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Author Topic: Night Slashers X - by BonusJZ  (Read 127943 times)

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Offline darknior

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Re: Night Slashers X - by BonusJZ
« Reply #600 on: May 11, 2012, 08:14:50 pm »
Repport of tests on xBox with OpenBOR v3.688 :

I remove all the "1" of the game levels .TXT
I launch the game and play without any filter, alone the DEBUG.
Every level i become, i have less memory ...

When i kill Dracula i have 3.4Mo
-> Stage 5 : 589Ko
-> Stage 6 : 172Ko
And when there is a new loading : BLACK SCREEN :p

I restart the xBox, continue the game and it works i have again 17.5Mo :D
-> Stage 8 : 5Mo
And i finish the game without any problem :D

The only problem of the game to not crash in level 6 is to understand how to UNLOAD sprites :p
Tell me if i must do other tests ...

The game is really excellent ... but :
- So bad when we finish him we win nothing :(
- We can't replay the level we want :(
- Win XP don't give new moves :p

Offline shulbocka

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Re: Night Slashers X - by BonusJZ
« Reply #601 on: May 12, 2012, 02:33:18 am »
I have absolutely no coding knowledge of openbor whatsoever, and I haven't tried this game on the xbox yet, but I'm going to tonight. Would it be beneficial at all if I do run into bugs( which I will apparently), to try taking out the 1's individually instead, and testing it again to see which thing is actually causing the crash when it unloads the model or whatever you guys are talking about? Meaning changing the lvl1.txt to:

load lv1p
load tlk0c 1
load jsn 1
load Ghoul3 1
load dog 1
load dog2 1

and then seeing if it crashes, and if it does, trying:

load lv1p 1
load tlk0c
load jsn 1
load Ghoul3 1
load dog 1
load dog2 1

...and so on. It would take forever doing that for each level, but I'd do it to conserve memory, because I definitely want it to work on my xbox as good as possible. Like I said, I know nothing about coding and probably sound like an idiot right now, but it would be better to do that if it would work, instead of just removing all the 1's on all the levels and having to restart my xbox to finish the game every time I play it because lack of memory. Sorry if this is just an idiotic post though, I tried.

Offline utunnels

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Re: Night Slashers X - by BonusJZ
« Reply #602 on: May 12, 2012, 02:44:31 am »
darknior has already tested that.
Unfortunately it seemed you have to remove all those 1s.

Or maybe you can try 2, which should save more memory than 1 (if it doesn't crash).

Offline shulbocka

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Re: Night Slashers X - by BonusJZ
« Reply #603 on: May 12, 2012, 02:57:39 am »
Dang, well it was worth asking I guess. I was in the zone and was gonna do it right now if it hadn't already been tested. Oh well, I'm sure someone will get it all worked soon. If not, life will go on.

Offline darknior

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Re: Night Slashers X - by BonusJZ
« Reply #604 on: May 12, 2012, 04:47:02 am »
darknior has already tested that.
Unfortunately it seemed you have to remove all those 1s.

Or maybe you can try 2, which should save more memory than 1 (if it doesn't crash).

Yes i already try and it crash too :(

Is it an OpenBOR xBox engine bug ?
Or is it a script using to unload ?

Because the other mods don't have this problem !
Maybe we can try to use "unload" script of an other mod?

Offline darknior

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Re: Night Slashers X - by BonusJZ
« Reply #605 on: May 12, 2012, 04:56:18 am »
@utunnels ... you ask me to replace 1 by 2 or 3 ... What is implied by 1 2 or 3 ?
Or have you the url of the doc where is it explain ?

I'm javascript/PHP good coder, i think i can understand, and it will help me for the test ;)
But for the moment i don't have time with my real life to learn how OpenBOR is working in all :(

"1" is say OpenBOR to unload a loaded sprite when it is finish to use ?
"" let in always in memory forever
"2" ?
"3" ?

Offline utunnels

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Re: Night Slashers X - by BonusJZ
« Reply #606 on: May 12, 2012, 05:21:00 am »
1 only unloads the model/scripts/palette, etc
2 unloads graphics resources, aka sprites.
3 means 1+2

In theory, if the problem is in step 1, then you still get the problem when using 3, but it can be OK to use 2 if it is not buggy.

Offline darknior

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Re: Night Slashers X - by BonusJZ
« Reply #607 on: May 12, 2012, 05:40:41 am »
Thanks i will try it this afternoon and make my feedback ;)

Offline darknior

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Re: Night Slashers X - by BonusJZ
« Reply #608 on: May 13, 2012, 06:04:04 am »
I have try with "2" and it works :D
Like i think it crash with "3" :p

With "2" i think we can finish the game :D
A600 as made the update of the xBox version to 3692 and add RUMBLE :D

He also made a TEST version who always forced option "2", i will test it ;)

Two questions :

- I edit some other mods ... like BK6 and no other use the loading/unload option ? Why just NightSlasherX ?
- For the RUMBLE, it must be add in the mod by the coder ?
Because it can be cool on Wii, PSP, xBox, etc ...

Offline utunnels

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Re: Night Slashers X - by BonusJZ
« Reply #609 on: May 13, 2012, 06:12:13 am »
That is also what I want to know...

I have detailed the log message in 3692, can you help to test when exactly does the mod crash?
Change the parameter back to 1 and run WITHOUT the special TEST version.

Instead of Unload 'modelname', the message should be like Unload 'modelname' ............ done, so I can count how many dots it prints before the crash.
 :dunce:

Offline Albatross

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Re: Night Slashers X - by BonusJZ
« Reply #610 on: May 13, 2012, 10:19:35 am »
With the parameters set as specified this is the log I get -

Offline utunnels

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Re: Night Slashers X - by BonusJZ
« Reply #611 on: May 13, 2012, 10:24:14 am »
Thank you.

Offline darknior

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Re: Night Slashers X - by BonusJZ
« Reply #612 on: May 14, 2012, 06:23:28 am »
I have try NightSlasherX original, with the last Test2 XBE of A600 where it fix the unload problem and now it works perfectly.
Same with filter :D
But i don't know how it fix it ?
http://www.emuxtras.net/forum/viewtopic.php?f=183&t=1898&p=18562#p18562

So cool ...
Thanks a lot
I will continue to test other mod and report if i found an some bugs :p

Offline darknior

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Re: Night Slashers X - by BonusJZ
« Reply #613 on: May 14, 2012, 06:41:21 pm »
A600 respond me that :p

Quote
The test2 version I posted didn't use the r3693 fix. The crash was related to the stack size (too low) on the Xbox.

Now we know whet it crash, and he repair it :D
Thanks to all :D

Offline utunnels

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Re: Night Slashers X - by BonusJZ
« Reply #614 on: May 14, 2012, 08:02:41 pm »
Quote
The crash was related to the stack size (too low) on the Xbox.

Yes, I also suspected that. Night Slashers X has a huge amount of animations.

So I rewrote the delete animation  function in 3693 without recursive call. It still had a bug that I fixed it in 3694.


 



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