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Thread: Global Arrays...

  1. #1
    Octorok
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    Sick Bug Global Arrays...

    Hopefully you guys will be able to verify this one... >_>

    If you end game during the opening wipe of the first run of a quest, global arrays will never dimension. Particularly noticeable with ghost.zh enemies, which never do anything. But you can't fix it b/c I'm making a quest where you play as missingno and you have to abuse glitches to beat it.

    --

    Speaking of ghost.zh, I might have found a bug in that, I'm not sure? There's a line, it's in there twice, which reads:

    // Too close to Link
    else if(Abs(ComboX(i)-Link->X)<32 && Abs(ComboY(i)-Link->Y))

    Shouldn't there be another <32 in there? TBH I have no idea what &&ing an integer actually does. :p
    So if that's a bug you should pass it along to whoever wrote it.

  2. #2
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    Global arrays are allocated and initialized before you're able to do anything. Did you continue an existing saved game after changing the quest's scripts?

    Shouldn't there be another <32 in there?
    ... Yep, that's a bug. Nothing critical, fortunately, but I'll fix it.

  3. #3
    Octorok
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    It's every quest that uses global arrays. End Game and continue or save during the opening wipe and they're all size 1 forever for that save. I could make a video for that too if you want, lol. I first noticed this in light of the heavens 3.0, confirmed it in my own quest, and in quest for hookshot 2. I added a check if SizeOfArray is incorrect to the top of my global script; I can trip that code easy every time if I want.

    Edit - OK here's that it looks like, I should have showed a broken ghost enemy but ehhhhh - https://www.youtube.com/watch?v=fzLRKovgCyo
    Last edited by CSD; 07-17-2016 at 05:54 PM.

  4. #4
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    Nope, can't reproduce it. If you delete or move zc.sav and start a whole new save file, does that make any difference?
    There was a problem a while back (until build 1341) with global arrays being saved incorrectly and screwing up every other saved game. Maybe this is a similar issue.

    Edit: I tried a few more times, and now I can reproduce it... But not in 2.50.1, so it seems to be a recent issue.
    Last edited by Saffith; 07-17-2016 at 06:14 PM.

  5. #5
    Octorok
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    Fresh install zc2.50.2 from http://www.purezc.net/forums/index.p...c=68548&page=1 -- Still occurs.

    What is going on :[

  6. #6
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    I see what happened now. Has to do with the change allowing the game to be quit or reset when a script hangs. As part of that, it isn't supposed to run scripts for the rest of the frame after a quit request, but that was also being triggered by continuing. Fixed now.

  7. #7
    Octorok
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    (I just want to make it clear, Save also causes it, not just continue. The problem was F6 vs. F9, not continue vs. quit.)

    Now that I know it's not just me I'm clear to use this in my speedruns right?


    Now that that's settled, here's more!!!
    I have lots of dumb little grievances I mostly don't bother to bring up.
    If you jump into a screen transition over water, Link is drawn swimming for 1 frame.
    And it bugs me that the lens flickers and that link->jump is zeroed (combos affect midair link on) when you hit a reset room combo. At least the jump thing I was able to script a fix.
    More where those came from but you probably have better things to do.
    Last edited by CSD; 07-18-2016 at 01:27 AM.

  8. #8
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    Not a problem. The same fix applies to both.

  9. #9
    Octorok
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    I figured; just wanted to make sure. :p

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