BuGS/BuGS
2020-12-28 00:48:49 -05:00
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make Add the new icon from fatdog. 2020-12-28 00:48:49 -05:00
sound Add the scorpion sounds. 2020-12-23 14:54:17 -05:00
sprites When looking for collisions, treat the lowest collision as the one that counts. Before this, if you had two stacked mushrooms, it was possible to shoot through the mushroom below and "hit" the mushroom above. This happened because the first collision found was the one that the game handled. If the shot ended up being draw across both mushrooms, then the upper mushroom would record the collision. Now, the collision we care about most is the lowest one which should ensure that the bottom mushroom records to collision always with stacked mushrooms. This is similar to the "shoot through a partial mushroom" problem but is restricted to just when the mushrooms are stacked. 2020-12-26 15:03:29 -05:00
colour.s Change the spider score colour to be the same as mushroom colours so the player does not detect it as a collision. Add code to display the number of lives and add to the number of lives ever 12,000 points. This lays the groundwork for handling player death and collisions. 2020-11-09 00:12:51 -05:00
game.h Not sure why this change didn't go with the previous commit. 2020-07-19 15:16:20 -04:00
game.s Add the flea sound. 2020-12-22 01:00:10 -05:00
gameFlea.s I believe I have fixed the invisible mushroom bug. I have inspected all of the code which sets a tileType to something that didn't mark the tile as dirty. I believe the problem occurred because the code in update which placed/changed mushrooms assumed that the draw code which then mark the tile as dirty because the bug which caused the change which dirty that tile. But that is an assumption. If the bug is shot, perhaps the draw routine will not mark the tile dirty. So, now the tile is always marked dirty right at the point where the mushroom is placed. I believe this will fix the problem but more play testing is required to confirm I don't see it anymore. 2020-12-26 15:26:19 -05:00
gameMushroom.s Implement stereo sound. Sounds now come from the left or the right speaker depending on where the sound is coming from on the screen as much as possible. 2020-12-22 23:40:21 -05:00
gamePlayer.s Fix the bug where the tiles on the RHS may be marked dirty and accumulate garbage if the player dies on the RHS. Add some more debug for the crashing bug I am chasing. It looks like more than 12 segments have been added so I am adding debug to detect when the number of segments exceeds 12. 2020-12-25 23:59:09 -05:00
gameScorpion.s I believe I have fixed the invisible mushroom bug. I have inspected all of the code which sets a tileType to something that didn't mark the tile as dirty. I believe the problem occurred because the code in update which placed/changed mushrooms assumed that the draw code which then mark the tile as dirty because the bug which caused the change which dirty that tile. But that is an assumption. If the bug is shot, perhaps the draw routine will not mark the tile dirty. So, now the tile is always marked dirty right at the point where the mushroom is placed. I believe this will fix the problem but more play testing is required to confirm I don't see it anymore. 2020-12-26 15:26:19 -05:00
gameSegments.s Fix the crashing bug when the previous game ends with the player colliding with the last remaining segment. 2020-12-26 00:31:54 -05:00
gameShot.s Implement stereo sound. Sounds now come from the left or the right speaker depending on where the sound is coming from on the screen as much as possible. 2020-12-22 23:40:21 -05:00
gameSound.s Also change the volume to 0 for looping sounds which are to be stopped. 2020-12-25 00:38:58 -05:00
gameSpider.s I believe I have fixed the invisible mushroom bug. I have inspected all of the code which sets a tileType to something that didn't mark the tile as dirty. I believe the problem occurred because the code in update which placed/changed mushrooms assumed that the draw code which then mark the tile as dirty because the bug which caused the change which dirty that tile. But that is an assumption. If the bug is shot, perhaps the draw routine will not mark the tile dirty. So, now the tile is always marked dirty right at the point where the mushroom is placed. I believe this will fix the problem but more play testing is required to confirm I don't see it anymore. 2020-12-26 15:26:19 -05:00
genData.pl Extend the length of the flea sound and describe the spider junk bug some more. 2020-12-24 00:15:50 -05:00
global.macros Implement the code to compare and update the high score. Add a todo for a high score list with initials. Remove the border colour performance debug. 2020-11-20 00:31:09 -05:00
globals.s Hit the sound GLU registers directly instead of calling the ROM routines for setting DOC registers. 2020-12-23 23:26:52 -05:00
level.s Fix the crashing bug when the previous game ends with the player colliding with the last remaining segment. 2020-12-26 00:31:54 -05:00
main.c Add the scorpion sounds. 2020-12-23 14:54:17 -05:00
main.h Add the scorpion sounds. 2020-12-23 14:54:17 -05:00
main.rez Also change the volume to 0 for looping sounds which are to be stopped. 2020-12-25 00:38:58 -05:00
Makefile Rename tileData.pl to genData.pl because we are generating more than just tile data now. 2020-12-08 00:28:04 -05:00
random.s Improve the randN function. Show a different colour on the border when drawing versus updating the game state. 2020-07-27 21:47:28 -04:00
score.s Implement the code to compare and update the high score. Add a todo for a high score list with initials. Remove the border colour performance debug. 2020-11-20 00:31:09 -05:00