#Pod Cutscene hardlock

26 messages · Page 1 of 1 (latest)

leaden goblet
sand marsh
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did this happen more than once?

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either other people playing it or you going back

leaden goblet
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It didn't happen to anyone else running this seed. I did not bother going back to pod, would have taken a while to get back to that point with much progression lost

sand marsh
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just wanted to know if more than one visit to pod occurred in this, thanks

leaden goblet
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Yup. Unsure if it's msu related, but was using Octopath Traveler Mix if that helps

sand marsh
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the moving wall stops when it scrolls far enough

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and the variables are pretty isolated

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I'm not sure we can do anything with this report right now

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it will probably have to happen a couple more times

leaden goblet
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Understood. I don't recall ever seeing this happen to anyone else. Extremely rare case

sand marsh
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no savestate, i assume?

leaden goblet
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nah

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is that possible on nt?

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I recall synack asking for a savestate when that trinexx dark screen comes up, but i just assumed those are for folks with emulators

sand marsh
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i think so, but you have to enable it and have it bound to some controller presses

leaden goblet
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oh interesting

sand marsh
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you can definitely savestate on fxpak; not sure about nt

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i don't think we really expect anyone on hardware to have savestates enabled the whole time just for the off chance they get a bug that needs one

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especially since they can mess with things due to being part of the system itself, unlike emulators, which can capture the state from a god's eye view

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but i think one would help here, so it was worth asking, even if you were very unlikely to have one

leaden goblet
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gotcha

torn pelican
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jsd created a web tool to capture memory during moments like this, for later debugging. it isn't guaranteed to be atomic but it's sorta the best thing we got for fkpak: https://snesdumpr.alttp.online/

brazen cave
leaden goblet
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Oh very nice. No idea this was out there

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I assume the save state gets directed where save files go in the sd card?