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 Post subject: Help with Deadpool.NES 2
PostPosted: Thu Aug 01, 2019 8:33 am 
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Joined: Thu Jul 11, 2019 9:56 am
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Hi again guys thanks for the help from last time (I've got help on the topic and pm) thanks to you I was able to fix the issue, but there is still one more thing remaining, so I need your help again.
Here is one of the developers showing the cause of the problem https://www.dropbox.com/s/rx8oqqr60om2e ... Uxj5SJqV1w
If any of you are interested and need the rom to take a look pm me.


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PostPosted: Sat Aug 03, 2019 12:42 pm 
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Joined: Mon Sep 20, 2004 6:04 am
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Location: Indianapolis
I can scratch the surface with some speculation, I don't have time to dig into the the code personally, though.

It seemed like the glitch occurs when the player is both higher up on the screen, and in line with 2 lamps. Normally the mapper writes aren't related to where the player's position is on the screen, so to me that indicates the code somewhere is overflowing its allotted time. Possibly related to hit detection? I would look at how it's determining what value it's writing to the mapper, then if it's based on a variable that may be shared with (or interrupted by) other routines.

Is there a situation exactly like this where it works fine, in the original game? It could be a limitation of the engine, that they just didn't have to deal with because of the level design. Or just a simple mistake in the game hack. It's hard to tell from here.


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