Attachment:
sd0004.png
sd0004.png [ 118.53 KiB | Viewed 1595 times ]


The last thing that I have to talk about is when you beat Lord Bongo Bongo. He usually turns into a giant mass of purple static looking stuff and spreads all over the floor. He did spread all over the floor, but, he did it as a giant mass of neon green looking stuff.
Spoiler: show
Attachment:
sd0006.png
sd0006.png [ 39.04 KiB | Viewed 1595 times ]

Spoiler: show
Attachment:
sd0007.png
sd0007.png [ 67.1 KiB | Viewed 1595 times ]


Sorry just one more, and it relates to the sky issue I had when I came into the burning Kakariko Village. The sky had one side of the skybox that was completely messed up and funny lookin', I haven't seen it anyplace else luckily.
Spoiler: show
Attachment:
sd0008.png
sd0008.png [ 129.37 KiB | Viewed 1595 times ]


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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Mon Feb 21, 2011 11:04 am 
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Kreationz wrote:
Don't forget to attach SaveStates when posting bugs.


Aaaagh Sorry sorry sorry, I didn't know I was supposed to and now all of those savestates are gone! :( I might be able to catch up an older file on PJ64, but I'll get them to you. Sorry again


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 Post subject: Re: Zelda Ocarina of Time bug Thread(updated 12-26-09)
PostPosted: Mon Feb 21, 2011 2:37 pm 
Warrior
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Alright I have some of the temple, but I don't have anything else that is really close enough just to get back to the burning village or the boss fight. I'm sorry, it won't happen again.

Spoiler: show
Attachment:
File comment: This is the one at the end of the temple right before you go in for the Lord Bongo Bongo boss fight.
saveslot0.ss [1.64 MiB]
Downloaded 57 times


Spoiler: show
Attachment:
File comment: This is at the beginning of the temple when you have the torches, and, there is an invisible wall you can check here too. DOUBLE BLOW!
saveslot1.ss [1.6 MiB]
Downloaded 68 times


Spoiler: show
Attachment:
File comment: This is in the big cave room with the elevating chain platform.
saveslot2.ss [1.64 MiB]
Downloaded 54 times


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