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super-hexagon-neo-issues's Issues

[Android] Higher refresh rates affect spin

In Overtime Hyper Hexagonest the fast spins that occur are affected by refresh rate/framerate. The regular spinning on other levels aren't affected, only the fast spins in Overtime Hyper Hexagonest are affected. On 120hz the fast spins go 150° + 60° + 150° whereas on 60hz it goes 300° + 60°.

8 months later returning to this issue to mention it also affects Hexagonest fast spins and also because I have a comparison vid of the spins on Hexagonest 60hz vs 120hz https://youtu.be/F5_LU_yLie0

Small differences between mouse and keyboard controls

Two things:

In the menu, keyboard controls work fine, but mouse controls are weird. Left clicking will enter the current level, while right clicking will move to the level on the right, as you'd expect. I don't know if that is intended or not, but it certainly feels weird not being able to move left in the menus.

The next bug has to do when you press both directional keys at the same time while playing a level. On keyboard, left will always take priority, no matter what. On mouse, whichever button you press second will take priority -- which is AWESOME. I love this change, since the old version of SH was super broken when you pressed both mouse clicks at the same time. I guess my recommendation is, if you updated keyboard controls to change directions properly, that would be much appreciated.

Overall, I love this update, and it is great to see one of my favorite games getting some attention again. Looking forward to part 2!

New audio engine seems to not be friendly with custom music of different time length.

I've noticed in the neo version that custom audio seems to not loop properly if the length of the audio is not exactly that of the original track. I have a custom track that's longer than music1.dat for example and instead of replaying to the end, it ended up replaying about ~27 seconds too early than it should have.

Step 1: Replace musicX.dat with any audio of your choosing (I did a bad apple remix of courtesy but slightly sped up so the length is 3 minutes 36 seconds)

Step 2: Get to the "end" of what the original track was (in this case, at 3 minutes 9 seconds) and notice your custom music to loop too early as it seems like the audio engine expects the music to have "ended" there.

  • I haven't tried out shorter audio but my hypothesis is that shorter audio would have dead silence until the "end".
  • I've also noticed that music above 44100 KHz will play slower instead of normal speed but at higher rate (and maybe vice versa with lower bitrate) but resampling the audio down to 44100 KHz fixes the tempo issue here.

Game can stop responding when quit on Windows if a controller got reconnected

I have my wired Xbox 360 controller connected at all times to my Windows 10 PC, even if I'm not actively using it. Sometime during a play session, I've unplugged the controller and plugged it back in to the same USB port. Then, when I wanted to exit the game,

  • the window stopped responding,
  • both Task Manager and Process Explorer could not kill the process (access denied).

The game window stays open until Windows gets bored (for a few minutes), but can be closed instantly if the offending controller gets disconnected.

Neo update caused progress wipe

Whoops! I guess it's done now, but if it's still possible to update the game to pick up old saves without wiping out potential new save files, then we should.

(for super hexagon in particular I think this is much less serious than it would be for other games)

music0.dat no longer seems to have a purpose.

The file music0.dat located in data/music/ used to be an empty file you could replace to insert menu music in Super Hexagon.
The menu music could be heard in the menu and on the death screen.
Replacing it in the Neo version seemingly has no effect.

[PC] Dying just before a mode switch causes the visuals to change on restart, but not the difficulty (Latent Visual Switch)

[Issue]
If the player dies right before a mode switch, when starting a new run, the visuals will switch to that next mode, but the difficulty will remain the same as that of the original mode. If the player survives until the next mode switch, the visuals will remain the same; otherwise, they will return to normal upon restarting. I'll refer to this as a "latent visual switch" from here on out.

This glitch only occurs with mode switches (Base -> Hyper or Hyper -> Ultra). It does not occur with level switches (including Hyper Hexagonest -> Mono Stage), or from the base level to its corresponding Ultra mode. It will also not occur if the player returns to the level select.

[Reproducibility]
Absurdly precise, but possible (made easier by using Cheat Engine speedhack to slow the game down)

[Steps to Reproduce]
1: Start a run on any stage (except Hyper Hexagonest).
2: Die just before a mode switch. I've found 60.03 is the best time to trigger this glitch.
3: Restart the level with Enter or (B). Do not return to the level select.
4: Observe that the visuals have changed, but the difficulty has not.

[Video]
https://user-images.githubusercontent.com/64173559/195482036-e6bebbb1-f335-40f8-9bad-96a88ad727da.mp4

[PC] Music/pulsing can be cancelled if you're fast about it

[Issue]
If a player dies, then quickly returns to the level select and starts a level, the music and pulsing will stop for that run.

[Reproducibility]
100% - Tested on Windows PC and Steam Deck

[Steps to Reproduce]
This must be done before the music fadeout ends.
1: Die by either hitting a wall or aborting the current run with Esc.
2: Return to the level select with Esc.
3: Start a level with Enter.
4: Observe that music and pulsing has stopped.
This also works with controller - replace Enter with A and Esc with B.

[Video]
https://user-images.githubusercontent.com/64173559/195469222-04584552-7608-49e6-a3e0-ac9fbe456fa3.mp4

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