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Problems with a complicated hyper (Read 1895 times)

Started by TrinitroRoy, October 28, 2012, 08:58:11 am
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Problems with a complicated hyper
#1  October 28, 2012, 08:58:11 am
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Hello again.
I finally decided to  coding the LVL3 Striker Hyper.
Except from the fact, that the striker appears at the wrong place, it works well...until the player does the finishing move.
If the player finishes the finishing move, MUGEN crashes withou any error messages...
Here is the whole code:
Code:
;---------------------------------------------------------------------------
; Lvl 3: Blast Duet - First Hit
[Statedef 4200]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0, 0
anim = 4200
sprpriority = 2

[State 210, PSND]
type = playsnd
trigger1 = time = 0
value = 4200,0
channel = 0

[State 210, PSND]
type = playsnd
trigger1 = animelem = 9
value = 4200,1
channel = 0

[State 2000, Spellcard Effect]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Spellcard_FX"
id = 3999
stateno = 1999
pos = 0,-50
postype = p1
ownpal = 1
facing = 1
pausemovetime = 40
supermovetime = 40

[state 1010, Za Warudo!]
type = SuperPause
trigger1 = time = 0
time = 40
anim = -1
sound = S2000, 0
p2defmul = 1
poweradd = -3000
unhittable = 1
movetime = 12
darken = 0

[State 210, 2]
type = HitDef
trigger1 = var(6) > 0
trigger1 = time = 0
attr = S, HT
hitflag = MAF
guardflag = H
animtype  = Hard
priority = 7,miss
sparkno = -1
hitsound   = s1,6
guardsound = s2,0
getpower = 0,0
givepower = 0,0
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 4201
p2stateno = 5300 ;4250
guard.dist = 100
fall = 1
ID = 4200

[State 4000, Effect]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Blackout Effect"
ID = 701
pos = 0,0
postype = p1
stateno = 701
ownpal = 1
facing = 1
pausemovetime = 40
supermovetime = 40

[State 4200, CS]
type = changestate
trigger1 = animelem = 13
trigger1 = movecontact = 1
value = 4201

[State 4200, CS]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Blast Duet - Summon Spiritia
[Statedef 4201]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 4206
velset = 0, 0
sprpriority = 1

[State -2, ComboLimit Add]
type = varset
trigger1 = time = 0
v = 6
value = 0
;persistent = 0

[State 4201, NHB]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT

[State 4201, TB]
type = targetbind
trigger1 = time = 0
id = 4200
pos = 50,0

;[State 210, PSND]
;type = playsnd
;trigger1 = animelem = 6
;value = 4200,2
;channel = 0

[State 3100, Spiritia]
type = helper
trigger1 = animelem = 8
helpertype = normal
name = "Spiritia"
id = 4220
stateno = 4220
pos = -50,-50
postype = p1
ownpal = 1
facing = 1
persistent = 0

[State 3200, CS]
type = changestate
trigger1 = animtime = 0
value = 4203

;---------------------------------------------------------------------------
; Blast Duet - Dash
[Statedef 4202]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 20
velset = 0, 0
sprpriority = 1

[State 4201, NHB]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT

;[State 4203, PSND]
;type = playsnd
;trigger1 = time = 0
;value = 4200,3
;channel = 0

[State 4202, Velset]
type = velset
trigger1 = 1
x = 2.0;1.5
y = 0

[State 4202, Finishing Blow]
type = changestate
trigger1 = abs(pos x - target(4200),pos x) <= 50
value = 4204

;---------------------------------------------------------------------------
; Blast Duet - Meteoric Shower
[Statedef 4203]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 4207
velset = 0, 0
sprpriority = 1

[State 2100, VarS]
type = varset
trigger1 = time = 0
v = 20
value = 0

[State 210, 2]
type = null;HitDef
trigger1 = (var(6)>0)||(var(12)>0)
trigger1 = var(20)<12
attr = A, HA
animtype  = Hard
priority = 7,hit
damage    = 20,2
Hitflag = MAF
guardflag = MA
pausetime = 10,10
sparkno = -1;S8025
sparkxy = -30,-50
hitsound   = s1,7
guardsound = s2,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -2.5,-2.5
air.velocity = -2,-2.5
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 10,10
p2facing = 1

