OH WOW. These are such huge changes that playing on Wii now is almost like a different game
I noticed that tone change fix seemed to be included in 25 as well so I mostly tested with that. There’s a tone change in Fleshchild that happens every time you leave the base area where you start the game in, and the tone changes back when you head back to the starting area. That used to sometimes be incredibly slow.
There’s no slowdown with that at all anymore. There’s a place in .flow where I know a tone change is too. That wasn’t really slow before but now there’s not even a trace of lag anymore. I have to say tone change lag is completely gone
I can confirm those freezes are gone on actual Wii now too.
But tone changes were causing the freezes? In areas that don’t even have tone changes O_o
Ironically that does fit with Yume Nikki’s surrealness.
With those freezes gone I’ve now been able to get the last two items and get the ending, so Yume Nikki can be completed on Wii. Actually, Fleshchild can be played through to its current end too, though it doesn’t have a real ending yet. The author has said it will be a long time before there will be any more updates though.
But with Yume Nikki there is a caveat. There’s some areas with a 8 bit graphical style called the FC/Famicom World (because NES was called Famicom in Japan). The menu is also changed when in the 8 bit areas, to fit the graphical style. That disables debug saving, which isn’t really a big deal. But for some reason the Effects menu is missing graphics in 8 bit and the only way to select an item is by either memorizing item positions or guess and check.
There are also areas in the 8 bit world that require use of a specific item (particularly the lamp) in order to get through them. I don’t think item switching in 8 bit world is needed at any point–at least not to find all the items in the game and get the ending of the game. But it is needed to see at least one special event–the Glitch event on this page.
(I have seen all those events now on Wii except for two, btw–Takofuusen and Uboa–so all other event are confirmed working)
Here’s a save Save09.lsd (33.8 KB) where you can get to 8 bit area by going up. Actually I think you have to go down a little then go up because I was too close to the room transition when I saved.
One other YN bug (seen in PR25, didn’t check 24) a 0 fps room which didn’t use to have 0 fps before Save11.lsd (22.6 KB)
Going through the door in front of you will put you in the room with the highest amount of creatures in the entire game. If you enter with the knife equipped (which makes creatures run away) it will take several seconds of black screen before the room shows up, and then it will be 0 fps.
But this is a worse 0 fps than the room with The Thing With The Quivering Jaw that I mentioned some posts ago (btw the creature’s jaw sound works in that room now with this update, though it’s still 0 fps). Because in the quivering jaw room at least you can open the menu or leave the room.
The many creature room lags so bad with the knife equipped that if you’re lucky enough to be able to escape it takes several seconds for each frame of the door opening to advance before you’re finally let out of the room. The first time I went in that room with the knife I couldn’t even get the game to take input so I could leave it. It wasn’t due to a hard freeze though, because holding the power button on the the Wiimote did turn the Wii off.
I’ve also found it impossible in that room to get the menu to come up so you can unequip the knife.
In an earlier test version on Wii (sometime after Yume Nikki buttons were added so you could save) I remember using the knife to stab a bunch of the things and see what’s hidden at the bottom corner of the room. I don’t know when the slowdown showed up because this is the first time I went back in the room since then.
That about says it all. You should consider calling it the Thumbs Up update.
Every Yume Nikki inspired game I’ve seen with noises when you walk (which is all but one game which doesn’t even have sound AFAIK) used to suffer with music distortion and slowdown when you were moving. I’m pretty sure I mentioned that but I can’t remember.
Moving faster would make it worse too. Yume Nikki with the bicycle (2x speed), and Fleshchild even has a dedicated run button. And the ultimate slowdown–using the speed glitch in YN with the bicycle (which give you 8x speed) would turn movement into something of a slideshow, with fps dropping below 10 and often around 0.
ALL of that is gone now. Even using the speed up glitch in YN, with the bicycle, and even with it freaking raining too–still I was seeing 60-61 fps in areas that didn’t have a lower fps to start with. The jerkiness that would happen when moving is now gone. Even with 8x movement speed there’s only slight hitches here and there, and if I hadn’t been watching for it I’m not sure how much I would have noticed.
It’s the same with other games I tried. Music distortion is gone while moving and there’s not much difference in performance between using EasyRPG on PC or Wii anymore.
I see. I don’t always have easy access to a digital camera. Is it possible to make codedumps automatically get saved to a text file? That would make it really easy submit any that happen.
Btw do you know if being able to use a GC controller to reset at codedump is universal, or is that something put specifically into EasyRPG?