User Tag List

Results 1 to 3 of 3

Thread: Filepack Fun, Itemdata

  1. #1
    The Timelord
    QDB Manager
    ZC Developer

    Join Date
    Oct 2006
    Location
    Prydon Academy
    Posts
    1,396
    Mentioned
    112 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    4,760
    Level
    21
    vBActivity - Bars
    Lv. Percent
    68.7%

    Question Filepack Fun, Itemdata

    I'm having more absolutely lovely fun with the filepack format not doing what I tell it to do.

    This time, it;s with the itemdata struct, and aye, I did feed it specific version information, and I did bump V_ITEMS.

    Does anyone want to have a look at this?

    https://github.com/ZoriaRPG/ZeldaCla...ee/ItemdataExp

    The key files are:

    qst.cpp, zfdefs.h, zq_class.cpp

    The affected functions are readitems() and writeitems().

    I commented out the sections that I was adding, and you can search for the string:

    //! I need help with this.

    to quickly find them.

    The ZScript side of this is fine, and the jwin side seems to also be fine. I tried to create a debug build, but MSVC crashes outright when I do that.

    Here is what happens when I try to build for debug.
    Spoiler: show

    Code:
    2>LINK : fatal error LNK1000: Internal error during IncrBuildImage
    2>  Version 9.00.21022.08
    2>  ExceptionCode            = C0000005
    2>  ExceptionFlags           = 00000000
    2>  ExceptionAddress         = 4C003FC0
    2>  NumberParameters         = 00000002
    2>  ExceptionInformation[ 0] = 00000008
    2>  ExceptionInformation[ 1] = 4C003FC0
    2>CONTEXT:
    2>  Eax    = 4C003FC0  Esp    = 003AEE10
    2>  Ebx    = 40008184  Ebp    = 003AEE3C
    2>  Ecx    = 00DED670  Esi    = 4064510C
    2>  Edx    = 003AEE2C  Edi    = 00EFD6C0
    2>  Eip    = 4C003FC0  EFlags = 00010246
    2>  SegCs  = 00000023  SegDs  = 0000002B
    2>  SegSs  = 0000002B  SegEs  = 0000002B
    2>  SegFs  = 00000053  SegGs  = 0000002B
    2>  Dr0    = 00000000  Dr3    = 00000000
    2>  Dr1    = 00000000  Dr6    = 00000000


    Full MVSC log

  2. #2
    Administrator DarkDragon's Avatar
    Join Date
    Oct 2001
    Posts
    6,228
    Mentioned
    70 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    11,025
    Level
    31
    vBActivity - Bars
    Lv. Percent
    8.16%
    I gave you some tips on Skype, but I'll post here as well to help others:

    1. You have to read and write data in exactly the same order in qst.cpp and zq_class.cpp.
    2. You must use a consistent pair of read and write commands. You cannot write a 8-bit char and try to read it in as a 32-bit integer.

    Please be extremely careful when making changes anywhere near the quest loading and saving code. Errors here cause quest corruption, which in the worse case goes undetected for several betas, and can cause quest authors to lose weeks or months of work.

  3. #3
    The Timelord
    QDB Manager
    ZC Developer

    Join Date
    Oct 2006
    Location
    Prydon Academy
    Posts
    1,396
    Mentioned
    112 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    4,760
    Level
    21
    vBActivity - Bars
    Lv. Percent
    68.7%
    Solved. Thank you <!-- BEGIN TEMPLATE: dbtech_usertag_mention -->
    @<a href="http://www.armageddongames.net/member.php?u=1" target="_blank">DarkDragon</a>
    <!-- END TEMPLATE: dbtech_usertag_mention --> for proving that I'm a blind idiot.

    For future reference, don't try storing char and loading long.



    We will merge this soon. For the present, it is in this branch:

    https://github.com/ZoriaRPG/ZeldaCla...taWeaponEditor

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
Social