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Town music playing during Shadow's dream sequence #73

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edale2 opened this Issue Mar 20, 2018 · 9 comments

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edale2 commented Mar 20, 2018

As reported by F-Bomb on Quimm:
http://forums.qhimm.com/index.php?topic=16077.msg256337#msg256337

I'll admit, I don't think I went through the dream sequences in ANY of my test runs...

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edale2 commented Mar 20, 2018

F-Bomb's info:

When I recruited Shadow in Cohlingen after Battle of Narshe, I slept straight away and the town music was still playing in the background while the 1st dream sequence was happening.

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Insidious611 commented Mar 20, 2018

I'll have to confirm this myself, in my playthrough I don't think I ever did much with shadow tbh.

@Insidious611 Insidious611 self-assigned this Mar 20, 2018

Insidious611 added a commit that referenced this issue Apr 17, 2018

Potential fix for unhandled fades-to-silence.
Currently untested. Potential fix for #73, #38, part of #74, and maybe #32.
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Insidious611 commented Apr 19, 2018

I need some sort of test save for this, so I can quickly confirm whether or not the fade-to-zero workaround has fixed it.

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Insidious611 commented May 1, 2018

Unfortunately the fix I thought I had for the bug turned out not to work :/

Insidious611 added a commit that referenced this issue May 1, 2018

Train and fadeout fixes (#77)
* Potential fix for unhandled fades-to-silence.

Currently untested. Potential fix for #73, #38, part of #74, and maybe #32.

* Merged new version of Phantom Train fix.

Insidious611 added a commit that referenced this issue May 4, 2018

Untested: Change event code, potential fix #73
Adds an explicit call to Track 00 (silence) to the event code for this scene to avoid the as-yet-unexplained issue of it requesting the Kids Run Through The City Corner theme instead.
Untested. Un-assembled, even. I just prototyped this based on madsiur's advice.
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Insidious611 commented May 5, 2018

I have a fix for this issue that's working, but it's causing a resurgence (at least, after a shadow dream) of the bug where the music is silent after sleeping at an inn. I'm considering this a decent enough compromise though since imo haunting silence is appropriate after these dreams and the music starts right up the minute you cross a zone boundary (ie, leave the inn).

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Insidious611 commented May 5, 2018

to be more detailed, the sleeping mechanics of the game require that no song other than the "nighty night" ditty be played in between sleeping and waking up, in order for the game to keep track of what song is playing. I'm specifically requesting track $00 (silence) be played during these dream sequences in order to work around this bug, and this has the unfortunate side effect of overwriting the area of RAM the routine for playing the right song after you wake up needs, with silence. I could create a whole massive kludge to try to work around this involving checking for calls to track $00 the same way I check for calls to track $51, but frankly it'd be opening up a massive can of worms.

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Insidious611 commented May 5, 2018

Fix is now working for all shadow cutscenes, with a few caveats.

First caveat: The "kids run through the city" song (or indeed, whatever theme the inn was playing) will play for a frame or two after the dream scene loads. This is unavoidable as it appears to be the load of the scene itself that is calling for the song, and my changes are to the event script after the scene is loaded.

Second caveat: See above about silence at the inns after the dreams.

Third caveat: The second shadow dream starts with a noticable, but short, delay due to having to overwrite a fairly large chunk of event code with $FDs.

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Insidious611 commented May 5, 2018

I'm probably going to close this after I get some feedback on the current IPS in the relevant branch. If it's a good enough fix for everyone so far then that's good enough for me.

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Insidious611 commented Jun 9, 2018

As I haven't gotten any feedback on this in a month, and it's "good enough for me", I'm closing this issue and pulling the branch.

Insidious611 added a commit that referenced this issue Jun 9, 2018

Experimental shadow cutscene fix (#81)
* Untested: Change event code, potential fix #73

Adds an explicit call to Track 00 (silence) to the event code for this scene to avoid the as-yet-unexplained issue of it requesting the Kids Run Through The City Corner theme instead.
Untested. Un-assembled, even. I just prototyped this based on madsiur's advice.

* Fixed comments.

Changed the address in the comments to be correct for the event code jump, and better explained the replacement event code.

* Zero current volume when muting MSU-1

* Further fixes to other cutscenes. Some bugs.

 - Music still plays for about a frame (2 at most) at the beginning of
scenes as the music change happens on scene load and the event code
happens after that.
 - Scene 2 begins with a noticable (but not very long) delay, due to
having to add a lot of NOPs to the event code to pad out what I had to
overwrite.
 - Silence at inns after Shadow dreams. Considered a necessary
compromise for the moment, see issue for details as to why.
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