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Some bugs and differences with the original release #1
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Thank you for the feedback! Yeah I intend to keep working on it! But I'm going to take a break for a couple months as I've been a bit overworked haha. I already wrote more than half of the code for the enemy patterns for hard mode, so I intend to at least finish hard mode and add the text and cutscenes. Then boss rush mode would be easy enough to add. I hadn't planned on forever mode and the GBA probably couldn't handle the ReallyJoelsDad difficulty due to sprite limits :) |
Do you happen to have a .sav file from when the generator near the core respawns? |
If both the StarSplitter and some generators are respawning, and they didn't during my testing, I think that array that I'm using to store persistent changes to overworld objects may simply be full and I can bump the size, but if you had a .sav file from a playthrough that would help me confirm the cause. Hero-port-gba/source/engine.hpp Line 233 in 03fb85d
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The code tries to remove the star splitter and generators persistently, https://github.com/evanbowman/Hero-port-gba/blob/master/source/objects/enemies/boss/starSplitter.cpp#L463 |
I think I may have fixed the issue with the star splitter and generator in the latest release. Not backwards compatible and won't load existing saves, though. I'll address the other issues in the coming weeks. |
Sadly I don't have the save anymore, since I started a new game right away after beating it so I could check if Zero would spawn. I do know that the version I am playing is whatever is up for download on itch, since I just went and redownloaded it to check if the files were identical. If it helps, I did beat Star Splitter a few extra times before I noticed the generator issue, and my suit level was up to 4 or 5, displaying some random tile instead of numbers. This also did happen after I had opened every door, destroyed every (other) generator, killed every boss (other than the offending one) and collected everything there was to collect except for the Eliminator's level up, so if your buffer's size would be at risk it would be after the player has done that much exploring, I assume. Either way, I will try to replay the game again eventually, so I'll let you know if I spot anything. |
Thanks! I reproduced the issue and confirmed the cause this morning. The latest patch on this repo fixes the issue. |
I'll leave this issue open until I can look into the other things. |
(is this the right issue for a bug report? i dont wanna open another issue..) |
A new issue would be preferable in the future, but it's fine this time. This bug will be fun to reproduce, so you destroyed tetron, then got hit by a laser, in that order? |
yeah, exactly like that, except instead of a laser it was one of those bullets that burst out of tetron when he lowers his gun. |
Yeah, that'd be the obvious way to fix things simply, but I need to check the original game to make sure that the pc version also clears bullets when tetron dies, as I'm trying to create an accurate port |
Just finished playing through this port and, for the most part, it is pretty faithful, at least as far as I could tell, having played Hero Core to completion plenty of times. Most of the inconsistencies I noticed were listed on the github page, but some were not, so I figured I would mention them.
I also ran into a few bugs:
Anyway, as I said, I think the port is shaping up very well so far. Are there plans to continue the development now that the jam is over?
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