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KungFuFurby

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A member registered Feb 27, 2021

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The music ended up like that mostly because I wanted to be a cheapskate about the memory consumption on the sound side (with one exception (at least for what was used), that being the snare drum, it's all small BRR files just a few blocks at most, and I took advantage of hardware glitches to get different sounds out of the waveforms, along with a few hand-crafted ones here and there), and the Terrific Audio Driver allowed me to do just that not just with the samples, but also with the music data. For added fun, I also used an FM-like effect in both the Title Screen and Credits songs to produce a glockenspiel-like sound. And because I'm being so cheap with the memory, this also means I could use the highest possible EDL value if I wanted to, which I used for the Title Screen song.

Interestingly, I ended up revisiting a SNES ASM project that I had left behind several years ago... even pre-dating the 2021 SNESDev game jam. Not for a game jam, per-se... but simply because I wanted to revisit it. These game jams are giving me a spark or two..

Yup. I got all the way through the first campaign. Let's just say that on the last one, I ended up having to recover from losing pretty much all of my units except for the bases (which hadn't been captured yet, though on occasion one of them was indeed captured)... and I managed to conjure up a strategy to successfully return from the brink: a bunch of one unit, and a second special unit... and naturally, two buffs, the first being critical for survival, and the second of which I ended up using to devastating effect in the long run. I did max out the turn counter at 50 in the process, though the in-game turn counter kept incrementing.

Losing my progress was the least of my worries, since it was retaining during the updates.

So I confirmed that clicking on the base does pause the cutscene for the moment instead of skipping it like it did previously... Also, the Mission Complete screen now overlaps the cutscene, but it does show up, whereas it didn't before.

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The main bug I think I'm getting is actually on level 4. The cutscene plays once all enemies are gone (and I let it play all the way through instead of clicking out of it), I have someone blocking the base and I've defeated their reinforcement waves, but I don't get a mission complete screen afterwards, and instead it appears to continue forever. I can fill up the squares with units except for the booby-trapped ones (they insta-kill the units if one is on them at the end of the turn), and the enemy units do respawn if I'm no longer blocking the base.

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I'm reacting similarly... mostly from a commercial perspective, citing Nintendo, and mainly due to the characters.

Oh yeah! I caught on to changing speed with L/R, although admittedly I completely forgot to look at the controls on the actual game submission page and instead just simply went impromptu. Also, as far as the solar panels go, I'd have to figure out how exactly to figure out how well they charge, since I know I can upgrade them in theory... and my method of waiting for them to charge the slow way to deal with a dead battery ran into a problem when the dialogue kept coming up (leaving me to auto-fire the B button) before ultimately deciding to abort anyways, partially because I didn't know how quickly it would actually charge... and partially because if I were constantly under attack, it wouldn't work too well anyways depending on the charging rate.

Interestingly, I caught on to the perspectives theme in another manner... namely, the way you worded your "Abort" confirmation dialogue. And yes, I've done plenty of aborts: good thing I can always just go get another one to retrieve the dumped cargo!

Surprisingly I haven't run into the boss yet. I'm just mostly doing exploring and crystal collecting. And yes, I know of the lots of enemies on screen case: surprisingly, I have decided to decline to attack any of them and instead just tank and/or avoid the hits. It also means I find the shields to be practical for this scenario.

If you don't want to deal with a missed VBLANK, then I recommend the scanline check approach to avoid that edge case. Either that, or both the SPC700 and SNES-side programming need to be modified to avoid that entirely.

I'll join in on the discussion. Khaz is explaining a crash that occurs due to a fault in SNESGSS's communication protocol (Yes, I know what sound driver this game uses. I've known it for many years.): namely, it sends out the last command ID ran to $2140/$F4. However, it then clears the latches some time afterwards, which zeroes out both sides. The SNES can miss the read (with VBLANK being a plausible cause), thus causing an infinite loop. (We were discussing this on the SNES Development Server Discord, actually.)

There are a couple of solutions running through my head per our discussion: the first is to disable vblanks (or other interruptions) entirely while a command is being sent through. The second is to keep track of what vertical scanline you're on (the value to check will be NTSC/PAL dependent, and I see you're targeting NTSC) and wait for vblank if the vertical scanline count is too high, then run the code in question that communicates with the SPC700.