[State -2, ComboLimit Add]
type = varadd
trigger1 = movehit = 1
v = 6
value = -5
persistent = 0
ignorehitpause = 1

[State 0, Width]
type = Width
trigger1 = animelemtime(5) >= 0
edge = 80,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 4203, PSND]
type = playsnd
trigger1 = animelem = 3
value = 4200,5

[State 2100]
type = Helper
trigger1 = AnimElemTime(5) >= 0
trigger1 = Random%4 = 0
stateno = 2105 + Random%4
name = "Star Meteor"
ID = 2105
pos = -6+Random%25,-48+Random%25
postype = p1
;bindtime = 1
;removetime = -2
ownpal = 1
;sprpriority = 5
facing = IfElse(Random%2 = 0, 1,-1)
;vfacing = IfElse(Random%2 = 0, 1,-1)
scale = fvar(3), fvar(3)
ignorehitpause = 1

[State 4202, Finishing Blow]
type = changestate
trigger1 = numhelper(4206)
trigger1 = helper(4206),var(0)>=20
trigger2 = time >= 226;196
value = 4202

;---------------------------------------------------------------------------
; Blast Duet - Master Spark
[Statedef 4204]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 4202
velset = 0, 0
sprpriority = 1

[State 210, PSND]
type = playsnd
trigger1 = time = 0
value = 2100,0
channel = 0

[State 4205]
type = Helper
trigger1 = AnimElem = 6
Stateno = 4207
ID = 4204
name = "Master_Spark"
postype = p1
pos = 25,-42
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4204]
type = Explod
trigger1 = AnimElem = 6
anim = 2051
ID = 2051
pos = -38,-64
postype = p1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
sprpriority = 2
facing = 1
pausemovetime = 0
supermovetime = 0
scale = 1, 1
ignorehitpause = 1
removeongethit = 1

[State 4204]
type = Explod
trigger1 = AnimElem = 6
anim = 2003
ID = 2003
pos = 25,-43
postype = p1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
sprpriority = 5
facing = 1
pausemovetime = 0
supermovetime = 0
scale = 2, 2
ignorehitpause = 1
removeongethit = 1

[State 4204]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0
value = SCA
ignorehitpasue = 1

[State 4204]
type = ChangeState
trigger1 = time >= 127
value = 4205

;----------------------------------------------------------------------------
; Blast Duet - Finish Up
[Statedef 4205]
type    = S
movetype = I
physics = S
ctrl = 0
;anim = 4203
velset = 0, 0
sprpriority = 1

[State 4205, NHB]
type = nothitby
trigger1 = prevstateno = 4203;1
value = SCA, AA, AP, AT

[State 4205, CA]
type =changeanim
trigger1 = time = 30
value = 4203

[State 4205, CS]
type = changestate
trigger1 = anim = 4203
trigger1 = animtime = 0
value = 0
ctrl = 1
Code:
;---------------------------
; Diagonal Master Spark
[Statedef 4207]
Type = A
Movetype= A
Physics = N
velset = 0,0
anim = 4205
Ctrl = 0
Sprpriority = 5

[State 2051]
type = Playsnd
trigger1 = time = 0
value = S100,14

[State 2051]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2051]
type = AngleDraw
trigger1 = 1
scale = 2, 1
value = 45
ignorehitpause = 1

[State 2051]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 2051]
type = BindtoRoot
trigger1 = 1
pos = 25,-42
ignorehitpause = 1

[State 2051, Hitdef]
type = HitDef
trigger1 = time%3 = 0
attr = A, HP
hitflag = MAF
guardflag = MA
damage = 10,1
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
sparkno = S8050*10**(random%4)
guard.sparkno = S8030
sparkxy = -30+random%20,-25+random%20
hitsound = -1
guardsound = s2,0
pausetime = 1, 6
fall = 1
fall.recover = 0
fall.recovertime = 0
air.fall = 1
getpower = 0, 0
givepower = 0, 0
yaccel = 0.4
ground.slidetime= 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -8,-5.5
guard.velocity = -6
air.velocity = -8,-5.5
airguard.velocity = -6,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
Sprpriority = 5
guard.dist = 360
envshake.time = 5
envshake.freq = 60
envshake.ampl = -3

