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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 11-12-09)
PostPosted: Sun Dec 20, 2009 5:14 pm 
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I don't want to clutter this thread with unnecessary posts, but Is it worth it to post a Bug thread? will they actually fix the bugs? There is a game that I really enjoy but it is so buggy that it cannot be played, should I posta Bug thread?



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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 11-12-09)
PostPosted: Sun Dec 20, 2009 5:17 pm 
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MetalMeltdown wrote:
I don't want to clutter this thread with unnecessary posts, but Is it worth it to post a Bug thread? will they actually fix the bugs? There is a game that I really enjoy but it is so buggy that it cannot be played, should I posta Bug thread?

just do it then


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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 11-12-09)
PostPosted: Sun Dec 20, 2009 5:20 pm 
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re4thewin wrote:
MetalMeltdown wrote:
I don't want to clutter this thread with unnecessary posts, but Is it worth it to post a Bug thread? will they actually fix the bugs? There is a game that I really enjoy but it is so buggy that it cannot be played, should I posta Bug thread?

just do it then


Ok, How do you get the Screen shots you take? I took screen shots on DX64 but what folder do they get saved to?



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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 11-12-09)
PostPosted: Sun Dec 20, 2009 5:31 pm 
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MetalMeltdown wrote:
Ok, How do you get the Screen shots you take? I took screen shots on DX64 but what folder do they get saved to?

They save to the dumps folder, also it is worth it to post a bug thread because they will be fixed, if not sooner then later.


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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 11-12-09)
PostPosted: Sun Dec 20, 2009 6:30 pm 
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It's more convieniant for the developers if you post bugs in the tracker and on the forums aswell. The tracker acts as a reminder.



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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 11-12-09)
PostPosted: Sun Dec 20, 2009 10:44 pm 
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Dougamer wrote:
It's more convieniant for the developers if you post bugs in the tracker and on the forums aswell. The tracker acts as a reminder.


whats the tracker?



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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 11-12-09)
PostPosted: Sun Dec 20, 2009 11:52 pm 
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At the top of the forums, click "Tracker". It's a bug tracker, where you can formally submit bugs.



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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 11-12-09)
PostPosted: Mon Dec 21, 2009 6:42 am 
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sry about being offline for so long. something happened which caused me to be away for a while. nevertheless, i'm back with a new report coming soon.

and mattk, yes you can use my work. i'm only doing this so devs can tackle the problems and hopfully make the emulation run better. i figured if you were working on MM, i'd help take the load and work on OoT, so it's all gd ;D

though since i do most of my uploads at work, i cant use photoshop or hotmail, which is why i've been attaching the savestates here. if you can make an area where the states and their descriptions are easily seen, that would be great. i'll keep putting my states here seeing as it's alright with kreationz, though i'll put them under a single spoiler line to keep the topic less cluttered.



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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 12-21-09)
PostPosted: Tue Dec 22, 2009 5:58 am 
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SaveStates at bug locations in games are fine. Bandwidth is not an issue also fine to attach pics and inline them. All of it can be put in spoilers for cleanliness of the threads. (The thread owner or a mod if the thread owner hasn't been on in a while can compile it into the first post for easy access.)



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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 12-21-09)
PostPosted: Tue Dec 22, 2009 6:32 am 
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this report won't be big since an area isn't showing up right (you all know what i mean). still, here it is:

Rev Used: 447

small keys are now invisable
Spoiler: show
Attachment:
sd0083.png
sd0083.png [ 110.42 KiB | Viewed 1935 times ]

but can be fixed
Spoiler: show
Attachment:
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sd0084.png [ 114 KiB | Viewed 1935 times ]

the same goes for the boss key in that it can't be seen, but appears when inexact textures are enabled
Spoiler: show
Attachment:
sd0086.png
sd0086.png [ 142.57 KiB | Viewed 1935 times ]
Attachment:
sd0087.png
sd0087.png [ 144.57 KiB | Viewed 1935 times ]

we have painting fading issues. the poes in the paintings are meant to disappear when you are close to them, however they don't.
Spoiler: show
Attachment:
sd0099.png
sd0099.png [ 175.47 KiB | Viewed 1935 times ]
Attachment:
sd0097.png
sd0097.png [ 121.69 KiB | Viewed 1935 times ]

Finally we have the problem in the block picture room, though until i test this further (thank you again kreationz) i won't be adding this till my next report. just beware the forest temple >:D

Savestates will remain in a different post and will be up soon.



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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 12-21-09)
PostPosted: Tue Dec 22, 2009 7:31 am 
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Savestates:
Spoiler: show
Small key
Attachment:
saveslot1.ss [1.6 MiB]
Downloaded 73 times

Boss Key
Attachment:
saveslot3.ss [1.6 MiB]
Downloaded 79 times

Poe pictures
Attachment:
saveslot5.ss [1.6 MiB]
Downloaded 78 times



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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 12-21-09)
PostPosted: Tue Dec 22, 2009 5:51 pm 
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The Poe picture fading is because it fades from Texel0 to Texel1 so no fix for that for a while, but NBoy might look at the Key blends.



