Merge pull request #78 from pkali/develop

README updt
This commit is contained in:
2022-05-22 22:01:11 -04:00
committed by GitHub
2 changed files with 10 additions and 100 deletions
+10 -10
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@@ -50,16 +50,16 @@ With the advent of fujinet (https://fujinet.online/) we are thinking about makin
###### Build 141
2022-05-22
Debug build. Thanks to all testers for finding numerous bugs. We tried to fix some of them and we have introduced some new for your enjoyment.
- #73 Fast forward. Press [START] to speed up the game where it can be sped up. Not in many places, mind you.
- #72 Screen glitches improved
- #70 AI shoot with more force than their energy allows. We might still have to revise this one
- #69 Explosions wrapping around the screen
- #67 Screen glitches after intro
- #65 Saved ~90 bytes by removing cosinus table
- #62 Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". Honor of the tank crew prohibits them from buying it (yet)
- #61 [SHIFT] was repeating the last key
- #57 Fire too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
- #55 Glitches in the status bar. This one was surprisingly tough.
- https://github.com/pkali/scorch_src/issues/73 Fast forward. Press [START] to speed up the game where it can be sped up. Not in many places, mind you.
- https://github.com/pkali/scorch_src/issues/72 Screen glitches improved
- https://github.com/pkali/scorch_src/issues/70 AI shoot with more force than their energy allows. We might still have to revise this one
- https://github.com/pkali/scorch_src/issues/69 Explosions wrapping around the screen
- https://github.com/pkali/scorch_src/issues/67 Screen glitches after intro
- https://github.com/pkali/scorch_src/issues/65 Saved ~90 bytes by removing cosinus table
- https://github.com/pkali/scorch_src/issues/62 Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". Honor of the tank crew prohibits them from buying it (yet)
- https://github.com/pkali/scorch_src/issues/61 [SHIFT] was repeating the last key
- https://github.com/pkali/scorch_src/issues/57 Fire too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS :O
- https://github.com/pkali/scorch_src/issues/55 Glitches in the status bar. This one was surprisingly tough.
###### Build 140
2022-05-15
-90
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MOVED TO: https://github.com/pkali/scorch_src/issues
TODO and BUGS file
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Known bugs (+ means bug is fixed)
004. when parachute is on and the tank dies (e.g. hit by a powerful
weapon) the dead (invisible) tank falls on parachute
(and uses one parachute more than necessary)
005. tank stands still on a one pixel spike - it should fall
(possibly all that is necessary is adjust of WhereToSlideTable)
017: Observed MIRV loops - it shoots and shoots MIRV all over the screen. Very rare.
020: sometimes leftmost or rightmost remains of the funkybomb smoke do not get cleared
I think it happens when one of the bombs goes out of the screen
023: NEW BUG. After the last change (bug 007) now the last shell of any weapon gets removed and
the game switches to Baby missile.
Fixed:
+001. when bullet goes straight down very fast it misses the tank
it happens only when tank is standing on the bottom of
the screen (no ground below)
+002. points after the round are not calculated correctly
+003. if death's head explodes low, the lowest explosion wraps
and appears on the top of the screen
+006. After some attacks (like MIRV and leapfrog the OffensiveText
stays on the screen (and becomes a static decoration)
It possibly happens when a tank kills itself with mirv or leapfrog.
+008. After a round the last tank sprite stays on the screen.
This hurts only when the last tank is under the table with results!
+010. Even MORONS shoot their feet too often - increase min. randomised energy.
+011. High flying bullets sometimes cause brief screen garbage - like a DL damaged
for a fraction of a frame.
Update - these are NOT high flying bullets - it just happens during bullet flight
+012. (newly introduced) Death explosions are offset right and possibly up.
+013. sometimes demo mode does not work (it stops on results display)
+014: FunkyBomb shoots with too high angle
+015: Only first shoot of FunkyBomb is correct (with smoke and fast),
the next are like missiles
+016: Additional explosions after Frogger do not have falling soil (?)
-018: MINOR: ydraw, yhit, ybyte variable is sometimes treated as WORD, sometimes as BYTE.
Making it consistent would save both time and space (not much)
REJECTED: too much work - different routines depend on checking high byte.
+019: AI menu does not recognize keyboard up (prints "-" in tank name)
+021: check MWA, ADW, SBW macros - bad modifications of bytes found!!!
+009. When result in points is >99 then only 2 first digits are displayed
-022: shooting funkybomb decreases number of bombs too much! (2 instead of 1?)
+007. Decreasing of number of bullets after a shoot does not work correctly
(e.g. 2 bullets are deducted instead of 1) FUNKYBOMB!!!
it looks like it is fixed, although what I did was moving decreasing before jsr shoot
+000, Game crashes from time to time, code and/or screen gets corrupted
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To do
*004. The game has no end!!! Add ending!!!
A good idea for an ending - a TIP pic - Red Army taking Berlin :)
Another - vector tanks like in BattleZone
Another - stickman tankmen
006. Add sound effects (maybe sampled? or mp0 (sound based on fft))
007. There is no defensive weapon handling (only parachute works,
but also provisionally
009. Make AI in the existing framework (ongoing)
010. It is impossible to look up a number of parachutes left.
018. Speed up soil down after soil eating weapons - correctly calculate
ranges as now range is very broad even when very little soil is eaten.
019. Purchase impossible with joystick only. Add buy on e.g. joystick right.
020. Not a bug per se, but ydraw variable is word, possibly it can be switched to byte
021. Add player colors to purchase screen
022. Make colors more contrasting
024. no visual indication of using defensive weapons
Done:
+001. Start each round with a)worst tank or b)random tank
(Worst tank starts first)
+002. Start each round with random angles (not always 45 degrees left)
+003. Add colour of the given tank to the screen
E.g. when a given tank is shooting it's colour could be behind
tank name on the text screen
+005. Add number of rounds to the options menu
+008. No computer operated opponents - make a framework for AI!!!
+011. Colouring the top status lines in a colour of the active tank.
+014. Demo mode - when all tanks are CPUs let them play non-stop!
(replace waiting for a key-press after a round with a small delay)
+015. Switch to mads for easier development (mads speeds it up, no doubt)
+016. Speed up death's head (e.g.: draw each second circle)
-017. Wide screen mode (with scroll?)
+012. Decreased number of bullets should be displayed just after the shoot.
+013. Check LineTable - possibly it is unnecessarily long. Checked. It is OK
+023. Make not implemented weapons raise NotImplementedError :] Done by making it impossible to purchase free weapons (price == $0)