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Press F12 and F11 to pinpoint the frame that flickered
Screenshots
Log File
No response
Decompilation Version
1.3.2
Game Version
Blit Release (Steam/XBOX 360/PS3)
Game Revision
No response
Script Platform Type
Standard
Renderer Type
Software Renderer
Platform
Windows x64
Additional Comments
Cosmic told me this is a decomp error; so basically after loading a handful of stages, the game will start to flicker certain sprites (at random) and certain shades of color (at random) for 1 frame or so.
It will continue to flicker on that fade in/fade out until you exit and re-open the decomp.
The text was updated successfully, but these errors were encountered:
x64 1.3.2 release (no fork or anything like that)
Full game run with no Dev Menu usage whatsoever
Happened in SS3 whenever lightning struck
Then used the Dev Menu to open the Presentation --> Stage Select screen
Loaded WW2, where it very obviously happened on fade out (despite not happening in the full game run):
Close decomp, re-open, no flickering on either stage.
It's like the Decomp is retaining things in memory that it's not dumping on F5 but will dump when the player closes the game.
I'm a noob, so whatever you guys can figure out I appreciate.
Expected Behavior
No flicker on fade in
Actual Behavior
Flicker
Steps to Reproduce
Screenshots
Log File
No response
Decompilation Version
1.3.2
Game Version
Blit Release (Steam/XBOX 360/PS3)
Game Revision
No response
Script Platform Type
Standard
Renderer Type
Software Renderer
Platform
Windows x64
Additional Comments
Cosmic told me this is a decomp error; so basically after loading a handful of stages, the game will start to flicker certain sprites (at random) and certain shades of color (at random) for 1 frame or so.
It will continue to flicker on that fade in/fade out until you exit and re-open the decomp.
The text was updated successfully, but these errors were encountered: