Add some more bugs to the list based on tonight's play testing.

This commit is contained in:
Jeremy Rand 2020-12-24 00:31:39 -05:00
parent 91ce6ada31
commit 493473724b
1 changed files with 6 additions and 3 deletions

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@ -3,7 +3,7 @@ BUGS
This is a list of the software bugs (as opposed to the bugs in the game that you shoot) that still need attention:
* On the latest build (0136579125034f41f8415b496d5ba706e86d65d9) on real HW, on startup I head the spider loop once and then I can play a game and finish that game. But when I try to start a second game, I crash. The stack looks corrupted and execution is way off in the weeds somewhere. This isn't happening on either emulator.
* On the latest build (0136579125034f41f8415b496d5ba706e86d65d9) on real HW, I can play a game and finish that game. But when I try to start a second game, I crash. The stack looks corrupted and execution is way off in the weeds somewhere. This isn't happening on either emulator.
* I am thinking this is the same crash as the one which follows. I tried to reproduce this on real HW again with that debug in place but could not.
* I reproduced a crash on GSPlus after dying and starting a new game. From the stack, it was clear it was trying to draw a body segment but the jump instruction was set to garbage. I am hoping this is the same crash as the one saw on real HW.
* I have added some debug code to detect this. I am validating that the offset into the draw table for head and body segments is "sane" and if not brk.
@ -12,8 +12,11 @@ This is a list of the software bugs (as opposed to the bugs in the game that you
* Something is trashing memory.
* A spider moving left to right went off screen and left garbage on the RHS as it exited. I have only seen this once. I think it coincided with the player dying.
* I have just seen it again. I think the problem happens when the player dies on the extreme RHS of the screen (perhaps the LHS also but I have seen it on the RHS). I think the non game tile just beyond the bounds gets marked as dirty but is not put on the dirty non-game tiles list. So, it remains "dirty" forever and is never cleaned up. Once that happens, then if a spider traverses the tile, it leaves behind junk.
* I have seen some mushrooms appear suddenly. Sometimes, if I am shooting, the shot "hits" an invisible mushroom which then becomes visible. My guess is that there is something wrong with the code which turns a centipede segment into a mushroom when shot and the tile isn't correctly marked dirty all the time.
* In theory, there shouldn't be a collision with an invisible mushroom but what happens is that when the shot overlaps with the tile, it becomes dirty. At that point, the mushroom will appear on the next frame and a collision can then occur.
* I am still seeing shots go through almost gone mushrooms sometimes. I checked more rows of pixels for collisions even though the shot doesn't draw there but it still seems to be possible. If the height of the shot is equal to the amount it moves in one frame, it shouldn't be possible so that is worth checking.
* It is possible to shoot between two segments of a centipede. The problem is that there are black pixels between the segments and if things are timed just right (or just wrong), the shot can slot in at those black pixels and end up missing both segments.
* I am not sure how much can be done about this given how collisions are detected.
FIXED