Mushroom Kingdom Fusion (CHARACTERS (c) Nintendo / SEGA / Capcom)



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> Bugs and glitches for 0.31
Offline Slit_Zurifa
Posted: Oct 29 2009, 06:47 AM
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Hey there guys.
Now that 0.31 has been released by Obreck any bugs and glitches that you encountered during your playthrough of MKF can be reported here.
Since I am currently downloading the game I cannot say anything about bugs yet. biggrin.gif
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Offline randomman12
Posted: Oct 29 2009, 07:23 AM
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when playing with arthur in fortress of doom the room after using the rocket arthur can't use weapons until the next room I dont know if this is with other characters and weapons

also when going the fire bros on the map the characters that warp into the stage like roll have to little time to react from the fireballs


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Offline Slit_Zurifa
Posted: Oct 29 2009, 07:47 AM
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I cannot start the game. It says:

___________________________________________
ERROR in
action number 1
of Other Event: Game Start
for object obj_skipper:

Error defining an external function.
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Offline WhiteRoseBrian
Posted: Oct 29 2009, 08:40 AM
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Unfortunately, I saw the exact same message.


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Offline randomman12
Posted: Oct 29 2009, 08:45 AM
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QUOTE (Slit_Zurifa @ Oct 29 2009, 06:47 AM)
I cannot start the game. It says:

___________________________________________
ERROR in
action number 1
of Other Event: Game Start
for object obj_skipper:

Error defining an external function.

you must use the dll files from version 0.3 or follow the link obreck gave in on of his posts for the download

link to download:
http://www.sendspace.com/file/41m2c8

edit: if you have the files and there are still problems with mkf V 0.31 then try to restart your computer it worked with me

This post has been edited by randomman12 on Oct 29 2009, 08:52 AM


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Offline Sander Cohen
Posted: Oct 29 2009, 09:11 AM
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Tower of Babel is having some major issues with its sprites. Especially after you enter the tower. Most of the sprites start glitching or flashing.


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Offline Loner
Posted: Oct 29 2009, 09:50 AM
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The flagsong.mp3s won't play when I finish a level even though I changed the mp3s to wavs on the .ini file, but it won't change the actual flagsong.mp3s to wavs. I can still finish the level when I do that, but if I leave them as mp3s in the .ini by default like for Luigi, I still get stuck on the flagpole. If I rename the flagsong.mp3 files themselves, they'll be unusable.

I just can't figure out this glitch. Do I manually type "wav" after I delete "mp3" for a flagsong? Because that's all the .ini file would let me do.

This post has been edited by Loner on Oct 29 2009, 10:38 AM
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Online AuraLancer
Posted: Oct 29 2009, 11:07 AM
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In Fortress of Doom, the gray arrow blocks that return the elevator to you if you fall don't work. They work in my dev kit so I don't know what's up.

Also Obreck, the enemies for that stage are top-notch. I despise those dragons with a passion already.

EDIT: Could the merging affect it? It looks for the elevator obj so maybe it's still looking for the one in my source? Sorry I don't quite understand the merging process.

This post has been edited by AuraLancer on Oct 29 2009, 11:10 AM


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Offline WhiteRoseBrian
Posted: Oct 29 2009, 11:12 AM
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I tried out Wario in one of the new levels in Adventurers' Domain and his charge wouldn't always work properly. It always does damage the enemy, but sometime it damages Wario too.

This post has been edited by WhiteRoseBrian on Oct 29 2009, 11:12 AM


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Offline Reverend Ray
Posted: Oct 29 2009, 11:40 AM
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Starman themes aren't working (only tested on the Entryway yet)... well at least for Mario, it's the only one I tried yet.


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Online AuraLancer
Posted: Oct 29 2009, 12:00 PM
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Whew ok, Battle for Sera will need adjustments for characters introduced after V.25 I just played through it as Roll. There are parts that are impossible for her to pass, namely the final berserker. Other parts are extremely difficult in a way that is unfair.

