Downloadable Vectorblade versions

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  • #5093
    Jerome Vince
    Spectator

    @Chris @Peer:

    I sent it in your mailbox

    #5094
    GeoAnas
    Spectator

    It happened again. When in demo @level 95, exactly the same symptoms…Vectrex was just switched on.

    #5095
    Jerome Vince
    Spectator

    A new crash for me too (“normal B47 version” – End of the level 7; double shots and bullets at max level) ; the frequency of the crashes is widely higher than before. They occur in very low levels now;  luckily I made a new film of this crash

    #5096
    Malban
    Keymaster

    Thx for all reports.

    since the High Frequency of the crashes – I suspect this is a new bug.

    My fingers are itching to investigate – but I cant here…

    So for this week –  you must do all Investigations on your own!

    #5097
    Peer
    Spectator

    @Jerome and @GeoAnas: Thanks for your input and the messages you sent me.

    One possible explanation for these crashes could be reversed roles of bad guy and victim here: Maybe it is not the stack corrupting some ram data, but some ram data (namely the shot data) corrupting the stack, and thus the program counter?


    @Malban
    : Chris, just for info, I am too dumb to get the VB 47 binary to run in Vide…

    #5098
    Jerome Vince
    Spectator

    @Peer: Yes, nice hypothesis. That’s why it seems that there is no crash playing the Minestorm level.

    Did you note voice bugs using the Atarivox+? I have to compare the  beta 40/41 with this last version to be sure,  but sometimes the voices appear prematurely cut. I heard abnormal sounds in several situations too.

    A little point i noted: into the shop, the speed/bullet/rate levels are not centered using the new default settings.

     

    #5099
    Malban
    Keymaster

    Hi.

    writing from near the baltic sea :-).

    I dug out my laptop  and started Vedi and Vectorblade.

    I can confirm – the bug is visible in Vedi. I shouldn’t have come up with a not fully tested version – I am sorry about that.
    As said – I have seen the crash – but not investigated yet.
    But sadly I strongly suspect that bug is a “new” one… probably related to the 3 bytes of RAM I freed.

    Thx for all your efforts and involvement. I will investigate further once I am back in Duesseldorf.

    Cheers

    Chris

    #5100
    Peer
    Spectator

    Some more digging. I just read a bit in RAMLayoutStatic.asm, and now I am collecting my thougts here.

    Rot_VL_Mode internally uses 0xc834 – 0xc83b, and probably also 0xc83c. As far as I can see, in VB those are mapped as follows:

    	org      _Vec_Str_Ptr                 ; Vec_Counters ; $c82e 17 byte 
    c82c	levelTimer          ds       2                            ; 
    		tmp_div1 
    c82e	bonusSpawnPosition  ds       2 
    		; following 5 definitions are the jmp (on stack) addresses back to the main game loop
    		; from the 5 different linked lists
    		; these can be set in RAM, since lists can be reused in different game sections
    c830	STARS_DONE_A        ds       2                            ; 
    c832	ENEMY_DONE_A        ds       2                            ; 
    c834	SHOTS_DONE_A        ds       2                            ; 
    c836	BONUS_DONE_A        ds       2                            ; 
    c838	PLAYERSHOTS_DONE_A  ds       2                            ; #handle_after 
    		STARS_DONE          =        STARS_DONE_A-2 
    		ENEMY_DONE          =        ENEMY_DONE_A-2 
    		SHOTS_DONE          =        SHOTS_DONE_A-2 
    		PLAYERSHOTS_DONE    =        PLAYERSHOTS_DONE_A-2 
    		BONUS_DONE          =        BONUS_DONE_A-2 
    		; reuse!
    		FW_PARTICLES_DONE   =        ENEMY_DONE 
    		FW_PARTICLES_DONE_A  =       ENEMY_DONE_A 
    c83a	OBJECT_LIST_COMPARE_ADDRESS  ds  0                        ; compare value to above 5 addresses - these must be greater than above addreses, 
    																  ; compare is used to decide whether list is empty or not 
    c83a	warpSpeed           ds       0 
    c83a	bonusAnimCount      ds       0 
    c83a	lightningOn         ds       1                            ; BIT FLAG when an enemy is hit by bullet - but not destroyed - the enemy "flashes", this indicates a current flash (reset by next normal colored enemy) 
    c83b	shotYRadius         ds       1                            ; is allways negated value -> easier/faster compare! 
    c83c	levelEnemyCountUID  ds       1                            ; during level intro - each "permanent" enemy receives a UID, this is the counter for that 
    c83d	_Vec_Rfrsh          ds       2                            ; $C83d / $C83e when using Wait Recal -> than this is 
    

    I failed to check this myself, but could it be that during the dodger sequence (MineStorm) one or some of the values are destroyed by Rot_VL_Mode, and afterwards the values are not properly reinitialized or restored before being used the next time?

    Cheers,
    Peer

    #5102
    Malban
    Keymaster

    Vectorblade_B48.bin – 4th Mai 2020

    and the same as VecFever variant:

    Vectorblade_B48.V4E – 4th Mai 2020

    The crash I removed was NEW – and due to size optimization, instead of a “LSLA” I accidently wrote a “LSRA”, which for a list/pointer access could be fatal.
    I could not test the new binaries longer than 1/2 an hour or so… can’t concentrate – I hope these are “better”.


    @Peer
    : I checked those RAM locations, and they get repopulated correctly after a minestorm.

    Cheers

    Chris

    #5103
    Peer
    Spectator

    @Peer: I checked those RAM locations, and they get repopulated correctly after a minestorm.

    Did you also check the “maximum stack requirement: 9 bytes” of Rot_VL_Mode?

    Cheers,
    Peer

    #5104
    Jerome Vince
    Spectator

    Hi,

    I tried the last version ( few hours); no crash for me 😊

    Just my first impression -> very positive:  screen / sound / calibration/ scores -> all seems good now 👍🏻

     

    #5105
    Jerome Vince
    Spectator

    Arghh! A new strange bug testing the game tonight: i was fighting the 2nd Boss (easy mode) when i suddendly left the game -> VecFever menu

    #5106
    Malban
    Keymaster

    During the bossfight?

    That’s nice…
    Vectorblade is crooked. I’ll throw it in the bin and never look at it again.

    #5107
    Jerome Vince
    Spectator

    Yes it was during the boss fight.

    It was the “Run, Run,Run” sequence. I had the blaster and i was firing when i left the game suddendly. The Boss did not touch me.

    #5108
    Malban
    Keymaster

    Just played a game on VF. Boss fight two – same thing happened. Probably also a new bug.

    Isn’t it wonderful… since I can’t find the old bug, I just insert new once… just for a change…

     

    I’ll be back…

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