Some bug reporting tips:
- Post each new bug report in a separate thread each.
- Tell us which RC version you are using.
- If this is a new bug, what was the latest version you used where the behavior was correct?
- Explain clearly the steps to reproduce the bug.
- If a CNS bug, post the minimum code needed to repro the issue if possible.
- It helps if you also give a link to the character, stage, etc that exhibits the issue.
If you reported a bug that is not in the list below, and is not addressed, please remind us (with a link to the report) by posting a reply to this thread.
General
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- [1.0 RC5] Filenames or directory names cannot contain non-ASCII characters.
- [1.0 RC5] MP3 files with ID3v2 tags don't load
- [1.0 RC5] MP3 files play at the wrong frequency if they are not 44kHz.
- [1.0 RC5] MP3 files may not play if loop is 0
- [1.0 RC5] Some fonts aren't affected by palfx.
- [1.0 RC5] Some background elements are sometimes rendered off by one pixel in a different game resolution compared to the stage resolution.
- [1.0 RC5] Win icons may have inconsistencies in tie and double KO scenarios.
- [1.0 RC5] Alt-Enter fullscreen toggle does not work
- [1.0 RC5] PauseOnDefocus option in mugen.cfg has no effect.
- [1.0 RC5] Numlock key does not work properly after being configured in the options screen.
- [2002] [1.0 RC5] Palfx with invertall=1 causes add/sub transparency BG elements to look wrong.
- [2002] [1.0 RC5] VS Team Advantage option does not have any effect.
Players
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- [2002] [1.0 RC5] Explods owned by or binding to a helper that calls DestroySelf may result in
indeterminate behavior and/or crashes.
- [2002] [1.0 RC5] Helpers used as projectile replacements do not have all the desired
properties of a projectile.
- [2002] [1.0 RC5] Collision boxes in helpers inherit parent's scale, regardless of own
scale.
- [2002] [1.0 RC5] Stick-around helpers and explods get removed during intro skip.
- [1.0 RC5] SndPlay freqmul parameter has no effect.
- [1.0 RC5] SndPlay volume parameter's effect caps at a maximum of 100.
- [1.0 RC5] SndPlay loop doesn't work.
- [2002] [1.0 RC5] Hitdef: hittimes end one frame too late if the p2 parameter of
pausetime is 0.
- [1.0 RC5] Versus match that ends in draw game always shows win quote for P1
- [2002] [1.0 RC5] AngleDraw controller removes .air transparency
- [2002] [1.0 RC5] ModifyExplod controller doesn't work well
- [2002] [1.0 RC5] bindtime=0 on an explod makes it ignore the pos and postype parameter.
http://elecbyte.com/forum/index.php?topic=452.0
- [1.0 RC5] assertspecial=nomusic does not affect midis
- [1.0 RC5] Creating a lot of explods with ownpal=1 is slow.
- [1.0 RC5] Creating explods or projectiles with ownpal=1 from an sff that has 200 or more palettes is slow.
- [2002] [1.0 RC5] Certain AssertSpecial flags get reset during Pause and SuperPause if the player
does not have any pausemovetime:
roundnotover, noko, nokosnd, nokoslow, nomusic, globalnoshadow, timerfreeze,
nobardisplay, nobg, nofg
- [2002] [1.0 RC5] persistent=0 flag doesn't work in special states (-2, -3, etc)
- [2002] [1.0 RC5] defencemulset doesn't work outside combo;
documentation incorrectly states multiplier as reciprocal
- [2002] [1.0 RC5] ChangeAnim during hitpause with movecontact=1 to an anim with elem=1 does not draw sprite
http://elecbyte.com/forum/index.php?topic=663.0
Pending Investigation
---------------------
- Persistent vars don't persist across turns mode
- p2stateno in a hitdef incorrectly affects a player already in a custom state
- Music in subfolder of sound doesn't load
- If a zipped character is used as a team mate during "turns mode" its small portrait won't appear on-screen
- Helpers/projectiles are not being removed out of stage limits in some stages.
- Reversaldefs can affect other reversaldefs
- Parentdist x might be calculated incorrectly
- Framerate sometimes reported as 0 fps in debug
- P2BodyDist X sometimes returns incorrect values at edges of screen.
