Donkey Kong Country Tropical Freeze - Platforms resetting prematurely #1085

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opened 2024-01-30 18:00:10 -03:00 by spamzilla · 3 comments
spamzilla commented 2024-01-30 18:00:10 -03:00 (Migrated from github.com)

Current Behavior

In Stage 3-1 directly after the first save point, the moving platforms reset prematurely. I think this means that the level cannot be completed because later on a moving animal head thing that you have to grab onto moves before it is supposed to. If you are standing on the platform, you will reset as well. But, if you jump you will not reset.

Expected Behavior

That the platforms would not reset early.

Steps to Reproduce

In Stage 3-1 directly after the first save point, the moving platforms reset prematurely.

System Info (Optional)

OS: Windows 10 Home
GPU: Intel HD Graphics 520

Emulation Settings (Optional)

No response

Logs (Optional)

No response

### Current Behavior In Stage 3-1 directly after the first save point, the moving platforms reset prematurely. I think this means that the level cannot be completed because later on a moving animal head thing that you have to grab onto moves before it is supposed to. If you are standing on the platform, you will reset as well. But, if you jump you will not reset. ### Expected Behavior That the platforms would not reset early. ### Steps to Reproduce In Stage 3-1 directly after the first save point, the moving platforms reset prematurely. ### System Info (Optional) OS: Windows 10 Home GPU: Intel HD Graphics 520 ### Emulation Settings (Optional) _No response_ ### Logs (Optional) _No response_
Squall-Leonhart commented 2024-01-30 20:34:19 -03:00 (Migrated from github.com)

post a video.

post a video.
spamzilla commented 2024-01-30 22:50:18 -03:00 (Migrated from github.com)
https://youtu.be/yJtl0sao_JQ
Squall-Leonhart commented 2024-01-30 23:01:55 -03:00 (Migrated from github.com)

The movement of just about everything on this level is tied into the audio rate, if you are not achieving full speed (which you aren't) the audio buffers are exhausting and the movement resets along with each fill and deplete cycle of the audio buffers.

The movement of just about everything on this level is tied into the audio rate, if you are not achieving full speed (which you aren't) the audio buffers are exhausting and the movement resets along with each fill and deplete cycle of the audio buffers.
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Reference: cemu-project_Mirror/Cemu-2024-03-05#1085
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