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