I've had none of them problems but nobody knows a fix for the replacement graphics bug it hit Bonesaw and sometimes it creeps in on my game. I've diagnosed the hell out of it but I just can't put my finger on what triggers it - or how to fix it
Are we talking about when an object suddenly gets the graphic of another object?
I occaisionally (very rarely... like i've seen it twice) get that in my game, where a piece of track in Project: Roller Coaster flickers onto a button graphic, then straight back to being track again, it only lasts one frame.
Originally Posted by alspal I had a graphics bug with Ainevoltas2 where sprites replace each at random.
I remember that!
Torches sometimes became Richter, and the rats turned into another enemy. I hate when stuff is supposed to work but for some weird bug in the system it doesn't.
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That bug is a memory out of bounds error. You have too much data of some kind in an array in the MMF architecture, and when it attempts to address a new item, it shunts the data into the next memory location, which is typically graphical, leading to graphics glitches that seem incredibly random; graphics replace each other, get pasted into multiple directions, etc. I had this happen with gridquest, and I traced down what was causing it in TGF:
When you exceed a certain amount of events in a specific COLUMN of the event editor, and perhaps only in specific objects, like the sound object, adding a new event will corrupt your program. The pointer to the sound file will transfer itself into a random memory location, and your game gets corrupted and dies. I found this limit to be 256 events, iirc; adding a 257th sound file would destroy the program. My workaround solution was to instead have it so that all "play sound" events put a flag on an object, and that flag would trigger the sound event later on. So all of the sounds used in multiple places now only needed a single event.
Thats just one example of how it could write to a bad memory location. Having too many active objects, or too large an area, or god knows what, could all exceed MMF's limits. HWA could be buggy and write to places it shouldn't. Etc.
It does seem to happen in specific frames, but they all have the same objects and coding as each other. The only difference is how the levels are laid out and the size of the frame. I've been meaning to alter the frames that have this bug. See if it achieves anything.