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Rey
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 PostPosted: Tue May 29, 2012 2:24 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
I don't know, it should work so something in your blocks somewhere I think.
Re did block,still does the same thing.I could have another guard with the key but then that guy would be for nothing.
You really dont know?
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SubDrag
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 PostPosted: Tue May 29, 2012 2:35 pm    Post subject: Reply with quote Back to top

Are you sure ROM settings ok? It worked for me.
 
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Rey
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 PostPosted: Tue May 29, 2012 2:43 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
Are you sure ROM settings ok? It worked for me.

I dont even know what you mean by that.You mean when i do F5?
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 PostPosted: Tue May 29, 2012 2:51 pm    Post subject: Reply with quote Back to top

Are you using Project 64? Settings to make it run well.
 
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Rey
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 PostPosted: Tue May 29, 2012 2:56 pm    Post subject: Reply with quote Back to top

Nope im not using project 64.What i use is Mupen64++ Beta 0.1.3.12
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 PostPosted: Tue May 29, 2012 3:07 pm    Post subject: Reply with quote Back to top

Oh should be ok then. I dunno, that's odd. If you move guard temporarily to near start location, and try there, does it still crash?
 
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Rey
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 PostPosted: Tue May 29, 2012 3:18 pm    Post subject: Reply with quote Back to top

I tried it out,still crashed,dont know how that would do something though Exclamation
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 PostPosted: Sun Jul 22, 2012 4:19 pm    Post subject: Reply with quote Back to top

Using the action above which is
9D00000010
020F
03
4B00103E
010F
023E
C37007
AE
0200
03
B400010001
0100
0201
C37008
0240
B400020005
03
0140
0205
9E00000010
8F0100
9128
9332
0203
170001000003
0203
AE
021B
03
B400001403
011B
0203
0A0042000000140410
021C
03
2F03
011C
0203
BF00CD060000000003
0203
140021000003
0203
160001000003
0203
021E
03
2F03
011E
0203
05FD0002
I have an action using this above but when the guards dies text is to be displayed. On my testing as he is done saying the first two text,and takes out the weapon it freezes. Any help with this?
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 PostPosted: Sun Jul 22, 2012 5:06 pm    Post subject: Reply with quote Back to top

I just tried it and it did not crash for me. He said two text, then pull out DD44 and fired at me. You set right ROM settings in PJ64?
 
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Rey
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 PostPosted: Sun Jul 22, 2012 6:13 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
I just tried it and it did not crash for me. He said two text, then pull out DD44 and fired at me. You set right ROM settings in PJ64?
No no you miss read.''I have an action using this above but when the guards dies text is to be displayed.
On my testing as he is done saying the first two text,and takes out the weapon it freezes. Any help with this?''
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 PostPosted: Sun Jul 22, 2012 7:40 pm    Post subject: Reply with quote Back to top

When does it crash? I was able to kill him after he shot fine.
 
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 PostPosted: Sun Jul 22, 2012 7:51 pm    Post subject: Reply with quote Back to top

Its the same action above. But in that action I added text so when that guard dies the text shows up. When I kill him it crashes.
Example:You walk near him (Text) then (Text) pulls out weapon freeze if it doesent freeze there its when you kill him.
(While doing animation of death text comes out or after his body disappears not sure exactly.
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 PostPosted: Sun Jul 22, 2012 8:22 pm    Post subject: Reply with quote Back to top

Try it in an empty runway level, that's what I did, I couldn't get it to crash. Can you try that? I wonder why crashing in your level then. Perhaps you run out of memory when pulling out dd44? That's unusual though.
 
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 PostPosted: Mon Jul 23, 2012 7:47 am    Post subject: Reply with quote Back to top

I did just that and my version still doesent seem to work.
Im looking and it doesent say error with the extra bit I added to the action.
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 PostPosted: Mon Jul 23, 2012 2:14 pm    Post subject: Reply with quote Back to top

That you used Runway in your test Sub could be why you can't replicate it.
I think it's running out of memory in this scheme. I say that because the failure point can be either on a weapon draw or the text displayed after the kill. The memory manager fills memory from back to front. Immediately after the setup file is the text file, and after that is a movable block of memory which would include, among other things, memory blocks generated for loaded object instances and the object binaries themselves.
That will fill from back to front, so you run the risk when it depletes of (in order) overwriting text or failing to generate an object if the block would overwrite the end of setup. It's somewhat strange behaviour that was patched in PAL. Both of these situations can cause a problem.

So, if you don't have enough memory but not so much that you don't overwrite the entire text bank, then the game will likely fail when trying to display text. If it is so much that it can't be allocated at all, the game fails when trying to use a NULL object pointer. It could also fail if there isn't enough space to load the weapon models themselves.

There otherwise isn't a problem with the script.
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