Scenes: Cutscene_CrashLanding's wait at $0769F2 is one frame short
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Assessment
- Difficulty
- 1/5
- Estimated time
- Under an hour
- Newbie friendliness
- 88/100
- Issue type
- Bug
- Clarity
- Clearly specified
- Activity status
- Active
- Tech stack
- godot, rust
- Domain
- game-dev, reverse-engineering
Research direction
Read rust/psiv-core/src/scenes/post_zio_cutscenes.rs and locate Cutscene_CrashLanding at the $0769F2 wait (op 65). Compare the transcription with the US image and the cited #470 wait census; done when the wait is 61 ticks and that census row’s defect mark is cleared.
Written by the indexing model from the issue text.
Description
Refs #470. Found by #470's wait census of rust/psiv-core/src/scenes/post_zio_cutscenes.rs, checked against the US image.
After SFXID_PowerDown and bsr loc_77116, Cutscene_CrashLanding (the retail label is spelled Cutscene_CrashLaanding) loads move.w #$3C,d0 and calls DoMapUpdateLoop at $0769F2. The loop's dbf runs that 61 times. The transcription's Wait there (op 65) is 60, so the scene runs one frame short from that point.
Acceptance:
- The op is
Wait { ticks: 61 }. - The #470 census row for
$0769F2drops its defect mark, and its image check then holds the count.
- Dominant language
- Rust
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- 1
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- Merged PRs (30d)
- 288
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