[State 2051, PlaySnd]
type = PlaySnd
trigger1 = MoveHit = 1
value = S100,15
Channel = 1

;[State 2051, PlaySnd]
;type = PlaySnd
;trigger1 = MoveGuarded = 1
;value = S300,0
;Channel = 2

[State 2051]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 2051]
type = ChangeState
triggerall = time > 2
trigger1 = root,Anim != 4202
trigger2 = root,MoveType = H
value = 4208

[StateDef 4208]
Type = A
Movetype= I
Physics = N
Ctrl = 0
Sprpriority = 5

[State 2003]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2003]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2003]
type = varset
trigger1 = time = 0
fvar(10) = 1
ignorehitpause = 1

[State 2003]
type = varset
trigger1 = time > 0
fvar(10) = 0.8 * fvar(10)
ignorehitpause = 1

[State 2003]
type = AngleDraw
trigger1 = time > 0
scale = 2, fvar(10)
ignorehitpause = 1

[State 2003]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 2003]
type = DestroySelf
trigger1 = time >= 34
I hope, someone can solve that problem. Only this hyper, a LVL2 hyper and some missing sprites are left, until I can finally release a beta.
Thanks in advance.
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with a complicated hyper
#2  October 28, 2012, 08:23:08 pm
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There is too much there for me to spot anything sensible. Basic troubleshooting first.

Create a changestate in the cmd and have it send you to each state in sequence. Tell us which one it actually crashes on. There is FAR too much happening.

When you find out, post that state. If we still can't spot anything, delete or comment out each sctrl in that state one after the other.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Problems with a complicated hyper
#3  October 30, 2012, 09:51:46 am
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I did your advice and added a test command, that first lead to the Meteoric Shower part, with no error.
After that, I changed the test command, so it leads to the final part (the master Spark part) instead, and MUGEN crashed again.
So we can limit the error search to just this part:
Code:
;---------------------------------------------------------------------------
; Blast Duet - Master Spark
[Statedef 4204]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 4202
velset = 0, 0
sprpriority = 1

[State 210, PSND]
type = playsnd
trigger1 = time = 0
value = 2100,0
channel = 0

[State 4205]
type = Helper
trigger1 = AnimElem = 6
Stateno = 4207
ID = 4204
name = "Master_Spark"
postype = p1
pos = 25,-42
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4204]
type = Explod
trigger1 = AnimElem = 6
anim = 2051
ID = 2051
pos = -38,-64
postype = p1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
sprpriority = 2
facing = 1
pausemovetime = 0
supermovetime = 0
scale = 1, 1
ignorehitpause = 1
removeongethit = 1

[State 4204]
type = Explod
trigger1 = AnimElem = 6
anim = 2003
ID = 2003
pos = 25,-43
postype = p1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
sprpriority = 5
facing = 1
pausemovetime = 0
supermovetime = 0
scale = 2, 2
ignorehitpause = 1
removeongethit = 1

[State 4204]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0
value = SCA
ignorehitpasue = 1

[State 4204]
type = ChangeState
trigger1 = time >= 127
value = 4205

;----------------------------------------------------------------------------
; Blast Duet - Finish Up
[Statedef 4205]
type    = S
movetype = I
physics = S
ctrl = 0
;anim = 4203
velset = 0, 0
sprpriority = 1

[State 4205, NHB]
type = nothitby
trigger1 = prevstateno = 4203;1
value = SCA, AA, AP, AT

[State 4205, CA]
type =changeanim
trigger1 = time = 30
value = 4203

[State 4205, CS]
type = changestate
trigger1 = anim = 4203
trigger1 = animtime = 0
value = 0
ctrl = 1
I don't see a problem there, though. Do I miss something important?
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with a complicated hyper
#4  October 30, 2012, 08:22:38 pm
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74.ignorehitpasue = 1

I see that. Change it then we keep looking. I've made typo's like that before though, it doesn't generally cause a crash though.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Problems with a complicated hyper
#5  October 31, 2012, 03:05:15 pm
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Fixed, but it still crashes.
I hope, someone can find the real problem soon...
...meanwhile, there's another problem, but with a different char. *creates new topic*
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with a complicated hyper
#6  October 31, 2012, 08:20:35 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
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Did you use the elecbyte template?

Please delete anim 5300.

