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C64 action / adventure game
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)
When a block is animated just before color-RAM scrolling, it is drawn into
wrong position in color RAM, writing incorrect colors to screen.
Original issue reported on code.google.com by [email protected]
on 23 Feb 2013 at 12:50
Create several player actors, and make them move & fire weapons. Bugged sprites
(for example solid rectangles) are occasionally shown for one frame.
Original issue reported on code.google.com by [email protected]
on 4 Sep 2012 at 7:13
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
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.
When enemy is at screen edge, and an autodeactivating door closes as player moves away, they can get stuck.
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
Raster interrupts no longer take extra advance for multiplexing when loading. This may result in missed Y-coordinate writes and therefore flashing.
When NPC or enemy is in water, and the player changes zone, a splash is always (re)spawned. Should extend the check which eliminates this for player, also for the NPCs.
In eg. VICE, switch true drive emulation off.
Start game and save.
The save list will be garbled when restarting game.
Original issue reported on code.google.com by [email protected]
on 13 May 2013 at 9:32
Should be 0 xp.
Original issue reported on code.google.com by [email protected]
on 27 Feb 2013 at 7:59
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.
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
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.
In first large server vault room player grabbed ladder though there was none, 2 blocks to the right from the ladder atop some machinery
In some levels, such as the final server vault, it occasionally seems like already memory resident sprites are reloaded.
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.
On a slope the player may "almost" go through the floor, then the physics
corrects the landing.
Original issue reported on code.google.com by [email protected]
on 23 Feb 2013 at 7:31
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
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
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
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.
http://stackoverflow.com/questions/4007674/whats-the-default-license-of-code-published-at-github
http://choosealicense.com
I want to use some code from Hessian, but it has no license. I can't legally use it.
Thanks!
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
The water splash is momentarily seen in the air, where a bullet should be
instead. Possibly a sprite multiplexer or sprite cache error.
Original issue reported on code.google.com by [email protected]
on 22 Mar 2013 at 11:33
Minigun has no magazines, but a single ammo reserve. When ammo is exhausted,
player can still continue firing.
Original issue reported on code.google.com by [email protected]
on 13 Dec 2013 at 9:48
When blocks use an empty char (background color), for example a door or a window, it may get incorrectly overwritten with a non-empty char when "unsafe" charset optimization (shift+O in leveled) is used.
When the Hessian logo fades in on the title screen on an NTSC machine, gray
colors are shown for the first frame. Possibly a raster timing issue.
Original issue reported on code.google.com by [email protected]
on 9 Apr 2014 at 11:01
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.
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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