[Projekt] Extracting Ace Combat

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Infrid
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Re: [Projekt] Extracting Ace Combat

Beitrag von Infrid »

Krishty hat geschrieben: 09.05.2023, 09:27 The AC3 translation by Infrid and the rest of the Word Load Team will be available soon. English, Italian, and Castilian Spanish will launch on the same day:



Kudos for this fantastic work!
thank you <3

If some native German speaker wants to translate the game, I am open for collaborations later!

Krishty I want to ask you something. During our fan translation we hit a bug on Claustrophobia, somehow the plane crashed to something invisible

https://twitter.com/loadwordteam/status ... 8346468352

do you know if it's some random collision polygon put there by mistake? is it something you can see with the tools you wrote to view the maps?
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Krishty
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Re: [Projekt] Extracting Ace Combat

Beitrag von Krishty »

Infrid hat geschrieben: 19.05.2023, 10:19do you know if it's some random collision polygon put there by mistake? is it something you can see with the tools you wrote to view the maps?
Can you show the map for a second so that I can find the specific location?

On first sight, I don’t see any polygons popping out.
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Infrid
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Re: [Projekt] Extracting Ace Combat

Beitrag von Infrid »

The bug should be around here

Bild

I checked the area but I couldn't hit that specific spot.

This issue happened twice, so I don't think it's just some cosmic ray hitting the memory and flipping the bits kind-of-thing :D
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Krishty
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Re: [Projekt] Extracting Ace Combat

Beitrag von Krishty »

Thanks, that’s helpful! I think I located the place. Didn’t find anything yet; this is just me taking notes so I don’t forget where to look.
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2023-05-22-crash-site.png
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Krishty
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Re: [Projekt] Extracting Ace Combat

Beitrag von Krishty »

No luck, sorry. The area looks clear from any obstacles or stray polygons in my data.

Some background:

AC3 does have invisible polygons in some places; I mentioned it here. These polygons use blank texture areas and are therefore completely invisible when rendered with texture mapping. Out of pure luck, early versions of my datasets did not decode the texture positions properly, and so the polygons became visible. Here they are for Tunnel Vision:

Bild

In the same dataset, I cannot spot anything suspicious in Claustrophobia:

Bild
(I tried all angles, of course!)

Then I fired up my engine (which has collision detection) and checked if it detects collisions even with those invisible polygons. And it does – flying next to the tunnel in Tunnel Vision, towards the blocks from the first image, rings my terrain collision warning and then makes my plane crash into the invisible wall:

Bild

But nothing like that happens in Claustrophobia. I have flown the path up and down, multiple times; circled there and chased the canyons … but I never collided with anything :(

Here is my guess:

If you look at the crash sites, they seem very close to the seams where terrain tiles meet.

Bild

Bild

I haven’t found a spatial structure in AC3’s levels (yet?). There is no BSP tree or anything alike to speed up collision detection, just lists of polygons. So I don’t know how the game tests for collisions. But should these spurious crashes indeed happen on terrain tile edges, then the most likely explanation is an overrun in the fixed-point coordinates during collision detection – i.e. a software bug. Ray vs. Terrain is hard in fixed-point, and even more so with fast planes and small tiles like AC3’s. Claustrophobia has the most chaotic terrain with the highest cliffs, so the error would most often be observed there (and maybe in Ghosts of the Past).

tl;dr: Don’t know, sorry. This is an OG bug for real.
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Infrid
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Re: [Projekt] Extracting Ace Combat

Beitrag von Infrid »

thank you Krishty, this is a brilliant investigation!

Since the polygons are ok, the only thing I can blame is the emulator settings, it was on hi-res with perspective correction. That might alter collision detection 🤔
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