Then delete the elecbyte template and never use it again.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Problems with a complicated hyper
#7  October 31, 2012, 08:34:55 pm
  • *****
  • Back to the Beginnings
    • https://discord.gg/hnyK7JZ
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with a complicated hyper
#8  October 31, 2012, 09:13:05 pm
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  • Legendary XIII
  • I am the eye of the storm to come!
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Take out anim 5300, let's see what happens. The "fault" does not occur to everyone.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Problems with a complicated hyper
#9  November 01, 2012, 07:38:07 am
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Removed p2stateno = 5300, and it still crashes.
I actually doubt. it is because of state 5300, because it also crashes. when I just do the finishing move, even without forcing the player into state 5300.
The problem must lie in that finishing move, but there doesn't seem to be an error...
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with a complicated hyper
#10  November 01, 2012, 08:18:57 am
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No, remove the animation. The whole anim, delete that. Not the state...


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Problems with a complicated hyper
#11  November 01, 2012, 08:24:58 am
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Okay, I mage a copy of the AIR file and removed the anim from there. And I made sure, that the char uses that AIR file.
But MUGEN still crashes, when my char finished the finishing blow...
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with a complicated hyper
#12  November 01, 2012, 08:33:00 am
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Last possibility is terrible sprite in the sff file. What was the last stuff you added? Remove it.

Oh and give us state 4207, your helper may be doing something odd too.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Problems with a complicated hyper
#13  November 01, 2012, 08:55:05 am
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Well, I could give you the code of state 4207 (though it's just a version of an already existed helper, but with different angle):
Code:
[Statedef 4207]
Type = A
Movetype= A
Physics = N
velset = 0,0
anim = 4205
Ctrl = 0
Sprpriority = 5

[State 2051]
type = Playsnd
trigger1 = time = 0
value = S100,14

[State 2051]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2051]
type = AngleDraw
trigger1 = 1
scale = 2, 1
value = 45
ignorehitpause = 1

[State 2051]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 2051]
type = BindtoRoot
trigger1 = 1
pos = 25,-42
ignorehitpause = 1

[State 2051, Hitdef]
type = HitDef
trigger1 = time%3 = 0
attr = A, HP
hitflag = MAF
guardflag = MA
damage = 10,1
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
sparkno = S8050*10**(random%4)
guard.sparkno = S8030
sparkxy = -30+random%20,-25+random%20
hitsound = -1
guardsound = s2,0
pausetime = 1, 6
fall = 1
fall.recover = 0
fall.recovertime = 0
air.fall = 1
getpower = 0, 0
givepower = 0, 0
yaccel = 0.4
ground.slidetime= 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -8,-5.5
guard.velocity = -6
air.velocity = -8,-5.5
airguard.velocity = -6,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
Sprpriority = 5
guard.dist = 360
envshake.time = 5
envshake.freq = 60
envshake.ampl = -3

[State 2051, PlaySnd]
type = PlaySnd
trigger1 = MoveHit = 1
value = S100,15
Channel = 1

;[State 2051, PlaySnd]
;type = PlaySnd
;trigger1 = MoveGuarded = 1
;value = S300,0
;Channel = 2

[State 2051]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 2051]
type = ChangeState
triggerall = time > 2
trigger1 = root,Anim != 4202
trigger2 = root,MoveType = H
value = 4208
About removing new stuff, the only new stuff are the attacks of the striker, and even they were based of attacks, that my char used already. Just different parameter, sprites, angles and stuff.
And yes, that hyper was supossed to be even more complicated, even having it's own attack pattern, but that would have been too complicated for a template char...and for me.
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problems with a complicated hyper
#14  November 01, 2012, 08:16:31 pm
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Ok, lets try it this way then.

Place those states into another character. Just the states, don't worry too much about animation. Point it at the broken states. See if that crashes. If yes it's absolutely your code. If no then it's sprites or air data.