I also noticed that the Boomer's kick doesn't seem to activate if you are already standing close to him when he stops walking, that may be my fault though. The train bg is also glitchy looking for me.

(By the way, Roll's drill weapon rules against Locusts using cover)


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Offline The Swordsman
Posted: Oct 29 2009, 12:21 PM
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I found these bugs,
Mario's starman music won't play and when I was playing as Sonic his jumping animation was very slow and awkward, which is weird because the rest of his animations work fine.


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Offline Del
Posted: Oct 29 2009, 12:32 PM
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That's why you need testers Aura sad.gif

Also, the Abobos, if you just duck next to them they can't hurt you, if I remember correctly, in the sprites I reshaded there was a kicking one, I think he should do that if you're next to him instead of punching. None of the characters is tall enough to be hit by punches unless you are on a platform.


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Online AuraLancer
Posted: Oct 29 2009, 12:36 PM
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QUOTE (Del @ Oct 29 2009, 02:32 PM)
That's why you need testers Aura sad.gif

Also, the Abobos, if you just duck next to them they can't hurt you, if I remember correctly, in the sprites I reshaded there was a kicking one, I think he should do that if you're next to him instead of punching. None of the characters is tall enough to be hit by punches unless you are on a platform.

That was built in the old dev kit. Testing wouldn't have caught Roll or Wario, etc. problems because they weren't in there to test.

Also I got kicked by an Abobo in Fever Las Vegas, so they do kick.

EDIT: I don't know if this was intended or not, but Sonic is immune to the second boss in Anciena Pyramid's shots when he ducks. That made it ridiculously easy.

This post has been edited by AuraLancer on Oct 29 2009, 12:39 PM


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Offline Del
Posted: Oct 29 2009, 12:51 PM
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QUOTE (AuraLancer @ Oct 29 2009, 11:36 AM)
QUOTE (Del @ Oct 29 2009, 02:32 PM)
That's why you need testers Aura sad.gif

Also, the Abobos, if you just duck next to them they can't hurt you, if I remember correctly, in the sprites I reshaded there was a kicking one, I think he should do that if you're next to him instead of punching. None of the characters is tall enough to be hit by punches unless you are on a platform.

That was built in the old dev kit. Testing wouldn't have caught Roll or Wario, etc. problems because they weren't in there to test.

Also I got kicked by an Abobo in Fever Las Vegas, so they do kick.

EDIT: I don't know if this was intended or not, but Sonic is immune to the second boss in Anciena Pyramid's shots when he ducks. That made it ridiculously easy.

I see.

Well, I don't know.. but when I duck next to an Abobo he just punches. I'm not sure if it was just ridiculous luck.

Also, Sonic's fire shield is immune to King Watinga's bullets too, at least the first phase Watinga, but anyway it's just so easy it's eeehhhh. Not sure if he's immune by ducking too, haven't tried, but I think he is.


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Offline Obreck2
Posted: Oct 29 2009, 03:36 PM
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QUOTE (AuraLancer @ Oct 29 2009, 01:07 PM)
In Fortress of Doom, the gray arrow blocks that return the elevator to you if you fall don't work.  They work in my dev kit so I don't know what's up.

Also Obreck, the enemies for that stage are top-notch.  I despise those dragons with a passion already.

EDIT: Could the merging affect it? It looks for the elevator obj so maybe it's still looking for the one in my source? Sorry I don't quite understand the merging process.

Actually I never knew what those arrow blocks were supposed to do, so I never knew they needed fixing.

Oh I despise those dragons with a passion too. No sooner has I made them I was cursing at them. Would you believe they are just a direct recreation of a Rygar enemy? No new or changed AI gimmicks, they are just really that annoying in the MKF universe. 80s AI FTW.

I see the sounds systems still have problems. I may just have to retool the way the game boots the starman theme in general. Sigh, can't win.

Oh Abobo does kick, but its chosen at random. I'll have to take up Del's suggestion and have the kick override all choices if the player is ducking.

