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Re: [Release] Higurashi: When They Cry Vita Port

Posted: Wed Nov 01, 2017 9:35 pm
by dmaskell92

Code: Select all

FadeBustshotWithFiltering( 0, "maskleft" , 1, FALSE, 0, 0, 300, TRUE );
Freezes on _meak_011.txt
Removed for now.

Re: [Release] Higurashi: When They Cry Vita Port

Posted: Wed Nov 01, 2017 10:15 pm
by MyLegGuy
dmaskell92 wrote:

Code: Select all

FadeBustshotWithFiltering( 0, "maskleft" , 1, FALSE, 0, 0, 300, TRUE );
Freezes on _meak_011.txt
Removed for now.
Now that's strange. I've never seen bustshot slot 0 before.

Anyway, here's a new build that fixes problems with bustshot slots 0 and 8.
https://github.com/MyLegGuy/Higurashi-V ... .0.0.3.vpk

Re: [Release] Higurashi: When They Cry Vita Port

Posted: Wed Nov 01, 2017 11:20 pm
by dmaskell92

Code: Select all

FadeBustshotWithFiltering( 0, "maskleft" , 1, FALSE, 0, 0, 300, TRUE );
DrawBustshotWithFiltering( 8, "white", "mask00", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 10, 0, FALSE );
PlaySE(4, "", 128, 64);
All working fine now

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Code: Select all

PlaySE(4, "s06/11/150700297", 128, 64);
Crash on 014-1, missing file (can't find it in the latest update either) replaced with

Code: Select all

PlaySE(4, "", 128, 64)
for now

Re: [Release] Higurashi: When They Cry Vita Port

Posted: Thu Nov 02, 2017 3:02 am
by MyLegGuy
dmaskell92 wrote:

Code: Select all

PlaySE(4, "s06/11/150700297", 128, 64);
Crash on 014-1, missing file (can't find it in the latest update either) replaced with

Code: Select all

PlaySE(4, "", 128, 64)
for now
If it wouldn't be too much of a bother, could you add the line back in, run the game until in crashes, and then check ux0:data/HIGURASHI/a.txt? My program should be checking if the file exists before it tries to run it. If the file isn't found, it's logged in the a.txt file. I'd just like to know if a.txt has any info in it so I can know if my file existence checking is working. I ask because I can't reproduce the error. For me, it safely notices that the file doesn't exist and doesn't try to play it.

If it's too out of the way, don't worry about doing it. It's not necessary.

Re: [Release] Higurashi: When They Cry Vita Port

Posted: Thu Nov 02, 2017 12:10 pm
by dmaskell92
I'm using uma0, I can't find the file "a.txt" anywhere though?
I looked in ux0/app/higurashi, uma0/data/higurashi, but ux0/data/higurashi doesn't exist.
Not a Spoiler
Image

Re: [Release] Higurashi: When They Cry Vita Port

Posted: Thu Nov 02, 2017 12:31 pm
by MyLegGuy
dmaskell92 wrote:I'm using uma0, I can't find the file "a.txt" anywhere though?
I looked in ux0/app/higurashi, uma0/data/higurashi, but ux0/data/higurashi doesn't exist.
Not a Spoiler
Image
I think we've found the root of the problem then. This is also way PlaySE(4,"",128,64) didn't work.
Please create ux0:data/HIGURASHI and see if it still crashes when the sound effect isn't found.

I think the reason it's crashing is because it can't write to a.txt because the directory it's supposed to be in doesn't exist. The reason I didn't notice earlier is because a missing SE file is the only time data is ever written to that file.
I'll work on a fix when I'm home in 8 hours.

Re: [Release] Higurashi: When They Cry Vita Port

Posted: Thu Nov 02, 2017 12:33 pm
by dmaskell92
Will try, one second and I'll update this post.

----

You where right it proceeds normally without crashing.

Code: Select all

SE file not found
uma0:data/HIGURASHI/StreamingAssets_Chapter_5_Meakashi.txt//SE/s06/11/150700297.ogg
Found this in a.txt

Re: [Release] Higurashi: When They Cry Vita Port

Posted: Sat Nov 04, 2017 2:23 am
by MyLegGuy
@resistallyouwant
Try v2.1.
Game shouldn't crash after being suspended anymore.

Re: [Release] Higurashi: When They Cry Vita Port

Posted: Sat Nov 04, 2017 11:45 am
by resistallyouwant
MyLegGuy wrote:@resistallyouwant
Try v2.1.
Game shouldn't crash after being suspended anymore.
Yep, everything works fine, thanks!

Re: [Release] Higurashi: When They Cry Vita Port

Posted: Sat Nov 04, 2017 7:12 pm
by dmaskell92
Just for an update, I'm on epilogue 2 of my chapter 5 testing. After that is complete I need to compare the tips with the PC version to make sure they are all named correctly. After that I want to go through the scripts and use DisableWindow(); on the intro images to remove the black film and I should be done with Chapter 5. Along with all the bug fixes you have contributed I think we almost have a full port!

I still have a issue where some gameplay is too white to read the text, I wil post a spoiler free screenshot ASAP.


[spoiler]Image[/spoiler]

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DrawFilm( 3, 255, 255, 255, 256, 0, 400, TRUE );
I think something in this the code makes the screen too white, this is from _meak_ep_02.txt

Also the white boxes where spoiler content probably, so i did that on paint.