Some strange bug has happened on my game for the first time
Way ahead during gameplay, two objects collided and then an "EXC_BAD_ACCESS" error popped up when executing line 130 of the file named CMove.m:
"if (hoPtr->rom->rmMoveFlag)"



Some strange bug has happened on my game for the first time
Way ahead during gameplay, two objects collided and then an "EXC_BAD_ACCESS" error popped up when executing line 130 of the file named CMove.m:
"if (hoPtr->rom->rmMoveFlag)"

Which movements did the two of them use?



The active object representing the player has assigned an 8-direction movement, and the type of enemy for the specific case, a bouncing ball one.


I can confirm the same collision issues between platform vs ball movements as BHGames. WIll do some more debugging today about that.

Without an example file it can be difficult figuring out what went wrong.
Can you recall any specifics about the crash? What frame was it on? Is one of the objects a global object? Do they have multiple movements?


I will do some debugging now about that issue


This is the crash report, as BHGames stated, this happens when a platform object collides with a bounce object,
I'll verify about the multiple movements and global object configurations...
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000008e
Crashed Thread: 0
Thread 0 Crashed:
0 gametest 0x00039788 -[CMove newMake_Move:withDir:] (CMove.m:130)
1 gametest 0x0003e3e0 -[CMovePlatform move] (CMovePlatform.m:445)
2 gametest 0x000374cc -[CRMvt move] (CRMvt.m:177)
3 gametest 0x00036bc8 -[CRSpr handle] (CRSpr.m:177)
4 gametest 0x0002b9b4 -[CActive handle] (CActive.m:35)
5 gametest 0x00080214 -[CRun f_GameLoop] (CRun.m:4544)
6 gametest 0x000812f8 -[CRun doRunLoop] (CRun.m:389)
7 gametest 0x000067e8 -[CRunApp loopFrame] (CRunApp.m:674)
8 gametest 0x00006a78 -[CRunApp playApplication:] (CRunApp.m:330)
9 gametest 0x000029bc -[CRunView timerEntry] (CRunView.m:201)


Enemy:
-Is Global
-Has multiple movements (circular, bouncing*)
-Is not following the frame
-Has a qualifier of "enemy"
Player:
-Is Global
-Has multiple movements (static,platform*)
-Is following the frame
-Has no qualifier
* = crash when using this movement
Both:
-Are created at start
-Are Using fine detection
-Are not inactive is too far from frame
-Has transparent backgrounds
-Are saving backgrounds
The level:
-Has 6 layers (collision occurs in layer 4)
-Is including global events
-is handling background collisions
If you are not able to reproduce it, let me know to send the file



Sorry for the late response but I was out all day and I've just got back home. Here it goes my info ...
Enemy:
-> Is Local
-> One movement: Bouncing Ball
-> Not created at start
-> 4 Alterable Values
Player:
-> Is Local
-> One Movement: 8 Directions
-> Created at Start
-> 1 Alterable Value
Both:
-> Visible at start + Save Background + Transparent
-> Follow the frame + Destroy object if too far + Automatic deactivation if too far from Windows
-> Use Fine detection for collisions.
-> No qulifiers + Default Image Compression.
One Endless Level:
-> 1 Layer
-> No global events
-> When player and enemy collide the enemy is destroyed (Event is: Collision between player and this enemy + Only one Action when Event loops).











You can attach mfa's in this forum as well. It would be a lot quicker than writing out all that info![]()