!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
|
Post by !Tommy on Sept 13, 2011 10:43:37 GMT -5
Alright, here's the deal. I replaced Hyrulean Game 2 with a different playable map for my hack. However, when I press start and bring up the menu, it comes up just fine and I can do whatever. Now this is where sometimes it differs. Sometimes as soon as I close it out, the game freezes completely, or sometimes if I press start again, the game completely freezes. The new map offset starts at 0x35D0000. Any ideas? I tested it on Hyrule Field and it seems to work fine.
|
|
!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
|
Post by !Tommy on Sept 13, 2011 14:25:50 GMT -5
I'll clear it for you. When you go to pause the game and get to the item select, you can put whatever you want on C and then when you press start again to unpause the game, when it goes back to the action, then the game will freeze, sometimes. Then sometimes when you close out the pause menu, you can continue the action and then as soon as you press start again to pause the game, it'll freeze. It varies sometimes it seems. Seems to me it did it on Lake Hylia too.
|
|
!Tommy
Full Member
Yes, it's Eevee![Mo0:3]
Posts: 83
|
Post by !Tommy on Sept 13, 2011 16:13:30 GMT -5
Yes, I did use spinout's porter. I ported an MM scene into my hack. (Hate to say which one for spoiler reasons)
|
|
xzso
Junior Member
Posts: 29
|
Post by xzso on Sept 13, 2011 18:04:21 GMT -5
The debug ROM can sometimes crash when using the pause menu (I don't know why). It could also be a problem with the map not being in the main file table, the same thing happens when trying to respawn on some maps created with ex. SharpOcarina. Try using another graphics plugin and if you still get the problem, try updating the file table. If there's a problem after that then I can't help... It sounds like the CRC. Some emulators (like 1964, and PJ 64 1.6), rely on the CRC being correct. For this reason, I use Nemu when testing the levels I make with SharpOcarina. You can use a tool like rn64crc to fix the CRC, but BEWARE! Some emulators use the CRC to tell different ROMs apart. After a CRC fix the emulator might not recognize the ROM as the same game any more. You might have to copy the correct settings for the ROM from an original copy of the ROM. I'm saying it right now, for all concerned. SharpOcarina MUST NOT EVER add CRC fixing. CRC fix is best handled by a separate tool AFTER the mod is complete. Doing a CRC fix with every map build would be a PAIN for modders with certain emulators.
|
|
xdaniel
Full Member
[Mo0:0]
Posts: 90
|
Post by xdaniel on Sept 13, 2011 20:10:54 GMT -5
I'm saying it right now, for all concerned. SharpOcarina MUST NOT EVER add CRC fixing. CRC fix is best handled by a separate tool AFTER the mod is complete. Doing a CRC fix with every map build would be a PAIN for modders with certain emulators. Nope, never will add that, one reason simply being that the whole "import/inject to ROM" stuff is a big kludge that only works with the Debug ROM, namely our incorrect imports. Also, at the very least the respawn crash with certain SharpOcarina-imported scenes can likely be traced back to the scene file's size. Less complex scene files can be imported and run properly, without crashes and such, while those above a certain size when generated result in those crashes. I guesstimated over at GCN that the limit is somewhere between 10kb and 22kb, seeing how scenes of 8 or 10kb work, while some with ex. 22 or 56kb crash on respawn.
|
|