bugs 0.4.1

Heads up: Horizon Forbidden West available for Preorder on Amazon: PS5 - PS4 (affiliate link)

This is the list of bugs known in current version 0.4.1. Please post your feedback here. If you find a bug, please explain the exact steps to reproduce it.

General problems

  • Sleep mode crashes the PSP
  • Banding doesn’t work and/or has no GUI representation
  • Mulligan is not implemented
  • Exalted should be a triggered ability
  • persist works strange, the creature gets -1/-1 after it is killed, then back to play
    for the second time it be destroyed, it remain in a -1/-1 state even in the graveyard or back
    to hand by raise dead
  • removing a persisting creature from the game causes a crahs (swords to plowshares + creature with persist)
  • double strike: a creature with double strike that has been blocked shouldn’t be able to assign its “second” damage to a player, unless it has trample
  • retrace is not implemented
  • Creatures with shroud(e.g. Inkwell Leviathan(CFX)) can’t be sacrificed by others(e.g. Nantuko Husk(10E))
  • AI: The AI cannot play a card that has a cost of {0} such as Ornithopter
  • You can cast enchantments during an interruption phase as long as it is your turn
  • Graveyard display does not update when a card is removed from it through a spell (regrowth, raise dead…)
  • Graveyard “flames” effect is messed up
  • When too much cards are in play, some of them are difficult to reach/see
  • Cards that give protection from…to another one probably don’t work (not tested yet)
  • Cards that give Lifelink to another one don’t work
  • Targets validity is generally not checked at ability/spell resolution, only when the spell/ability is cast
  • creatures like “nightmare” that might be with 0 toughness, as they come into play with 0 toughness, they don’t send to the graveyard but remain in play that can attack or block
  • Attack : if the blocked creature isn’t currently attacking anything (e.g. all blocking creatures are destroyed), it should assign no combat damage.
  • regenerate a creature should not tap the creature immediately
  • if library have 101 cards or more, the game crashes after choosing the deck
  • You cannot have more than 4000 cards in your collection
  • Deck editor : it is possible to sell cards that have 0 occurrences…
  • deck editor jumps to beginning after selling a card
  • There can’t be more than 64 abilities in play. This leads to weird side effects, such as some cards not working when there are lots of cards in play
  • Parser: when using card like: auto=target(creature[blocking]) 4/4 you can make you creature into “block mode” gives it +4/+4, then remove it from combat.

specific cards problems

  • Adarkar Wastes: give black mana instead of blue
  • Ankh of Mishra : Doesn’t deal damage if a land was destroyed then a new one is put into play
  • Ascendant Evincar: doesn’t give proper bonus to black creatures (black creatures are considered as black AND non black at the same time…)
  • Bog raiders (portal) don’t have swampwalk
  • Brass Man: trying to “untap” brass man with no mana and outside of the upkeep phase crashes the game.
  • Cancel is sometimes unable to choose a target
  • Castle is programmed with old rules (Attacking creatures don’t get the bonus)
  • Channel : Works but needs to be “used” from graveyard
  • Counterspell is sometimes unable to choose a target
  • Crystal Rod : Weird behavior
  • Death ward: Can target but does not regenerate the target
  • Deja Vu (portal) is not a sorcery when it resolves, instead it is shown as “Error”
  • Dingus Egg can be put into play but does not deal damage when a player loses a land
  • disrupting scepter (artifact) does not cast properly. when cast it activates ability (target player discards a card). when activating ability after casting it; does not allow for target. does very briefly display “red rectangle”. does not use mana from manapool
  • Drain life can use non black mana
  • Druid of the Anima add {R}, {G} and {W} to mana pool when is summoned
  • Fastbond : Infinite loop ?
  • farmstead(RV) allows to gain life more than once
  • Frozen shade keeps his +1/+1 ability when is put into graveyard
  • Glasses of Urza : can be put in play but don’t do anything when activated
  • Hanna’s Custody (TMP) reported to move all artifacts to graveyard
  • icatian priest(10E) & spirit weaver(10E) have the same problem that their abilities become tap abilities and thus can be used once a turn and affected by summon sickness
  • Instill Energy: Can be cast, but does nothing to target
  • Kjeldoram frostbeast(ICE) does not destroy any creature blocking/blocked by it at the end of combat
  • Kird Ape : keeps his power/toughness bonus when unsummoned. This allows to cheat and boost the Kird ape like crazy.
  • Living artifact gives you one life whenever a card is tapped.
  • Lhurgoyf(ICE) always is 0/1 no matter how many creature in graveyard
  • Master Decoy (TMP) reported not to tap artifact creatures
  • Minion of Leshrac : it has been reported that no creature can be sacrificed (not tested)
  • Nevinyrral’s Disk: Destroys creatures, enchantments and artifacts as soon as it comes into play
  • power surge (red enchantment) may still deal damage for lands no longer in play (for example after Amageddon).
  • Sedge Troll : keeps his +1/+1 bonus even when unsummoned
  • Skeleton Ship(ICE)’s ability can’t be used.it keeps untapping while declare it as attacker.
  • Soldevi Machinist : Mana can be used for anything
  • Soul Net: cannot use during opponent’s turn because the game doesn’t offer to interrupt
  • Spell blast is unable to choose a target
  • Spirit Link: Can target, but doesn’t give lifelink to the creature
  • unstable mutation (blue enchantment) counters do not stay on creature after enchantment is removed/destroyed
  • Unstable Mutation on a creature that goes to the graveyard keeps it’s negatives to its power and defense, even when brought back to hand or play via other cards, ie, regrowth.
  • Unsummon: returns creature to controller’s hand instead of owner’s hand.
  • Walking Wall : can’t attack even after activating its ability
  • warning(ICE) gives creature -9/-0 instead of deal no combat damage

In grey : Bugs that should be fixed in next release

8 Responses

  1. Lookacz says:

    Frozen shade keeps his +1/+1 ability when is put into graveyard
    Druid of the Anima add {R}, {G} and {W} to mana pool when is summoned

  2. Malloxis says:

    i just wanted you to check out my new exploit for psp 3000 please pass it around i want it to get know also please give to dark alex

  3. wololo says:

    @Malloxis: please post in a more related thread next time. I tried your file on a phat with 0.4.1 firmware and I confirm it crashes my PSP. I’ll analyze it more in details when I have time. Is it using the same vulnerability as my files?

  4. May i ask some question?
    i have been try to use tiff exploit for a hour , but still fail. ?rz…..
    i format the memory stick , but which one should choose FAT or FAT32 ?

  5. Thus every binary possibility has a complete worth potential of $100, and it’s a zero-sum sport – what
    you make another person loses, and what you lose another person makes.

  1. February 23, 2009

    […] working a lot on fixing bugs these days. I’ve made progress on some difficult ones (see the buglist), but all of my recent changes will probably need speed improvements before running correctly on […]

  2. April 12, 2009

    […] seems the recent works made on a file posted by malloxis a month ago on my blog finally became […]

  3. April 13, 2009

    […] initial file was posted with a link in a youtube video,  and on my blog by a guy named malloxis. From where I stand, this initial file involved lots of […]

Leave a Reply

Your email address will not be published. Required fields are marked *

Most comments are automatically approved, but in some cases, it might take up to 24h for your comments to show up on the site, if they need manual moderation. Thanks for your understanding