Admin ADMIN
2026.08.11
Good catch, and thanks for pasting the whole stack trace — that one line named the exact file.
The NPC in the error is 9390306. Its animation data says the "falling" pose has six frames, but only frames 0 and 1 actually have pictures bundled with the game. In the original MapleStory files frames 2-5 aren't separate pictures at all, they're just pointers back at frames 0 and 1 — and the tool that packs our artwork skips pointers, so those four frames ended up with no image anywhere.
When a frame has no bundled image the game falls back to asking the server for the file directly. That folder was deleted when we moved all the artwork into bundles, so the server answers with the game's own web page instead of a picture, with a "success" code. Phaser accepts it, tries to decode it as a PNG, and throws exactly the error you saw.
I checked the whole NPC set: it's 28 NPCs and 430 frames, not just this one, so this is worth fixing properly rather than silencing. Two changes: (1) make the artwork generator follow those pointers so every frame points at a picture that really exists, then repack the NPC art bundles; (2) stop the game from asking the server for a file we know can't be there, so a gap can never turn into a decode error again.
It's noisy but harmless — the NPC still shows up, one or two frames of its falling animation just blink. Nothing is broken for you in-game.
The NPC in the error is 9390306. Its animation data says the "falling" pose has six frames, but only frames 0 and 1 actually have pictures bundled with the game. In the original MapleStory files frames 2-5 aren't separate pictures at all, they're just pointers back at frames 0 and 1 — and the tool that packs our artwork skips pointers, so those four frames ended up with no image anywhere.
When a frame has no bundled image the game falls back to asking the server for the file directly. That folder was deleted when we moved all the artwork into bundles, so the server answers with the game's own web page instead of a picture, with a "success" code. Phaser accepts it, tries to decode it as a PNG, and throws exactly the error you saw.
I checked the whole NPC set: it's 28 NPCs and 430 frames, not just this one, so this is worth fixing properly rather than silencing. Two changes: (1) make the artwork generator follow those pointers so every frame points at a picture that really exists, then repack the NPC art bundles; (2) stop the game from asking the server for a file we know can't be there, so a gap can never turn into a decode error again.
It's noisy but harmless — the NPC still shows up, one or two frames of its falling animation just blink. Nothing is broken for you in-game.








