Subject: [stella] Climber 5 bug found and stomped I hope :-) From: "Dennis Debro" <ddebro@xxxxxxxxxxxxx> Date: Fri, 20 Feb 2004 08:07:52 -0500 |
Hi all, > Now I have to track down where this little bugger is in the code. I think I found the problem now. I'm having trouble reproducing it so it's hard to tell. In my collision routines I was reading CXM0P to check to see if the climber had hit a girder. Then I'd store this value in the playerState flag. This flag would be used during the next frames for sound and animation and the such. Later I would check D7 of playerState to determine if the death scene should happen. I would also check D6 to determine if the player retrieved the ball (masked CXP1FB is used for that). What I didn't count on was the climber being hit by a girder and falling object at the same time. I wasn't masking the value from the CXM0P read so D6 could've been set from this collision. Which made it look like the player was hit (death animation and sound) but he retrieved the ball (go to the next level). I thought it had to do with the fire button but apparently not. Now I just have to have the situation happen again to test for it. Take care, Dennis ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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