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This is a list of errors I have thus far encountered when reviewing compilation for Deltarune Chapter 1&2.
Crashes:
Assignment to variables which share names with scripts (gml_Object_obj_CHAPTER_SELECT_Create_0)
Local function recognition (gml_Object_obj_darkfountain_Draw_0)
Something with decompilation of a local assignment yields var a += (gml_Object_obj_queen_bulletcontroller_Step_0)
8bf886fbuffer_get_surface now should accept fewer arguments (gml_Object_obj_shapepuzzle_Draw_0)
@@ functions (gml_Object_obj_tensionbar_Draw_0)
Instance IDs with dot notation (several room start entries)
e5ada74 Scripts. While I have made some progress on assembling these (hackalicious branch), the offsets in references still need to be adjusted.
Non-matching:
setowner calls. Currently, I'm ignoring these, which really helps.
Weird decompilation of a while loop as a while loop inside an identical if statement (gml_Object_DEVICE_CHOICE_ch1_Step_0)
Code duplication in decompilation of breaks in loops. I think this has actually been around before 2.3; as I recall, Undertale narrowly avoids it using the profile system. (gml_Object_DEVICE_FAILURE_Step_0)
There is a similar issue in some for loops, apparently without the break statement; this may indicate an undecompiled continue? (gml_Object_lang_sprite_layer_hider_Create_0)
Array ++/-- calls do not compile correctly. (gml_Object_DEVICE_MENU_Step_0)
Global array ++/-- calls do not decompile correctly. (gml_Object_obj_battlecontroller_Step_0)
Several collision events are compiling with bf or b instructions shooting just short of instructions they should come after, including popenvs, popzs, and even bs (gml_Object_o_coaster_jama_Collision_o_coaster_hero)
5a6e45aroom_speed is being popped as a Self variable, not a Builtin? (gml_Object_o_boxingcontroller_Create_0)
Assigning other objects' alarms needs a conv (to variable) instruction in 2.3. (gml_Object_o_boxingqueen_Step_0)
5a6e45a Builtin arrays are incorrectly compiling as Self, including the -5/-1 bit that is still used in 2.3. (gml_Object_o_coaster_berdly_Step_0)
Something is incorrect (maybe use of the bool type?) in compiling a complex if clause. (gml_Object_obj_alleyswitch_Step_0)
instance_exists(self) should compile using @@This@@. Likewise with other. (gml_Object_obj_battle_cleanup_Alarm_0)
Some apparently useless b instructions (going where the code was going anyway) are being dropped. (gml_Object_obj_battletester_Draw_64) This also seems to show up in profile-less Undertale.
Ternaries with ? 1 : 0 are simplified in decompilation to use the condition directly. (gml_Object_obj_berdlyb2_enemy_Step_0)
Anonymous script offsets are still not corrected, but this appears to only be an issue for exact 1:1 saving; the game runs with only minor tweaks after CheckDecompiler.
Anything with multiple functions becomes a mess.
return statements in ifs do not compile (gml_GlobalScript_scr_drawpart_crop).
And more... Le sigh.
The text was updated successfully, but these errors were encountered:
This is a list of errors I have thus far encountered when reviewing compilation for Deltarune Chapter 1&2.
Crashes:
var a +=
(gml_Object_obj_queen_bulletcontroller_Step_0)buffer_get_surface
now should accept fewer arguments (gml_Object_obj_shapepuzzle_Draw_0)Non-matching:
setowner
calls. Currently, I'm ignoring these, which really helps.while
loop as awhile
loop inside an identicalif
statement (gml_Object_DEVICE_CHOICE_ch1_Step_0)break
s in loops. I think this has actually been around before 2.3; as I recall, Undertale narrowly avoids it using the profile system. (gml_Object_DEVICE_FAILURE_Step_0)There is a similar issue in some
for
loops, apparently without thebreak
statement; this may indicate an undecompiledcontinue
? (gml_Object_lang_sprite_layer_hider_Create_0)++
/--
calls do not compile correctly. (gml_Object_DEVICE_MENU_Step_0)++
/--
calls do not decompile correctly. (gml_Object_obj_battlecontroller_Step_0)bf
orb
instructions shooting just short of instructions they should come after, includingpopenv
s,popz
s, and evenb
s (gml_Object_o_coaster_jama_Collision_o_coaster_hero)room_speed
is being popped as a Self variable, not a Builtin? (gml_Object_o_boxingcontroller_Create_0)conv
(to variable) instruction in 2.3. (gml_Object_o_boxingqueen_Step_0)if
clause. (gml_Object_obj_alleyswitch_Step_0)instance_exists(self)
should compile using@@This@@
. Likewise withother
. (gml_Object_obj_battle_cleanup_Alarm_0)b
instructions (going where the code was going anyway) are being dropped. (gml_Object_obj_battletester_Draw_64) This also seems to show up in profile-less Undertale.? 1 : 0
are simplified in decompilation to use the condition directly. (gml_Object_obj_berdlyb2_enemy_Step_0)return
statements inif
s do not compile (gml_GlobalScript_scr_drawpart_crop).The text was updated successfully, but these errors were encountered: