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21:10FIXED
FIXEDTag failure
21:10TEST
TESTTake V
21:06FIXED
FIXEDParty pop failure
20:38TEST
TESTTake IV
20:34FIXED
FIXEDForgotten to make Foxy kick Reggie on the appropriate moment in this event
20:24FIXED
FIXEDBad for-each syntax
19:56TEST
TESTTake III
19:54FIXED
FIXEDKota Unknown Identifier
19:41TEST
TESTThere are still means to get stuff done, though, and speed is not my main concern for testing this crap

So here comes TAKE II

19:40BACKUP
BACKUPIs running and it slows my entire system down.... Bummer, but hey, this also needs to be done
19:34FIXED
FIXEDLink error
19:26NOTE
NOTE The event in the Ji-Temple following up won't take place yet... I will do that once I through all this!
19:25TEST
TESTTake I
19:08STATUS
STATUSI need to put it to the test now.... Wish me luck, folks!
19:05MAPSCRIPT
MAPSCRIPTJi cyborg event
17:11TEST
TESTQuick test
16:22NOTE
NOTE The event itself does not yet work, but when I'm done, it will ;)
16:21LINK
LINKWhich links Y Anhysbys to the Ji Rubble event
16:21MAPSCRIPT
MAPSCRIPTI've set up the exit
14:23NOTE
NOTE This support is (for now) only available for C#.... I may make the Go and C++ libraries compatible too, but that is not really something I'm in a hurry about at all...
14:23JCR6
JCR6I've set up a driver for JCR6 which can read and extract from Westwood PAK files.... Although this is the worst kind of packing format I've encountered so far, and it was quite a challenge to link that up with the high sophistication JCR6 has.... However since this was possible, it had to be there....
0:45NOTE
NOTE Aside from having extra bullets (if you upgraded those) none of Crystal's upgrades will take effect YET... As for that I need to alter the combat code, and time didn't allow me to do that yet, but that's already on my planboard, so doncha worry about that....
0:44DONE
DONEUpgrading ARMS does work now!
0:02NOTE
NOTE Here the same rules as in the original game do still apply... well mostly
0:02DONE
DONEThe Goddess Upgrading should work now
- = 8 Mar 2021 = -
23:37STUDY
STUDY Xenobi I need to see how things were in the old game on this, although differences are allowed here, but still
23:37SCRIPT
SCRIPTAll pre-upgrade stuff for Crystal's ARMS done....
22:24FIXED
FIXEDIdiocy
22:13TECHNO
TECHNOHey, that's fun... Code that can help me to write a Westwood-PAK manager for JCR6 (which I wanted to do for some time), however, as the format has no signature or anything like that, we might have a bit of trouble recognizing the file... Dang....
20:52SCRIPT
SCRIPTA message of rejection if you try to upgrade ARMS with any character whose name is not Crystal.
19:50COSMETIC
COSMETICCHA-CHING sound on making and spending money
19:33CONFIRMED
CONFIRMEDThe basic concept works pretty nice, actually
19:32NOTE
NOTE no crashes, just a small calculation error which could unbalance what I was trying to set up
19:32FIXED
FIXEDUpgrade fault
19:25TEST
TESTTake XIX
19:24DONE
DONEThe actual upgrade
18:54TEST
TESTTake XVIII
18:54FIXED
FIXEDWrong data given for upgrade prices
18:50TEST
TESTTake XVII
18:50STUPIDITY
STUPIDITYReggie If you're gonna do it, do it right!
18:48TEST
TESTTake XVI
18:48COSMETIC
COSMETICReadability issue taken care of
18:47TEST
TESTTake XV
18:47DONE
DONEexplanation
16:32TEST
TESTTake XIV
16:32FIXED
FIXEDColoring error header line
16:32FIXED
FIXEDAlignment errors
16:31TEST
TESTTake XIII
16:31FIXED
FIXEDMoar of that crap
16:24TEST
TESTAstrilopup Take XII
16:24FIXED
FIXEDcoordinate error
16:09FIXED
FIXEDScale error on weapon image
16:06TEST
TESTTake XI
16:01FIXED
FIXEDTag error
15:58TEST
TESTTake X
15:58FIXED
FIXEDGet error
15:52TEST
TESTTake VIII
15:52FIXED
FIXEDMissing class field
15:44TEST
TESTFoxy Take VII
15:44FIXED
FIXED.png missing
15:44TEST
TESTTake VI
15:40FIXED
FIXEDBoolean syntax error (rather a typo)
15:37TEST
TESTTake V
15:36FIXED
FIXEDSyntax error
15:26TEST
TESTTake IV
15:25FIXED
FIXEDConstructor error
15:25FIXED
FIXEDCode typo
15:17TEST
TESTTake III
15:17LINK
LINKStupid! Forgot to link to the map
14:00TEST
TESTTake II
14:00FIXED
FIXEDExtension error
13:58TEST
TESTAdmiral Lovejoy Take I
13:57NOTE
NOTE I have taken the differences in mind with the original game, and things will be attempted to recalculate to come close to things, and to even "correct" a few things, although it will never be fully the same. Sorry about that
13:57NOTE
NOTE The pricing and calculations of upgrades is NOT the same as in the original game... A few new formulas have been put into place... The reason was just because that was the easier way to go, actually... And also a few technical reasons
13:55SCRIPT
SCRIPTSue I've set up an empty template script to code the ARMS upgrade upon....