This post has been edited by Obreck2 on Oct 29 2009, 03:36 PM
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Online AuraLancer
Posted: Oct 29 2009, 03:41 PM
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QUOTE (Obreck2 @ Oct 29 2009, 05:36 PM)
Actually I never knew what those arrow blocks were supposed to do, so I never knew they needed fixing.

Yeah that is my fault I guess. I'm going to comment anything I code from now on. My professor won't let me get away with it now, either.

The starman music works fine for me, BTW.


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Offline Del
Posted: Oct 29 2009, 03:42 PM
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QUOTE (Obreck2 @ Oct 29 2009, 02:36 PM)
Oh Abobo does kick, but its chosen at random. I'll have to take up Del's suggestion and have the kick override all choices if the player is ducking.

Haha yes a 100% chance kick in the face will be lovely.


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Offline Lars Luron
Posted: Oct 29 2009, 03:43 PM
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QUOTE (AuraLancer @ Oct 29 2009, 10:07 AM)
EDIT: Could the merging affect it? It looks for the elevator obj so maybe it's still looking for the one in my source? Sorry I don't quite understand the merging process.

Bah, I must have missed that when I merged in your levels. Should be just a quick fix.


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Offline legoman727
Posted: Oct 29 2009, 03:56 PM
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Battle for Sera.

That damned train.

Add some freakin' power-ups. The one spartan suit you get at the checkpoint is not enough.
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Posted: Oct 29 2009, 08:48 PM
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The switch for the drawbridge in Fortress of Doom currently has no sprite and can't be seen through the trees. It was using the coinsparkle sprite.


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Offline Zemik
Posted: Oct 30 2009, 12:13 AM
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I went to the debug stage to max out my extra lives (hate those game overs) as Simon and when i touch the rod to exit the stage the music doesn't play and i can still walk around, touching the staff again makes it go higer in the air.

Pressing the suicide button causes the game to crash and make me reset my computer to get rid of it ><


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Offline Pouncer
Posted: Oct 30 2009, 04:52 AM
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When this enemy (don't know the name as I'm not very familiar with Gears of War) fell of the train it's attack animation was still playing in mid-air.


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Posted: Oct 30 2009, 10:02 AM
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As far as I know, Luigi and Tails' death jingles do not play. I should know because I suck bad at this game.


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Posted: Oct 30 2009, 10:57 AM
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Okay here's my terribe list of bugs and observations I've seen so far:

Ok.. first, what happened to the victory and death jingles? Is it because of the playlist.ini file? I downloaded the game from Turbo's install file, and they just don't work. My character gets stuck at the pole for a while, and if I die, Wario for example gets weird sprite overlapping, and sometimes I still can move freely. I don't know what's going on. You can tell me here how to fix it, but the public in general won't know. I suggest, if it's possible to fix, do it and reupload the game, this one is very annoying it takes 1 minute to die. Other people reported this, I don't know if it this was tested at all before releasing, it's so obvious... (sorry if I sound harsh, but it's better if I say it here instead of getting tons of complaints from the public).

Roll - mega helmet: I mentioned this one before, so.. since Roll can get charged shots without the Mega helmet now, what's the point of it now, just an extra hit point? I think she should get at least a powerful charged shot, or let the weak one go through enemies, or let her charge faster, anything.

Protoman - charge shot: I never mentioned this observation before, but he charges these "middle charged" shots so fast. You have to hold the shoot button for less than a second to get it. In the megaman games it took a few milliseconds to begin to charge and release a middle charged shot. I noticed it does more damage than a single bullet. You can take out big enemies by abusing this, being able to shoot about 2 middle charged shots per second.

World 1 - big hammer bros - in map, the wandering giant hammer bros that's at the bottom of the screen, around Bowsers' final fortress, there isn't a path, but you can still go through the "land".

World 3 - Joes - these are great indeed, but I think the battle is too easy. Personally I would add one or two Hammer Joes (the ones that can't be stomped while "charging" their shot.

