Anyone who's played Sardonyx will tell you we have a frequent, long-standing bug where the game will freeze/"crash" when beginning a wild battle. We have no idea what's causing this issue: we have a fair amount of scripts but after taking a look and even disabling the ones we think might be the main offenders the problem persists. It happens more in a few particular areas, but can happen just about anywhere. What's even weirder is that it happens for some people and not others: for example, I get the freezing, but Giga (the other dev) does not. It occurs whether the game is encrypted or not, in RMXP Debug/Playtesting or through the .exe.
There are two main freezes that have the same result: the wild battle begins, but around the "Wild x appeared!" message the program hangs and the window goes unresponsive until the player forcibly closes it. While in most cases this seems to be random, players have noted that it happens less with the game music off, and we know the general cause of the second type of freeze: the game, for whatever reason, doesn't stop playing its previous music track before it starts playing the next, and when starting a battle the cry of the opponent Pokemon is too much for the game to handle, so it locks up.
What we don't know is WHY this happens. We do have FModEx for music looping, and currently I think that might be the issue, but I'm unsure how to tell or fix it if it is the case. Previously I thought it might be the ambient wild Pokemon cry script not playing nice with something, but we disabled that and are still getting reports of this. It's been going on since beta testing of demo 2.0. In the off chance it isn't FModEx, I have no idea what it possibly could be. We added so many scripts in the time frame between 1.3 and 2.0 that it'd be hard to pinpoint anything else, and it's too random to reliably try the "clean copy" method (plus I'm not sure that's feasible with how much we've edited over the course of development). We're using a heavily modified v16.2 Essentials copy with some things updated to 17.2.
Rather than asking for a fix (I'm aware this isn't enough information to go off-- I'd probably have to give you the project to look at for that) I'm asking how to go about pinpointing the issue at this point and where the problem may lie. What to look for, etc. Thanks for your time!
There are two main freezes that have the same result: the wild battle begins, but around the "Wild x appeared!" message the program hangs and the window goes unresponsive until the player forcibly closes it. While in most cases this seems to be random, players have noted that it happens less with the game music off, and we know the general cause of the second type of freeze: the game, for whatever reason, doesn't stop playing its previous music track before it starts playing the next, and when starting a battle the cry of the opponent Pokemon is too much for the game to handle, so it locks up.
What we don't know is WHY this happens. We do have FModEx for music looping, and currently I think that might be the issue, but I'm unsure how to tell or fix it if it is the case. Previously I thought it might be the ambient wild Pokemon cry script not playing nice with something, but we disabled that and are still getting reports of this. It's been going on since beta testing of demo 2.0. In the off chance it isn't FModEx, I have no idea what it possibly could be. We added so many scripts in the time frame between 1.3 and 2.0 that it'd be hard to pinpoint anything else, and it's too random to reliably try the "clean copy" method (plus I'm not sure that's feasible with how much we've edited over the course of development). We're using a heavily modified v16.2 Essentials copy with some things updated to 17.2.
Rather than asking for a fix (I'm aware this isn't enough information to go off-- I'd probably have to give you the project to look at for that) I'm asking how to go about pinpointing the issue at this point and where the problem may lie. What to look for, etc. Thanks for your time!