- "trigger1 = p2bodydist y =[-10,5]" has different results from "trigger1 = p2bodydist Y= [-10,5]"
(space formatting)
- A hitdef that doesn't use a throw attribute and sends multiple enemies into custom states causes mugen to crash.
http://elecbyte.com/forum/index.php?topic=458.msg4118#msg4118
- Projectiles only hit once per frame with hitdefattr P
Behavior needs to be clarified in documentation.
http://elecbyte.com/forum/index.php?topic=399.0
- "P2BodyDist X = [-20,20]" trigger incorrectly returns 1 if both characters standing at their end of the screen while parts of their bodies/clsn are out of the screen as shown, or if the enemy is getting hit while half of his body is outside of the screen
http://elecbyte.com/forum/index.php?topic=264.0
- mugen reads triggers with time =1 or <= 1 and activate based on it while ignoring the rest of the triggers for some reason.
- fall.yvelocity = -1 regardless of value set:
http://elecbyte.com/forum/index.php?topic=551.0- ChangeState controller interrupting special state evaluation (e.g. Statedef -1) is inconsistent with documentation.
http://elecbyte.com/forum/index.php?topic=569.0
- Autoguard in training doesn't process projectile attr helpers:
http://elecbyte.com/forum/index.php?topic=362.0- If a helper calls DestroySelf while it is a target of another player,
the target will not be dropped. As a result, helpers created later
will become affected by targetstate.
http://elecbyte.com/forum/index.php?topic=360.0
- pause/superpause with movetime equal to time affecting assertspecial anyway
http://elecbyte.com/forum/index.php?topic=624.0
- [RC5] Some BG elements have horizontal drawing precision errors.
http://elecbyte.com/forum/index.php?topic=644.0
- common1.cns anim 500* behavior is different from documentation
http://elecbyte.com/forum/index.php?topic=700.0
- zoffsetlink affects layers linked to it
http://elecbyte.com/forum/index.php?topic=689.msg6080#msg6080
- BG Anim tiling has gaps in non-native resolutions
http://elecbyte.com/forum/index.php?topic=744.0
- Combo counter text offsets incorrectly calculated when counter has 2 or more digits
http://elecbyte.com/forum/index.php?topic=714.0
- Assertspecial does not work during last frame of pause
http://elecbyte.com/forum/index.php?topic=752.0
- Numlock affects simultaneous keypress detection
http://elecbyte.com/forum/index.php?topic=803.0
- Bindtoparent changes parent position
http://elecbyte.com/forum/index.php?topic=815.0
- [2002] [1.0 RC5] Jumping clears command buffer.
http://elecbyte.com/forum/index.php?topic=822.0
- [1.0 RC5] Damage handling inconsistency.
http://elecbyte.com/forum/index.php?topic=817.0
- [1.0 RC6] Targetbind default pos is wrong
http://elecbyte.com/forum/index.php?topic=849.0
- [2002] [1.0 RC6] When TargetState or any controller with a Target prefix affects two players, and parameter is an expression rather than a constant, the game will freeze if they are hit at the exact same time.
http://elecbyte.com/forum/index.php?topic=856.msg6989#msg6989
- [2002] [1.0 RC6] "Negative edge" command detection triggers wrong command
http://elecbyte.com/forum/index.php?topic=858.0
- [1.0 RC6] Certain uses of Cond trigger causes "Random data" runtime error.
http://elecbyte.com/forum/index.php?topic=881.0
http://elecbyte.com/forum/index.php?topic=848.0
- [1.0 RC6] HitDef hits multiple times under certain conditions involving HitOverride and projectiles.
http://elecbyte.com/forum/index.php?topic=884.0 - [1.0 RC6] Combo counter display is affected by reversals.
http://elecbyte.com/forum/index.php?topic=895.0Recently fixed (RC6)
--------------------
- Stage SFFs cannot be in a path outside stages/ (cannot reproduce)
Note: path to SFF file must be relative to the directory the stage def file is in
(e.g. stages/)
- AssertSpecial=Invisible is not affected by ignorehitpause = 1
http://elecbyte.com/forum/index.php?topic=580.0
http://elecbyte.com/forum/index.php?topic=616.0 (JA)
- Projectile clsn2 is not displayed in ctrl-c debug mode.
- Offsets for text is wrong in 16:9 motif in default arcade win and survival results screens.
- HitDefAttr with only one of the two required parameters now throws an error,
whereas RC3 and earlier silently ignored the illegal expression (new in RC5)
- [1.0 RC5] ver2002 characters only: After a ReversalDef with p2stateno and p1stateno parameters
has been executed, P2's state updates will lag behind P1's by 1 tick.
- AngleDraw is ignored in pausetime by HitDef
http://elecbyte.com/forum/index.php?topic=646.0
- Sometimes directional controls get stuck after release