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68 lines
3.8 KiB
Plaintext
Executable File
68 lines
3.8 KiB
Plaintext
Executable File
TODO and BUGS file
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rev. 2013-11-17
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---------------------------------------------------------
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Known bugs (+ means bug is 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 groud 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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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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+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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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)
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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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009. When result in points is >99 then only 2 first digits are displayed
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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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017: Observed MIRV loops - it shoots and shoots MIRV all over the screen. Very rare.
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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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---------------------------------------------------------
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To do
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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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*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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+005. Add number of rounds to the options menu
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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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+008. No computer operated opponents - make a frame for AI!!!
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009. Make AI in the existing frame
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010. It is impossible to look up a number of parachutes left.
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+011. Colouring the top status lines in a colour of the active tank.
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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
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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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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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