05-22-2015, 11:00 PM
(This post was last modified: 05-22-2015, 11:50 PM by Archer-Dante.)
Quote:Another bug, hit_Fa: 9 (spawns Firzen's fire and ice balls) makes the game crash if it's not used by a character with ID 51 (Firzen). I haven't tested for the other Hit_Fa, but it might cause the same crash if not used with the proper ID.Thanks.
I'll try to change it. (looks like another PDK-bug)
They are so annoying
Quote:Another bug, hit_Fa: 9 (spawns Firzen's fire and ice balls) makes the game crash if it's not used by a character with ID 51 (Firzen)Ok. I got it. It's not really bug at all. It's like PDK engine works!
Engine loads in game only those dat files, those are being noticed in any current dat files of characters or objects will be on battlefield or stage.
Looks like Hit_Fa methods aren't in count. So u shall make a little tip for loading algorithm that u REALLY have this IDs in that battle.
For example, i added this frames those totaly unused by character in his data code (ids of ice and fire balls of Firzen). This two OIDs makes game to load anything you need.
Code:
<frame> 278 memory_allocation
opoint:
kind: 1 oid: 221
opoint_end:
<frame_end>
<frame> 279 memory_allocation
opoint:
kind: 1 oid: 222
opoint_end:
<frame_end>
Well, since there is a 799 frames i guess there is no problem to add couple more frames
Also the same problem you can catch if you made replay with Louis to Louis Ex transform. To be safe better use this blind OIDs to make dats you need surely loaded up
For example, when u choosing Firzen, u automaticaly allocate memory for ID 219, 221, 222, 223 - cuz all of them Firzen OR his balls are in use (in code).
Thats how game loading works.