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cave-story-md's Issues

Kazuma Keeps Saying "Hey!"

After you inspect the shelter door in Grasstown Kazuma starts saying "Hey!" from the crack. This is normal. However Kazuma keeps saying "Hey!" over and over again whereas the original only does this once.

Not only that, but every time I interact with the door the "Hey!" sprite and entity moves up 8 or so pixels. Effectively I can no longer interact with the "Hey!" entity after interacting with the door more than once.

The bug in action:
http://andwhyisit.bugsiteguardian.com/csmd/hey_zpsos3bgxkv.gif

NPC number in NPC test is not redrawn properly

Yes I know it's a debug thing but it still irks me =P

The NPC No. field is not redrawn properly, i.e. if it draws a number with more digits, then a number with less digits, there will be trailing digits which result in the "wrong" number being displayed.

Suggested fix: clear those three tiles before drawing the number. (or even two, since the first digit will always be drawn and will never need clearing)

Object-induced slow down

I've noticed the game slows down rather quickly when there are enough objects on screen. I've decided to take a look at how it works and noticed that it's an one-way linked list, but the game tries to access the previous object quite often (resulting in it traversing a lot of the list for no reason). How much would it help to turn it into a double linked list? (so checking the previous object is just as fast as the next object)

Of course would be nice to still check on other stuff that would possibly cause this, but that one seems to be a rather obvious problem.

You can clip through the ground in some places

I noticed in Mimiga Village if you walk slowly in certain spots you will fall through the ground.

clipping

It seems to happen on those little hills, but I'm not entirely sure if it happens elsewhere too.
I was playing SNAPSHOT-2016.07.16 with RetroArch's Genesis Plus GX emulator.

[Cutscene] First Balrog cutscene can be repeated, leads to sprite glitch.

In the shack where you fight Balrog the first time, the first cutscene and fight are normal.

After the fight (or if you choose not to fight), you can still talk to Toroko, which will cause the battle cutscene to repeat, but this time without any enemy sprites.

If you choose to fight, the battle music will start, but there's no Balrog. You can't leave the shack until you talk to Toroko a third time and choose not to fight.

Crash in terminal room in Egg Corridor

If you go back to the terminal room in Egg Corridor after getting the ID card and disabling the shield, the game hangs. According to BlastEm: Read from VDP data port while writes are configured, CPU is now frozen. VDP Address: 2, CD: 5

(this also ironically hung up BlastEm itself as well and I had to kill the process, but that's a different matter lol - stop breaking the emulator jeez)

EDIT: er right, this is after disabling the shield, not just getting the card.

Undeclared constant in Dragon Zombie entry

Trying to compile causes this error:

src/db/npc.c:221:37: error: ‘onspawn_deaddragon’ undeclared here (not in a function)
  { &SPR_BabyDragon,NOSHEET,PAL3,2, &onspawn_deaddragon, &ai_null, &ai_null }, // Dragon Zombie (Dead)
                                     ^

The function is defined in the source file, but not in the header file.
aigen.py seems to not detect this function, so it's not in the header file.

Invisible tiles issue.

In vanilla CS there are invisible tiles that can be destroyed by shooting them enough times. After these tiles are destroyed a heart will appear.

In this port the invisible tiles are still present, but are invincible, they absorb the shots, but are never destroyed. Not only that, but if you move over the invisible tile you will pick up the heart regardless of whether or not you shot the tile.

Here's an image for reference:
http://andwhyisit.bugsiteguardian.com/csmd/invisibletile_zpsugbmzjnl.gif

The heart represents where the hidden tile is located (it's also what you see after destroying the tile).

Here are save files for both this port and the pc original that place you in that exact room:
https://www.mediafire.com/?5i90jlgezgxzza4

This is based on the 2016.07.16 snapshot, so let me know if this issue has already been resolved.

Ceiling Physics

There seems to be a difference in how physics work when hitting the ceiling. In vanilla CS there is a rebound effect, yet in CS MD the ceiling tiles become more of a jump limiter.

Here's some examples of this in action:
http://andwhyisit.bugsiteguardian.com/csmd/ceilingphysics1_zps7d4kuwbb.gif
http://andwhyisit.bugsiteguardian.com/csmd/ceilingphysics2_zpsvwlvwhzv.gif

Oh, and I figured I'd note while I am here that your port was mentioned in a magazine called Retro Gamer.

Sorry I haven't been playtesting of late.

Crashes when killing enemies

Sometimes killing an enemy resullts in the game crashing. Some of the big green flying guys in the egg corridor are prone to doing it, as well as the enemies at the beginning of Grasstown. Doesn't happen 100% of the time (sometimes it won't crash) but does happen quite often.

HUD overlaps text box when on the top

If the text box is at the top of the screen (e.g. when checking the terminals at the bottom of the terminal room in Egg Corridor), the HUD will appear on top of it, obscuring part of the text.