13:45SCRIPT
SCRIPTUpgrade weapons system has been set up
11:06JCR6
JCR6In other words ALIASing
11:06APOLLO
APOLLOProject file adaption for easier access
- = 7 Mar 2021 = -
23:55CONFIRMED
CONFIRMEDBanika now works the way she should
23:44TEST
TESTIDIOT! (Take III)
23:43FIXED
FIXEDIDIOT!
23:43STUPIDITY
STUPIDITYIDIOT!
23:39TEST
TESTTake II
23:39DEBUG
DEBUGAnd a debug line that must provide me a few answers
23:39HUH
HUHRather odd error on the availability check.... Extra security set up
23:19TEST
TESTTake I
23:17LINK
LINKDone
23:00NOTE
NOTE Not yet linked to the map, so the game will still crash when you try to talk to her
23:00SCRIPT
SCRIPTmenu for Banika
14:26NOTE
NOTE But when it concerns Banika... That was the easy part
14:26CONFIRMED
CONFIRMEDThat all works
13:49NOTE
NOTE Yirl She should appear in the Hawk in this process, but the upcoming tests will (of course) have to prove this....
13:49MAPSCRIPT
MAPSCRIPTBanika
13:48TECHNO
TECHNOThis was needed to make Banika disappear from Y Anhysbys after you spoke to her there... but it wouldn't make sense if she instantly disappeared, so this way I could make things a bit more fitting.
13:47TECHNO
TECHNOThis will not remove an object from a map right away, but mark it as removed for the next time the map is loaded.....
13:47SCRIPT
SCRIPTPostKill()
12:06TEST
TESTThe Goddess Take III
12:02FIXED
FIXEDBlockmap Issue
11:53FIXED
FIXEDHopefully some texturing issues fixed
11:53FIXED
FIXEDBakina Blockmap fault
11:53FIXED
FIXEDDoors would close in an instant (nothing can move that fast)
11:49TEST
TESTTake II
11:49FIXED
FIXEDCode typo
11:48TEST
TESTAdmiral Johnson Take I
11:48NOTE
NOTE I didn't yet script Banika... This because she's easy to do, and speaking to her has consequences for the Hawk that I need to study first
11:47MAPSCRIPT
MAPSCRIPTI've set the door at the end
0:28CONFIRMED
CONFIRMEDIt works
0:21TEST
TESTQuick test (with a cheat all is possible now)
0:20FIXED
FIXEDAhah... Wrong floor number, eh?
0:20INVESTIGATION
INVESTIGATIONWhy?
0:20BUG
BUGAlthough you can hit the door North, it does not slide open, while it was scripted to do so
0:05TEST
TESTDoes it work?
0:05MAPSCRIPT
MAPSCRIPTBoss
- = 6 Mar 2021 = -
23:38FIXED
FIXEDAlthough a small bug had to be taken care of, but that's alright
23:38CONFIRMED
CONFIRMEDThat works
23:32TEST
TESTTake XV
23:31LINK
LINKLink Established
23:12STUPIDITY
STUPIDITYI only forgot to link the animation function to the drawing routine.... This is not a very serious issue, but still a bit of a bummer
23:11CONFIRMED
CONFIRMEDAnd Paralysis DOES do what it has to do
23:11CONFIRMED
CONFIRMEDInflicting a status change works
22:46TEST
TESTTake XIV
22:46NOTE
NOTE (This was the dungeon I feared the most for with the bugged tiler. I do have an idea though, but I will need more time to put that to action. If that idea works, my issues should belong to the past... at least I hope so).
22:45STATUS
STATUSAre they all accounted for now?
