Softlock: Tell Astral no 3 times and cutscene breaks
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#1
08 September 2016 - 06:53 AM
Softlock occurs in Crimson Blades base, after saying No to Sir Astral 3 times. The cutscene where Aurora enters and a wounded soldier appears improperly loads NPCs and softlocks.
https://www.twitch.t...rack/v/88239561 (at some point in my stream my audio desynced from the video, small desync)
Softlock appears similar to a softlock that can occur in regular Final Fantasy 6.
https://www.twitch.t...rack/v/88239561 (at some point in my stream my audio desynced from the video, small desync)
Softlock appears similar to a softlock that can occur in regular Final Fantasy 6.
#2
09 September 2016 - 07:09 PM
Thanks for the report. This is very strange, I can't seem to replicate it either. Did you patch the latest version to a clean 1.0 FF3 ROM, or over a previous version? Sometimes weird things happen if the latter. And might you have a save you could provide me so I can take a look? I'll try from a new game though and see if it does it then, as I am currently using a save state found online just to see, and those can't be trusted when testing.
#3
09 September 2016 - 09:07 PM
I just played through real quick with cheat codes and reached the Crimson Blade hideout, and managed to recreate the softlock.
When I was streaming this, I wanted to see what the different rewards were, so I picked the Yes option first and watched the entire cutscene. After the cutscene finished, I reset my emulator (snes9x v1.53, reset using ctrl+shift+R hotkey) and picked the no option. That's when the softlock happened.
So I played around with this for a while, and tried reseting after watching the No cutscene fully. That too caused the softlock. Closing the emulator and starting a new instance, I picked the No option, watched the full cutscene, then reset and tried picking the No option again. This caused the softlock too.
So it seems like something isn't re-initializing properly when resetting. Something happens during that cutscene that isn't being reset, or it might be emulator dependent.
I don't have time tonight, but I'll see about uploading my rom and .srm; and maybe a video. I'm curious if this happens in normal FF6.
When I was streaming this, I wanted to see what the different rewards were, so I picked the Yes option first and watched the entire cutscene. After the cutscene finished, I reset my emulator (snes9x v1.53, reset using ctrl+shift+R hotkey) and picked the no option. That's when the softlock happened.
So I played around with this for a while, and tried reseting after watching the No cutscene fully. That too caused the softlock. Closing the emulator and starting a new instance, I picked the No option, watched the full cutscene, then reset and tried picking the No option again. This caused the softlock too.
So it seems like something isn't re-initializing properly when resetting. Something happens during that cutscene that isn't being reset, or it might be emulator dependent.
I don't have time tonight, but I'll see about uploading my rom and .srm; and maybe a video. I'm curious if this happens in normal FF6.
#4
10 September 2016 - 12:38 AM
Ah I see, well this is interesting stuff. I too am wondering if it would do it in the original game. I'm just glad it's not something that happens 100% of the time if 'no' was selected normally, something similar was an issue many versions ago due to a mistake I made so I was afraid I may have done this again somehow... But yeah, please keep me posted, and thanks for the detailed and thorough testing procedure! I appreciate it.
#6
10 September 2016 - 08:06 AM
Emmy pls, I told you that in the discord chat after I tested it.
Anyway, I tested the glitch in regular FF6 this morning. I'll see if I can't make a video today.
Anyway, I tested the glitch in regular FF6 this morning. I'll see if I can't make a video today.
#9
07 October 2016 - 06:22 PM
I think I would have a solution to fix this. Right after Terra talk to herself ("hope...") at CA/FDEA there is a call to subroutine CB/0072 which creates Edgar, Sabin and Locke characters (not NPCs) and show them on map before song fade out. You could move the subroutine call right before their position are set near the kitchen table at CA/FE4A. This is after Banon sees the wounded returner. This would probably force the events to play normally, allowing the 3 chars to join from the right like they are supposed.
It seems the last positions of objects $01, $04 and $05 are kept on the map, I can't explain why something like this happen if no savestate is involved and you close / reopen the emulator.
It seems the last positions of objects $01, $04 and $05 are kept on the map, I can't explain why something like this happen if no savestate is involved and you close / reopen the emulator.
#10
08 October 2016 - 04:07 PM
Well it's not just an emulator thing. In the time since I posted about it, it's been tested on an actual FF6 cartridge running on a SNES.
#11
09 October 2016 - 10:52 AM
I came out with a clean event fix for this bug.
Tested it and no more softlock. I might attempt an object position reset by assembly coding on game reset instead at some point but for now it's an event fix: http://www.ff6hackin...ad.php?tid=3343
Tested it and no more softlock. I might attempt an object position reset by assembly coding on game reset instead at some point but for now it's an event fix: http://www.ff6hackin...ad.php?tid=3343
This post has been edited by Madsiur: 09 October 2016 - 11:33 AM
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