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hessian's Issues

Pathfinding bugs

Due to the primitive NPC following code, some bugs are expected, like sometimes turning to the wrong way on stairs. But there are more serious bugs related to the Jeff NPC jumping in the lower labs level; getting stuck is possible (however the NPC will be transported to player at next zone transition)

Player will receive water damage on ground

If player character almost lands in water (splash is shown) but the physics 
lifts him back to the platform, will continue to apply water physics & damage 
to the player. The water flag needs to be reset when not in water.

Original issue reported on code.google.com by [email protected] on 21 Feb 2013 at 3:13

Object marker hotspot displaced

After fighting spawning enemies, particularly with explosives such as the bazooka, the object marker is not displayed at correct Y-position, but lower. Suspect memory corruption.

EDIT: easiest reproduction is to shoot minigun against heavy guards in the service tunnel corridor, then check the door to the left.

Rework color override for actors

Color override should not be in actor logic data, as changing color requires 
then duplicating the movement speed etc. values, which wastes memory. Set in 
(humanoid actor) display data instead

Original issue reported on code.google.com by [email protected] on 27 Sep 2012 at 2:43

Sound effect bug

Attempting to shoot the bazooka near a wall (?) caused a rubbish sound effect to be played, which continued until a new song was initialized. It is likely that this bug will repeat in some obscure situation.

High walker clipped from bottom of screen

The high walker enemy is 3 sprite high. When the screen scrolls vertically, it appears later and disappears earlier from the bottom than it should. This is due to the 8-bit Y-coordinate math in actor display

Block animation will bug when called at the "wrong" time

When a block is animated while scrolling is also going on, trash graphics may be displayed due to mismatch between chars & colors. This usually doesn't happen when activating level objects (opening doors etc.) but with luck, can be seen when the large spider boss dies and opens the wall.

Loading can hang when player dies

Use 1541-II emulation in Vice; enable enemy spawning and test the Bio-Dome level. When player dies, loading the game over music may result in "IO error press fire to retry" or a hang. Possibly has to do with sprite multiplexing.

Down+fire fix is broken

Code changes related to controls in menu have broken the fix for preventing 
firing down immediately after ducking. Needs to be fixed in another manner.

Original issue reported on code.google.com by [email protected] on 6 Apr 2014 at 9:06

Check ladder destination level before climbing

In AI navigation, it should be checked where the ladder leads on Y-level before 
the AI starts to climb. If the destination is in wrong direction in relation to 
target's Y-position, should use eg. stairs instead.


Original issue reported on code.google.com by [email protected] on 30 Jun 2014 at 1:33

UpdateBlocks bugs at the border

If an animating block is at the screen border, and it changes just at the 
"wrong" time in relation to scrolling update, trashed color data will be shown 
at the border.

Original issue reported on code.google.com by [email protected] on 21 Feb 2012 at 9:03

Store last loaded script

When game is saved and loaded, script00 (title) will always be in memory, which causes a loading pause as soon as the first enemy using script code is encountered. To eliminate this, store the last loaded script during gameplay and reload it when game is loaded.

Fastloader should have fast-save

If the fastloader had save-functionality, it would never need re-init, thus 
saving memory. The save needs only to be able to save into preallocated files, 
so its implementation can be very simple.



Original issue reported on code.google.com by [email protected] on 14 Mar 2013 at 4:31

Pathfinding when target is on nothingness

When pathfinding target is not standing on solid ground or ladder (blockinfo bits 0), should use the next platform below as the target to prevent erratic pathfinding.

Player can fall from a slope by making a short jump

Move along a slope which does not have a solid wall beneath. Make a short jump. 
The character's jump arc takes him through the slope while still going upward, 
so that the landing is missed and the player falls through.

Original issue reported on code.google.com by [email protected] on 17 Feb 2012 at 8:14

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