And you didn't give us all of the helper code, you have state 4208 as well.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Problems with a complicated hyper
#15  November 01, 2012, 08:28:48 pm
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Whoops, forgot to add State 4208 as well:
Code:
[StateDef 4208]
Type = A
Movetype= I
Physics = N
Ctrl = 0
Sprpriority = 5

[State 2003]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2003]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2003]
type = varset
trigger1 = time = 0
fvar(10) = 1
ignorehitpause = 1

[State 2003]
type = varset
trigger1 = time > 0
fvar(10) = 0.8 * fvar(10)
ignorehitpause = 1

[State 2003]
type = AngleDraw
trigger1 = time > 0
scale = 2, fvar(10)
ignorehitpause = 1

[State 2003]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 2003]
type = DestroySelf
trigger1 = time >= 34
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Re: Problems with a complicated hyper
#16  November 07, 2012, 08:31:28 am
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Is it Mugen 1.0 or Winmugen?
Winmugen often crashes when a destroyself controller is executed anywhere except as the last one in the state...but it is the last one here so I have no idea.
Could be something in the minus states.
Re: Problems with a complicated hyper
#17  November 07, 2012, 08:53:09 am
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Due to complete lack of message i THINK it's corrupt sprite or air data. But until he puts his code into something else we can't really tell.


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Re: Problems with a complicated hyper
#18  November 07, 2012, 05:13:02 pm
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Did you use the elecbyte template?
No, but it seems, RicePigeon did.
I use one of his chars as a base, and just because of the card system.

I can assure you that I've never used the dreaded Elecbyte template (all the Touhou characters I released used my Yukari as a base, who used Kung Fu Man as a base).

I have a feeling it might be something with the ssf, probably added a new sprite incorrectly or something. Do what Cyanide said for the broken state 4204, but comment out or disable the helper and explod controllers one by one. If you disable the helper and the state works, then its something in the helper state. If you disable the explods and it works, then its probably an animation error.

Alternatively, have the test command direct to the helper states. You're obviously going to get debug messages about a non-helper calling Destroyself if you do this though, but thats obviously not the problem.
Last Edit: November 07, 2012, 05:16:59 pm by DerkMesao
Re: Problems with a complicated hyper
#19  November 07, 2012, 08:13:38 pm
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Okay, I removed the helper in State 4204, and now, MUGEN does NOT crash, however, the explods don't get removed.
Looks like the problem could lie in the helper then. Here is the code to it:
Code:
;---------------------------
; Diagonal Master Spark
[Statedef 4207]
Type = A
Movetype= A
Physics = N
velset = 0,0
anim = 4205
Ctrl = 0
Sprpriority = 5

[State 2051]
type = Playsnd
trigger1 = time = 0
value = S100,14

[State 2051]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2051]
type = AngleDraw
trigger1 = 1
scale = 2, 1
value = 45
ignorehitpause = 1

[State 2051]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 2051]
type = BindtoRoot
trigger1 = 1
pos = 25,-42
ignorehitpause = 1

[State 2051, Hitdef]
type = HitDef
trigger1 = time%3 = 0
attr = A, HP
hitflag = MAF
guardflag = MA
damage = 10,1
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
sparkno = S8050*10**(random%4)
guard.sparkno = S8030
sparkxy = -30+random%20,-25+random%20
hitsound = -1
guardsound = s2,0
pausetime = 1, 6
fall = 1
fall.recover = 0
fall.recovertime = 0
air.fall = 1
getpower = 0, 0
givepower = 0, 0
yaccel = 0.4
ground.slidetime= 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -8,-5.5
guard.velocity = -6
air.velocity = -8,-5.5
airguard.velocity = -6,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
Sprpriority = 5
guard.dist = 360
envshake.time = 5
envshake.freq = 60
envshake.ampl = -3

[State 2051, PlaySnd]
type = PlaySnd
trigger1 = MoveHit = 1
value = S100,15
Channel = 1

;[State 2051, PlaySnd]
;type = PlaySnd
;trigger1 = MoveGuarded = 1
;value = S300,0
;Channel = 2

[State 2051]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 2051]
type = ChangeState
triggerall = time > 2
trigger1 = root,Anim != 4204
trigger2 = root,MoveType = H
value = 4208

[StateDef 4208]
Type = A
Movetype= I
Physics = N
Ctrl = 0
Sprpriority = 5

[State 2003]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2003]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2003]
type = varset
trigger1 = time = 0
fvar(10) = 1
ignorehitpause = 1

[State 2003]
type = varset
trigger1 = time > 0
fvar(10) = 0.8 * fvar(10)
ignorehitpause = 1

[State 2003]
type = AngleDraw
trigger1 = time > 0
scale = 2, fvar(10)
ignorehitpause = 1

[State 2003]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 2003]
type = DestroySelf
trigger1 = time >= 34
I also fixed up some things in 4207 and messed with values there, and it always crashed, when the helper went to state 4208, so the problem must lie there,
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Re: Problems with a complicated hyper
#20  November 07, 2012, 08:36:00 pm
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How long is anim 4205? If you change it to 0 (for testings sake) does the crash continue to occur?

