Add some comments about my testing at 50Hz and add a new bug for the lack of a "GAME OVER PLAYER #" message in a two player game.

This commit is contained in:
Jeremy Rand 2021-01-27 23:28:06 -05:00
parent 94738ca54c
commit f6ecb9bf65
3 changed files with 10 additions and 5 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:
* None known at this time.
* When the first player finishes a game in a two player game, if they do not get a high score, there is supposed to be a "GAME OVER PLAYER #" message on the screen for about 2 seconds before it switches to the other player. I don't see any message at all when that happens, other than the notice of the switch to the other player.
FIXED
=======

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@ -7,7 +7,7 @@
<key>Binary.xcscheme_^#shared#^_</key>
<dict>
<key>orderHint</key>
<integer>2</integer>
<integer>1</integer>
</dict>
<key>BuGS.xcscheme_^#shared#^_</key>
<dict>
@ -17,12 +17,12 @@
<key>DiskImage.xcscheme_^#shared#^_</key>
<dict>
<key>orderHint</key>
<integer>3</integer>
<integer>2</integer>
</dict>
<key>doNotBuild.xcscheme_^#shared#^_</key>
<dict>
<key>orderHint</key>
<integer>1</integer>
<integer>3</integer>
</dict>
</dict>
</dict>

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@ -23,7 +23,12 @@ _drawDirtyGameRow_wait&rowNum anop
; offset numbers.
;
; Also according to that technote, it looks like these numbers are different
; in PAL mode. TODO - Do I need something here to handle PAL correctly?
; in PAL mode. TODO - Do I need something here to handle PAL correctly? I
; switched my GS to 50Hz mode (startup/reboot with option held down to get the
; menu) and I didnt't detect any graphics glitches at all. I did notice that
; the game is noticably easier because things run a bit slower. If I do an
; online score system, I should record whether a score was gotten at 50Hz vs
; 60Hz.
lda >VERTICAL_COUNTER ; load the counter value
and #$80ff ; mask out the VBL bits
asl a ; shift the word around