Critical showstopper code generation bug

darkhog

New member
Apparently monster import/export is so good that it also imports labels to be used. Which, after exporting/importing a "boom" animation lead to destruction of my project, because now my ObjectInfo.dat looks like this (only relevant part as it's quite long):
Code:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;; 8 GameItem: PlayerBoom
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Monster = PlayerBoom
;; Size = 2 by2
;; Animation = DefaultAnimation
GameItem9_0:
.db #$8; frame count
.db #$16, #%00000000, #$16, #%01000000, #$16, #%10000000, #$16, #%11000000
.db #$17, #%00000000, #$17, #%01000000, #$17, #%10000000, #$17, #%11000000
.db #$18, #%00000000, #$18, #%01000000, #$18, #%10000000, #$18, #%11000000
.db #$19, #%00000000, #$19, #%01000000, #$19, #%10000000, #$19, #%11000000
.db #$1a, #%00000000, #$1a, #%01000000, #$1a, #%10000000, #$1a, #%11000000
.db #$1b, #%00000000, #$1b, #%01000000, #$1b, #%10000000, #$1b, #%11000000
.db #$1c, #%00000000, #$1c, #%01000000, #$1c, #%10000000, #$1c, #%11000000
.db #$1e, #%00000000, #$1d, #%01000000, #$1d, #%10000000, #$1e, #%11000000

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;; 9 GameItem: Boom
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Monster = Boom
;; Size = 2 by2
;; Animation = DefaultAnimation
GameItem9_0:
.db #$8; frame count
.db #$16, #%00000000, #$16, #%01000000, #$16, #%10000000, #$16, #%11000000
.db #$17, #%00000000, #$17, #%01000000, #$17, #%10000000, #$17, #%11000000
.db #$18, #%00000000, #$18, #%01000000, #$18, #%10000000, #$18, #%11000000
.db #$19, #%00000000, #$19, #%01000000, #$19, #%10000000, #$19, #%11000000
.db #$1a, #%00000000, #$1a, #%01000000, #$1a, #%10000000, #$1a, #%11000000
.db #$1b, #%00000000, #$1b, #%01000000, #$1b, #%10000000, #$1b, #%11000000
.db #$1c, #%00000000, #$1c, #%01000000, #$1c, #%10000000, #$1c, #%11000000
.db #$1e, #%00000000, #$1d, #%01000000, #$1d, #%10000000, #$1e, #%11000000

Take a note of the labels. All it took to cause it was to export Boom object (didn't want to redo the animation as it is quite long) and import into #$08 game object slot. Have no idea how can I fix it myself (ObjectInfo.dat is generated file and as such any changes will be lost during recompile). Please send help.

//edit: Full compile log because ObjectInfo.dat isn't the only file affected:

Code:
pass 1..
demo.txt written.
ScreenData\ObjectInfo.dat(147): Label already defined.
ScreenData\ObjectPointers.pnt(222): Label already defined.
ScreenData\ObjectPointers.pnt(229): Label already defined.
ScreenData\ObjectData\animSpeedtable.dat(38): Label already defined.
ScreenData\ObjectData\ObjectBehaviorTable.dat(38): Label already defined.
ScreenData\ObjectData\EndActionAnimationTable.dat(38): Label already defined.
ScreenData\ObjectData\VulnerabilityTable.dat(38): Label already defined.
 

RadJunk

Administrator
Staff member
Yep this has been reported and fixed in the next version (issue with importing objects remembering their specific slot...doesn’t happen anymore. Patch coming this week!). :)
 
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