Home › Forums › Vectorblade beta test › Downloadable Vectorblade versions
- This topic has 522 replies, 8 voices, and was last updated 3 years, 4 months ago by Malban.
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April 26, 2020 at 9:52 am #5093Jerome VinceSpectator
@Chris @Peer:
I sent it in your mailbox
April 26, 2020 at 1:22 pm #5094GeoAnasSpectatorIt happened again. When in demo @level 95, exactly the same symptoms…Vectrex was just switched on.
April 26, 2020 at 3:29 pm #5095Jerome VinceSpectatorA 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
April 26, 2020 at 4:45 pm #5096MalbanKeymasterThx 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!
April 26, 2020 at 5:39 pm #5097PeerSpectator@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…April 26, 2020 at 7:17 pm #5098Jerome VinceSpectator@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.
April 27, 2020 at 4:33 pm #5099MalbanKeymasterHi.
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
May 2, 2020 at 1:23 pm #5100PeerSpectatorSome 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,
PeerMay 4, 2020 at 8:57 pm #5102MalbanKeymasterVectorblade_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
May 5, 2020 at 7:45 am #5103PeerSpectator@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,
PeerMay 5, 2020 at 10:12 am #5104Jerome VinceSpectatorHi,
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 👍🏻
May 5, 2020 at 8:00 pm #5105Jerome VinceSpectatorArghh! A new strange bug testing the game tonight: i was fighting the 2nd Boss (easy mode) when i suddendly left the game -> VecFever menu
May 5, 2020 at 8:06 pm #5106MalbanKeymasterDuring the bossfight?
That’s nice…
Vectorblade is crooked. I’ll throw it in the bin and never look at it again.May 5, 2020 at 8:15 pm #5107Jerome VinceSpectatorYes 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.
May 5, 2020 at 8:28 pm #5108MalbanKeymasterJust 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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