I can't see a thing in the code that would cause an issue. I mean sprpriority isn't valid for a hitdef, but mugen's parser won't complain about that so i doubt that's the issue (it's p1 or p2sprpriority btw)


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Re: Problems with a complicated hyper
#21  November 07, 2012, 09:00:11 pm
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How long is anim 4205? If you change it to 0 (for testings sake) does the crash continue to occur?

I can't see a thing in the code that would cause an issue. I mean sprpriority isn't valid for a hitdef, but mugen's parser won't complain about that so i doubt that's the issue (it's p1 or p2sprpriority btw)
The anim is a looping one, which goes back ti the first frame, when it reached the last frame. It, however, misses many frames, since it's and Hi-Res effect. However, most effects have missing frames, and they work fine, so the missing frames are not the cause for this.
Now I need to know: Do I change the time in the ChangeState to 0 or do I change the value of something else to 0? I'm kind of confused a bit.
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you are all small and can't grow manly sideburns
Re: Problems with a complicated hyper
#22  November 07, 2012, 09:30:51 pm
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You change the line

anim = 4205
to
anim = 0

If there is a bad sprite in 4205, this will tell us. It is longer than 2 frames yeah? So the problem may be occuring in some of the animation that's happening in 4208? We don't know and can't tell. There is nothing wrong with the code that would cause a "no message" crash. We think it's sprites. To prove it's sprites we need to take the existing ones out of the equation.


In M.U.G.E.N there is no magic button

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Re: Problems with a complicated hyper
#23  November 07, 2012, 09:38:42 pm
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You change the line

anim = 4205
to
anim = 0

If there is a bad sprite in 4205, this will tell us. It is longer than 2 frames yeah? So the problem may be occuring in some of the animation that's happening in 4208? We don't know and can't tell. There is nothing wrong with the code that would cause a "no message" crash. We think it's sprites. To prove it's sprites we need to take the existing ones out of the equation.

Okay, I changed the current anim in state 4207 with an functional one, that normally does not crash MUGEN.
MUGEN still crashes with no message.
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Re: Problems with a complicated hyper
#24  November 07, 2012, 09:45:03 pm
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Comment out state 4208 altogether. Replace with the following

[Statedef 4208]
type = S
Movetype = I
physics = N
ctrl = 0
anim = 4205

[State Destroyself]
type = destroyself
trigger1 = animtime = 0

That's all i want there. If THAT crashes we have a problem with your changestate, or state -2. Although why state -2 would be causing the problem only in this siuation is a bit odd. There is an issue with your changestate in 4207, but that's just because it you never put the parent in anim 4204 so i don't see that doing more than making it trigger before you really want it to.


In M.U.G.E.N there is no magic button

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Re: Problems with a complicated hyper
#25  November 07, 2012, 09:50:51 pm
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Changed.
Oddly enough, the crash is not there anymore.
So the problem lies in State 4208?
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Re: Problems with a complicated hyper
#26  November 07, 2012, 10:31:32 pm
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Copy past sctrls over 1 by 1. Ie, copy paste>test>copy paste>test etc.

If it works after that, you have had the rare and severely annoying "bit of text is corrupt"


In M.U.G.E.N there is no magic button

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Re: Problems with a complicated hyper
#27  November 08, 2012, 07:50:53 am
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Okay, I did your method.
MUGEN did not crash when adding back the code one by one...until I re-added this:
Code:
[State 4208]
type = AngleDraw
trigger1 = time > 0
scale = 2, fvar(10)
;value = 45
ignorehitpause = 1
Is there something wrong with that code?

Also, a new problem occured, though I will explain it later.
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Re: Problems with a complicated hyper
#28  November 08, 2012, 08:44:04 am
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No there is not.