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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 12-22-09)
PostPosted: Wed Dec 23, 2009 1:24 am 
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okay heres save state i said i'd put up for Skullitas(no screen shot due to the fact i alredy posted in different thread and ppl didnt like it), and another thing i found weird is traps dont move they just wiggle theres a save state for that too.

Save State GS
Spoiler: show
Attachment:
File comment: Golden Skullita's
saveslot0.ss [1.52 MiB]
Downloaded 79 times


Spoiler: show
Image

i stood there for like five min just watching it wiggle at me. :o I WALKED TO ALL SIDES OF THIS TRAP POSSIBLE AS WELL AS THE OTHERS.
Save State Trap
Spoiler: show
Attachment:
File comment: Trap Save
saveslot1.ss [1.52 MiB]
Downloaded 79 times


Last edited by Azurwrath on Wed Dec 23, 2009 7:49 am, edited 1 time in total.

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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 12-22-09)
PostPosted: Wed Dec 23, 2009 3:06 am 
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i don't remember any wiggling trap in the fire dugeon... did you actually venture further in the room? thats when the traps start moving



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 Post subject: Re: Matt's Zelda OoT bug Thread (updated 12-22-09)
PostPosted: Wed Dec 23, 2009 3:43 am 
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came across a collection of confusing issues with the rest on of the forest temple, so i'm gonna post everything i found. if anything isn't that serious or fine, PM me on what isn't needed and it'll be removed. now for the report:

Rev used: 447
although this is the phantom ganon (also known as PG), i don't remember the skin difference on his chin
Spoiler: show
Attachment:
sd0105.png
sd0105.png [ 155.04 KiB | Viewed 1890 times ]

when PG enters and exits paintings, a rainbow effect occurs. again, i don't remember this effect in the actual game (though i could be wrong)
Spoiler: show
Attachment:
sd0106.png
sd0106.png [ 180.93 KiB | Viewed 1890 times ]
Attachment:
sd0117.png
sd0117.png [ 152.44 KiB | Viewed 1890 times ]
Attachment:
sd0118.png
sd0118.png [ 142.1 KiB | Viewed 1890 times ]

i'm aware that teleport beams don't ever finish due to the core of the emulator, but the diamond thing that transports link to the chamber of sages also remains.
Spoiler: show
Attachment:
sd0120.png
sd0120.png [ 79.33 KiB | Viewed 1890 times ]

the medalions don't appear at all
Spoiler: show
Attachment:
sd0121.png
sd0121.png [ 43.15 KiB | Viewed 1890 times ]

the light effects on the deku tree are just a long polygon of yellow
Spoiler: show
Attachment:
sd0122.png
sd0122.png [ 137.11 KiB | Viewed 1890 times ]
Attachment:
sd0123.png
sd0123.png [ 67.06 KiB | Viewed 1890 times ]

Lake hilya will give you a headache. with the water drained, the dirt texture where the water once was is replaced with water texture.
Spoiler: show
Attachment:
sd0130.png
sd0130.png [ 273.13 KiB | Viewed 1890 times ]
Attachment:
sd0131.png
sd0131.png [ 238.93 KiB | Viewed 1890 times ]

next we just have some texture issues (not much point in explainting them)
Spoiler: show
Attachment:
sd0124.png
sd0124.png [ 132.51 KiB | Viewed 1890 times ]
Attachment:
sd0125.png
sd0125.png [ 135.17 KiB | Viewed 1890 times ]
Attachment:
sd0126.png
sd0126.png [ 154.22 KiB | Viewed 1890 times ]
Attachment:
sd0127.png
sd0127.png [ 157.67 KiB | Viewed 1890 times ]
Attachment:
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sd0128.png [ 155.32 KiB | Viewed 1890 times ]

Attachment:
sd0129.png
sd0129.png [ 157.09 KiB | Viewed 1890 times ]
Attachment:
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sd0137.png [ 170.69 KiB | Viewed 1890 times ]
Attachment:
sd0132.png
sd0132.png [ 132.67 KiB | Viewed 1890 times ]
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sd0133.png [ 133.72 KiB | Viewed 1890 times ]

Attachment:
sd0140.png
sd0140.png [ 112.46 KiB | Viewed 1890 times ]
Attachment:
sd0141.png
sd0141.png [ 115.48 KiB | Viewed 1890 times ]

although i promised an update on the block room in the forest temple, i still need to do some tests on it, so it won't be included till i'm sure of what is occuring. Also, my current Link as he stands :P
Attachment:
sd0144.png
sd0144.png [ 147.03 KiB | Viewed 1890 times ]


Last edited by Bigshot232 on Wed Dec 23, 2009 5:27 am, edited 2 times in total.


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