22:45FIXED
FIXEDMoar
22:36TEST
TESTExHuRU Kota Wendicka Lovejoy - Big alternate Take XIII
22:36FIXED
FIXEDSome Kthura Map issues
22:27TEST
TESTTake XII (Dungeon as a whole)
22:27STATUS
STATUSAstrilopup I was still on a general test which ended in take XI, so that test will now me resumed at take XII
22:26FIXED
FIXED#111 - At least I hope so
22:20FIXED
FIXEDDirection error on Kicking Reggie East and South
22:20DONE
DONEKick Reggie on board the Hawk if applicable
21:51CONFIRMED
CONFIRMEDThe text on board the hawk changes.... Good
21:44VOID
VOIDIt's good to know that a ZonaAction conflict is possible when loading a new map
20:14TEST
TESTTake I
20:13MAPSCRIPT
MAPSCRIPTWendicka
20:00STATUS
STATUSBriggs FINALLY
19:51TEST
TESTTake XV
19:51FUCKYOU
FUCKYOUno matter
19:51MYSTERY
MYSTERYAnd I wonder how this could happen, as the system is set to schedule all those kind of actions to a safe moment
19:51VOID
VOIDIssue itself.... "Self-kill" commands are a bit risky in a non-garbage-collector-like environment
19:50FIXED
FIXEDI hope
19:34COCKROACH
COCKROACHIt doesn't
19:34TEST
TESTTake XIV
19:30TECHNO
TECHNOI think I know why this happens though, but let's forcefully crash it now to test if the error screen works the way it should!
19:30C++
C++This particular issue has now been caught in a proper error message
19:20VISUALSTUDIO
VISUALSTUDIOTake XIII
19:20TECHNO
TECHNOThis can only mean that C++ has thrown an exception which Apollo was not yet able to handle
19:19HUH
HUHSolving this instantly crashes Apollo, without a crash notice
19:16TEST
TESTTake XII
19:16FIXED
FIXEDReggie Yup!
19:15STATUS
STATUSWell the example shows... but as soon as you click the game crashes... The error shown is even more ridiculous, but perhaps I overlooked an old instruction that is different in Apollo, who knows... Syntax highlighters only bring you this far, eh?
19:11TEST
TESTTake XI
19:11FIXED
FIXEDOkay, that was a stupid thing to do....
19:09TEST
TESTTest Take X
19:09VOID
VOIDFUCK
19:06TEST
TESTTake IX
19:06FIXED
FIXEDWrong type in declaration
19:03TEST
TESTCrystal Take VIII
19:03FAILURE
FAILURESue Weak typing in Lua.... Very nice thing in Neil (NOT!)
19:03FIXED
FIXEDType error
18:59TEST
TESTTake VII
18:59VOID
VOIDVoids issues like these in the future
18:59JCR6
JCR6Alias for MBOX1
18:52FIXED
FIXEDAnd that "fixes" another crash
18:52AUDIO
AUDIOThe sounds used for the memory buttons in Y Anhysbys were among them.... Although I already had some files from this creator, these were demo files in the original. Y Anhysbys was the first non-demo dungeon of the original game. Since I won't make any demo now but go for the entire game in once, this is no longer applicable, but some "scars" remain
18:49TRANSFER
TRANSFERMissing audio files
18:45TEST
TESTTake VI
18:44FIXED
FIXEDDr. Sal’pr’drita Conflict caused by the differences between classic Lua and Neil
18:21TEST
TESTTake V
18:21VOID
VOIDI see that += is bugged in combination with comments.... This is a bug in Neil, but a hard one to fix
18:17TEST
TESTTake IV
18:17VOID
VOID???
18:07TEST
TESTTake III
18:07STATUS
STATUSSIGH!
18:07FIXED
FIXEDAdmiral Lovejoy And still there was more....
18:01FIXED
FIXED"Unknown indetifier" x∞
17:55TEST
TESTTake II
17:55FIXED
FIXEDAnyway is always required (I named that library that way for a reason)
17:50TEST
TESTReady for take I (memory)
17:50LINK
LINKThat completes the link
17:49KTHURA
KTHURADone
17:48KTHURA
KTHURAI do need to set something right here first!
17:48LINK
LINKThat should link everything together
17:48MAPSCRIPT
MAPSCRIPTScript for the memory puzzle here
17:17SCRIPT
SCRIPTPorted the original puzzle from LAURA II to Apollo
16:51STATUS
STATUSI'll leave combat be for now... We got a little minigame to concern about now
15:52TEST
TESTTake XI
15:29FIXED
FIXEDCrash on initiating status change
15:03NOTE
NOTE I've activated the God mode as testing is impossible with enemies like these otherwise
14:52TEST
TESTBakina Take X
14:52FAILURE
FAILUREWendicka Unfortunately the game crashed before I could save that, so that ability to debug this phenomenon any further slipped through my fingers
14:52CONFIRMED
CONFIRMEDI thought obtaining ability bonuses didn't work, but since Foxy did obtain TWO of them in the last fight, I know that DOES work... They don't show in the menu though
14:51FIXED
FIXEDCrash
14:42TEST
TESTTake IX
14:42VOID
VOIDhmmmm?
14:36TEST
TESTTake VIII
14:36FIXED
FIXEDIllegal function call
14:34TEST
TESTTake VII
14:34FIXED
FIXEDSyntax error
14:34TEST
TESTRolf Admiral Johnson Take VII
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