Delete that sctrl. And type it in again. Preferably not on the same lines you pasted it into, move it down a bit or something.


In M.U.G.E.N there is no magic button

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Re: Problems with a complicated hyper
#29  November 08, 2012, 08:49:57 am
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Did it.
MUGEN still crashes with no message.
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Re: Problems with a complicated hyper
#30  November 08, 2012, 09:01:50 am
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Seriously nothing wrong with it. The only things we can do to it now are swap the fvar for a normal number. No way in balls that fvar should be causing a crash. It's a helper, it's seperate from the rest of your characters code, it has no access to state -2. That fvar CAN'T be doing shit. other than scaling.

I am tempted to ask for the character at this point.


In M.U.G.E.N there is no magic button

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Re: Problems with a complicated hyper
#31  November 08, 2012, 09:09:30 am
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Okay, I swapped the fvar for a normal number.
Now, MUGEN does NOT crash anymore. That's odd.
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Re: Problems with a complicated hyper
#32  November 08, 2012, 11:32:20 am
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Weird, you do have proper code to set the value of the variable so it should be working with it.

You haven't added it after the destroyself controller by chance? Code after the destroyself can cause crashes in Winmugen, especially if it does something like accessing variables.
Re: Problems with a complicated hyper
#33  November 08, 2012, 05:27:53 pm
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Weird, you do have proper code to set the value of the variable so it should be working with it.

You haven't added it after the destroyself controller by chance? Code after the destroyself can cause crashes in Winmugen, especially if it does something like accessing variables.

He posted the code on the previous page, the destroyself comes last. Looking at the code it seems like a copypaste of my code, which I haven't had an error with. I cant go back to check which character specifically it was taken from, since all my Touhou stuff was deleted from my HDD, unless he took it from one of Kohaku's characters (which I did do some bugtesting for from time to time and fixed some of his code when needed, that and the master spark code uses the same exponential variation for hitsparks that Kohaku used, mine just used a simple additive random trigger to swap between hitspark variants.)
Re: Problems with a complicated hyper
#34  November 08, 2012, 06:43:08 pm
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Weird, you do have proper code to set the value of the variable so it should be working with it.

You haven't added it after the destroyself controller by chance? Code after the destroyself can cause crashes in Winmugen, especially if it does something like accessing variables.

He posted the code on the previous page, the destroyself comes last. Looking at the code it seems like a copypaste of my code, which I haven't had an error with. I cant go back to check which character specifically it was taken from, since all my Touhou stuff was deleted from my HDD, unless he took it from one of Kohaku's characters (which I did do some bugtesting for from time to time and fixed some of his code when needed, that and the master spark code uses the same exponential variation for hitsparks that Kohaku used, mine just used a simple additive random trigger to swap between hitspark variants.)
Yes, you're right. The code is based of Kohaku's char (Kohaku gets credited, together with you, who was actually the inspiration for doing Touhou chars in your style).
In fact, I only started to add other things, when I noticed, that my char became too much equal to Kohaku's original char.
So I went with adding 4 new hypers. Two of them were coded myself, one of them is based of one of your chars (it's Orreries Sun with some some original flair (coughmysticstarecough)), and the one listed there is a combination of:
- the two hypers, that I coded myself
and
- an alternation of Master Spark (which causes the crash there), that gets shot diagonally
However, if you know a better way of simulating the Master Spark shrink, I would be extremely glad.
By the way, I already edited most of the attacks, that Kohaku's original char had, so they would fit the system of your Touhou chars, like simplifying some hypers and adding Y and Z versions to the specials.
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Re: Problems with a complicated hyper
#35  November 08, 2012, 08:20:14 pm
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I wonder. Would an integer value on the X scale make mugen look for an integer on Y?

Change the 2 to 2.00.

This is called "Mugen is fucking stupid sometimes, lets do something fucking stupid"

There is honestly nothing wrong with what you have and i can't see why this would break.


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Re: Problems with a complicated hyper
#36  November 08, 2012, 09:25:10 pm
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OK, tried it.
MUGEN still crashes...
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Re: Problems with a complicated hyper
#37  November 08, 2012, 09:44:03 pm
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Going to test it myself tonight then (or someone else can) That should be easily replicateable.

Still retarded though.


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