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ice climber (fds) strange emu behavior in later bonus stages
http://forums.nesdev.com/viewtopic.php?f=3&t=14992
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Author:  Dwedit [ Wed Nov 09, 2016 5:45 pm ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

Try a read breakpoint at $56 instead.

Author:  rainwarrior [ Wed Nov 09, 2016 5:51 pm ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

oRBIT2002 wrote:
Perhaps I'm doing something wrong but I've played alot with the FCEUX debugger earlier..
I set a breakpoint at $6667 but it is never triggered.

I can't find an FDS file for Ice Climber, but I can set execution breakpoints in the $6000-7FFF range and have them trigger for other FDS files.

Did you choose "execute" for the breakpoint type? A "read" type breakpoint will not trigger for an instruction read, it's only for reads that are the effective address of an instruction.

Also, it's easy to accidentally disable a breakpoint by double clicking on it. (There should be an E next to the breakpoint if it's enabled. There's a field of ------, might look like ECRWXF if all of the various breakpoint modes were active. E = enabled, C = CPU memory, R = read, W = write, X = execute, F = forbid.)

Author:  oRBIT2002 [ Thu Nov 10, 2016 12:47 am ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

I finally fixed this. I've uploaded an ips-patch to my website (check signature for URL). Thanks guys for finding this! This stuff is pretty entertaining to do.. :)

Author:  *Spitfire_NES* [ Thu Nov 10, 2016 1:27 pm ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

Thanks for taking the time to fix this orbit! Im about to play it now. :) :mrgreen:

Author:  oRBIT2002 [ Thu Nov 10, 2016 1:36 pm ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

Address $56 also seems to set the difficultylevel. At $13 it's pretty stressful. :) "Ice Climber" however will always have a special place in my heart, it was the first NES game I played back in the 80's.

Author:  Dwedit [ Thu Nov 10, 2016 2:47 pm ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

That fix is a difficulty level cap, not a graphics fix by itself.

Author:  *Spitfire_NES* [ Thu Nov 10, 2016 6:35 pm ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

Dwedit wrote:
That fix is a difficulty level cap, not a graphics fix by itself.


Are you talking about the previous post dwedit or the patch on orbits site?

Author:  Dwedit [ Thu Nov 10, 2016 6:57 pm ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

The patch on the site.

Author:  *Spitfire_NES* [ Thu Nov 10, 2016 7:04 pm ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

Dwedit wrote:
The patch on the site.


Hmm i thought orbit fixed the sprite garbage? I'm currently testing the patch but have only gotten a few levels in. It says in his patch notes he fixed it. What does he need to do to fix the bug?

Author:  Dwedit [ Thu Nov 10, 2016 8:54 pm ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

The patch does fix the sprite garbage, but due to the way it was implemented, puts a cap on the difficulty level. Same variable is used for difficulty level/flags and which vegetable appears.
My suggestion was to modify only the A register, as opposed to writing a smaller number back to the difficulty variable (which that patch does).

Author:  oRBIT2002 [ Fri Nov 11, 2016 12:26 am ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

Ah thanks Dwedit, I'll fix this!

EDIT:
Hm, what would the expected behaviour be for "bonusfruits" assuming address $56>=$14? Should they start over from $00?

Author:  *Spitfire_NES* [ Fri Nov 11, 2016 7:38 pm ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

oRBIT2002 wrote:
Ah thanks Dwedit, I'll fix this!

EDIT:
Hm, what would the expected behavior be for "bonusfruits" assuming address $56>=$14? Should they start over from $00?


Is there a way to make an option for differing difficulty settings if you can poke around with the values?

I was going to ask about the bonusfruits question you had. When the graphics were going into garbage sprites, were they trying to reset back to the first set of bonus fruit sprites? I hope im making sense, lol!

Author:  Dwedit [ Fri Nov 11, 2016 11:42 pm ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

In the bugged FDS game, it wasn't trying to go back to any earlier bonus fruits, instead it was just going beyond the last one into garbage land.
The VS System version of the game properly wraps back to the first bonus fruit.

So the behavior should be MOD 0x14.

As in something like this:

-:
SEC
SBC #$14
BCC -
CLC
ADC #$14

Author:  oRBIT2002 [ Sat Nov 12, 2016 1:52 pm ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

I can't get your example to work Dwedit. Perhaps it's because it's beginning to get late here in Sweden and I'm tired. :)
Anyway, my current code looks like this ("inserted" at $6667) but obviously it needs work assuming someone reaches a really high difficultlevel (not sure that's possible, I think there are checks for this so it can't continue to increment all the time).

Code:
start:   lda $56
   cmp #$14
   bcc bonus_ok
   clc
   sbc #$13

bonus_ok:   
        asl
   jmp $666a

Author:  *Spitfire_NES* [ Sun Nov 13, 2016 3:37 pm ]
Post subject:  Re: ice climber (fds) strange emu behavior in later bonus st

Thanks for your continued work orbit! Were you able to work past the issue you were having last night?

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