From bdf0f10cc0d1a28d48f59aa782a7a0471e6f90b4 Mon Sep 17 00:00:00 2001 From: pkali Date: Sun, 22 May 2022 22:00:24 -0400 Subject: [PATCH] README updt --- README.md | 20 ++++++------- TODO.txt | 90 ------------------------------------------------------- 2 files changed, 10 insertions(+), 100 deletions(-) delete mode 100755 TODO.txt diff --git a/README.md b/README.md index 408508c..fb7e927 100755 --- a/README.md +++ b/README.md @@ -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 diff --git a/TODO.txt b/TODO.txt deleted file mode 100755 index 705dedd..0000000 --- a/TODO.txt +++ /dev/null @@ -1,90 +0,0 @@ -MOVED TO: https://github.com/pkali/scorch_src/issues - -TODO and BUGS file - ---------------------------------------------------------- -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 - - ---------------------------------------------------------- -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) \ No newline at end of file