Thank you for your continued support! π
Thank you for your continued support! π
I'll get the held item swap working and bug-free then update the tool swap to use the same method. Once that's done, I'll do one final round of bug checks, and assuming nothing new comes up, 1.0 will be ready for releaseπ [2/2]
I managed to stop the softlock/crash with the held item swap, but I'm running into the same issue I had with the shop sprites where they take a few extra frames to load and occasionally flash different colors (like the white seen here). Assuming the same fix works, [1/2]
Thank you! I'm definitely interested in watching that video once it's outπ
Thank you!
Thank you! And yeah it is really weird that it wasn't in the original game, especially considering Harvest Moon GB1 did have an option to enable the HUD before 64 came out, and BtN had one shortly after
The randomized item sprites are now 100% crash-free, I just need to fix the tool/item swap crashes and we're looking good for a 1.0 release πππ
Happy New Year everyone!
Short teaser video of the rando, there are currently only two game breaking bugs left(!!) - some crashes related to the tool/item swap, and some crashes related to the custom shop/overworld sprites for randomized non-held items (mostly power berries)
I appreciate your support!
Merry Christmas & Happy Holidays everyone!
Quick HM64 randomizer update:
Thank you! Hopefully we won't have to wait too much longer π€
Thank you! Yes you'll be able to play with as much or as little changes as you'd like, there will be a toggle for everything so you could make the clock slower (in increments of 6 seconds, up to 60s per in-game hour) and leave the rest of the game vanilla if you'd like
Sorry for the late reply, I was really busy this past week but I appreciate you reaching out and am glad to hear you're keeping up with the project!
Hey thanks for sharing this on your page! Hopefully shouldn't be too much longer until it's finished.
Thanks, I appreciate it!
Thank you!
so as long as it's not guaranteed or common I won't waste too much time on it. Not much else to share other than that, just crossing my fingers these last few issues won't take much longer. Have a good week everyone! [2/2]
Sorry for completely missing the weekly update -- the HUD fade syncing issue is fixed, but I'm still having trouble with some of the money digits. Still working on the dialogue issue, and I did have the game crash randomly at one point but haven't been able to replicate it, [1/2]
Thank you!
I'll keep you all posted with these last few glitches, because once they're fixed 1.0 should be ready for release. As always, thank you all for your patience and have a good rest of your week! [6/6]
All I can say now is the total number of issues is still getting smaller by the day, and while fixing one issue with the HUD may cause other issues with the HUD, it's very unlikely that some other part of the mod will break at this point and cause another significant delay. [5/6]
vice versa, like seen in Jeff's bakery dialogue from yesterday's video. These last "two" bugs with the HUD and dialogue are the only ones I'm running into right now, and like we're seeing with the HUD fade desync a few more will likely pop up before they're fully fixed. [4/6]
and which bytes do something else. I have it mostly figured out which is why some textboxes work perfectly fine, but there's still a piece missing since other textboxes will fall apart at a certain point when character data is read as non-character data, or [3/6]
that I haven't figured out yet. The TL;DR is that there's a lot of data mixed in with each set of dialogue that doesn't represent an actual character (letters, numbers, symbols, etc.), and this data affects which bytes are read as characters to be loaded into the textbox [2/6]
Weekly rando update -- I fixed the issue shown yesterday where the clock hands freeze during tool animations on some screens, but it's causing the fade in / fade out to desync. I also looked into the dialogue issues and it seems like there's a small part of the formatting [1/6]
Another short teaser video to show off the bugs I'm running into. At this point it's mostly just the HUD and some textboxes that aren't working perfectly, but as you can see it's very close. Hopefully I can share more during the standard weekly update tomorrow
It definitely took me a long time to get used to, even more than pausing to take out each item lol. Hopefully it'll be ready soon!
No music restart on loading screens* not "no music loop" lol