Morton koopa Doc - Weird glitch, I was fighting him and after I stomped him for the second time, next to the wall, he walked backwards like Michael Jackson and went out of the screen. He never came back.

Freezing game - I think this has something to do with the victory jingles stuff; in older versions, after having the game running for a while, just the sounds got glitchy, but now, all the game does. It doesn't reduce frameskip rate, but it's all tilted. For example, you jump, the game freezes for half second and then you are in the air, then you are on the ground. It's all paused.

Arcade factory moving platforms - those pink platforms that move you to the left or to the right when you stand on them are still missing their animation.

Stairs sliding - this can be seen in AF too, if you try to slide as Roll or Proto when you are next to stairs that touch the ground, you can't slide and get seizures at the stairs.

Arcade factory green crushers - Bananas tried to fix this a hundred of times, but they still don't touch the ground (1 empty tile between them and the ground).

Kuwanger's weapon (Roll) - this weapon needs cooldown in it's hitting rate, you can do huge damage to big enemies that don't have cooldown on their hits like the Cyber Demon or Metal Slug tanks or Cacodemons. It's very overpowered, I'd make it's hit cooldown rate to be around 200 milliseconds, but not too big like Arthur's Cutman weapon. This one needs a faster cooldown and moving speed instead, it's really lame, it cant hit enemies more than once and takes forever to come back.

Watinga cockroaches - when you stand on them as Roll, Proto, Vile or Zero they get seizures.

Watinga's bullets - they are too weak, it's impossible to lose as Sonic or Tails with the Fire shield.

World two pipe says four - in Australia, theres a hidden part that leads to World 4 and World 1, however, the pipe that leads you to W1 says "4" in the pipe.

ITEM 1 - the "1" is still backwards in the sprite.

Anciena pyramid rings - this is a W9 level, it should have W9 coins instead of rings.

Those huge red enemies in the pyramid don't hurt when they punch you, I think they should toss you hard AND hurt you, similar to Lars' ogres in Mt.Sabre.
Also, this level has a very nice layout, but it's too easy to be a W9 level, it needs tons of more enemies everywhere. As it is now it's just like a big room with lots of rupees. I would add lots of parakoopas or other flying enemies in that area with many stairs. The bosses are easy too and they need cooldown when taking hits too. For example if you shoot them with Kuwanger's weapon, they take HUGE damage.

FoD cherries - Aura's level, the cherries were indicators of where those enemies hiding in the trees were. I see enemies were added, but no indicators.

Yellow switch palace - it doesn't work, the switch just gets seizures.

World 3 extra health - I know about the "optional" thing for this, but seriously, does this world really need this? It's very easy. An example: as Link, or any other character, join one of those Wandering Sniper Joes minilevels, man poor Joes, they have to hit you EIGHT times to make you lose just one of your 30-99 lives. The Megaman levels aren't that hard. I think this is unecesary and makes it too easy.

World 4 - I can't join shop or levels or anything properly, I just get the "join level" sound endlessly, then it shuts up and freezes the game.

Sorry if I sound harsh again, but it's all for good. Also, congratulations on the updates and fixing most of the old glitches. Good job team!

This post has been edited by Del on Oct 30 2009, 11:15 AM


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Dr.Mario - 100% (for current version only)
Mr.L - 30% (mostly by Hopalongtom)
Shade Waluigi - 100%
Lots of characters' sprites fixes & improvements - 60%
Duo Cosmo - 5%
Secret thingies - 95%
Random assists and designs - ??%
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DISCLAIMER: Mushroom Kingdom Fusion is an unofficial non-profit fan game crossover project based on the Super Mario Bros. series of video games by Nintendo, featuring characters from other gaming franchises by SEGA ENTERPRISES, CAPCOM USA, BUNGIE ENTERTAINMENT, ID SOFTWARE, and more. Characters remain the property and copyright of their respective owners. This is a project made by gaming fans for gaming fans, and is in no way affiliated to or sponsored by any of the aforementioned companies.