Obvious fix would be to just hide the HUD while such a text box is visible (it'd have been completely covered by the box anyway)

Elevator in Egg Corridor has broken physics

Presumably unfinished platform physics, but still it makes that part pretty annoying. The player doesn't move with the elevator which makes it hard to use it to move across floors (and if you aren't lucky with your jumping, you can get stuck at the bottom of this room).

The red barrier in the Egg Corridor is not completely solid.

You can walk right through the red barrier in the Egg Corridor by simply holding right during your invincibility frames after it hurts you. Normally you're supposed to turn the barrier off with the ID card before you can get past it.
Emulator I used was the Genesis Plus GX core in RetroArch.

Balrog AI (Fight 2)

Balrog seems to be incapable of jumping or flying out of the hole in the middle of the room once he is in there. It is like he becomes rooted to that x position.

Error when going through the door to the save room in the starting cave.

I was leveling Polar Star off those first few hopping guys and going in and out of the door to respawn them. After 7 or 8 door usages, this error occurred. Note that I've done this same leveling process in previous builds and not had an error. Could be a coincidence.

ROM used: SNAPSHOT-2016.07.26
Emu used: Genesis Plus GX

retroarch-0727-160737

Mahin

When talking to Mahin in the MD version Quote jumps 2 squares to the right and Mahin looks left, but in the original Quote jumps 1 square to the right and Mahin looks right.

Cronjob: Nightly Builds

Well I finally have this cronjob working. It updates the nightly build download at 5:45am your time.

Getting crontab to populate the correct environment variables and run under the correct user and permissions was waaaaayyyy more painful then it needed to be, but it is holding up well.

Here's the url:
http://www.cavestory.org/md/nightly.zip

Balrog AI (Fight 1)

When you stand on the block on the upper-right of the shack Balrog will stand there underneath you and do nothing but jump occasionally.

http://andwhyisit.bugsiteguardian.com/csmd/balrogmd_zpsoug8qyjs.gif
http://andwhyisit.bugsiteguardian.com/csmd/balrogpc_zpswh1zn9ef.gif

Also in vanilla CS Balrog will always travel a set distance in the direction of the player, never longer, and only shorter when he runs into something like a wall. The MD version on the other hand has him travelling the full distance to the player regardless of length. The player's position should only determine the direction of travel, not the distance of travel. Although I think the distance is different during the jumping phase.

http://andwhyisit.bugsiteguardian.com/csmd/balrogdistancemd_zpswhv6sqm4.gif
http://andwhyisit.bugsiteguardian.com/csmd/balrogdistancepc_zpsdpvuamku.gif

Oh, and it should be 2 points of damage, not 1.

Tested in v0.2.0-alpha

Machine Gun Issues

You shouldn't be able to fly with the Lv1 or Lv2 machine gun, only the Lv3 machine gun.

Also it should be noted that the machine gun in the MD version currently has no lift, it just holds your current y position.

I heard that the Lv3 machine gun in the original CS taps into the fan logic for lift, so it has a quirk where holding the jump button while shooting down grants you more lift. I figured it was worth noting if it helps any, since you do have working fan logic.

[Graphics] Sprite sorting incorrect

This may be an emulator related issue as I cannot test on real hardware at this time.

Sprites appear to be sorted in reverse order. This makes things like beds, terminals, doors, and other background objects appear in front of NPCs. Does not affect the player character.

Let me know if providing screen shots would be of assistance.

Behemoth drags player

Well while I can tell that the Behemoth (the elephant in the Egg Corridor) AI is a work in progress, and I won't go into all of that because I don't fully understand the Behemoth AI myself (I have yet to figure out the exact conditions to trigger his enraged state). However I instead want to go into matters of collision.

When I approach the back of this enemy weird stuff happens:
http://andwhyisit.bugsiteguardian.com/csmd/hejustwantsahug_zpshnrnusdh.gif

But in the original the player is stopped like he hit a solid tile:
http://andwhyisit.bugsiteguardian.com/csmd/behemoth_zpsjcxlrh0b.gif

Physical edition

Hello;
A friend told me about your project, looks really interesting. I would like to ask is you have editor for Megadrive/Genesis cart release. I may do for you. If you are interested, please, contact me in [email protected]

Greeting and nice work :)

.: Felipe :.

New item screen, item icon disappears

I think this happens if the screen is still moving when an item is picked up. The item icon will just disappear. If I wait until the screen is not moving, the icon stays. Here's a picture:
image

Mannan health issue

Mannan, those tombstone shaped enemies from Grasstown, they have too much health. There are certain enemies in Cave Story that die before their HP total is reached. For instance Mannan is listed as having 100 hp, but it dies after 11 damage or greater.

Other examples of this behaviour to watch out for:
Polish is listed as 120 HP, but splits up at 20 or more damage.
Gaudi/Armor is listed as 1000 HP, but dies at 15 or more damage.
Gaudi Egg is listed as 100 HP, but dies at 11 or more damage.
Buyobuyo base is listed as 1000 HP, but dies at 61 or more damage.
Dragon Zombie is listed as 1000 HP, but dies at 51 or more damage.
Bute is listed as 1000 HP, but dies at 4 or more damage.
Mesa is listed as 1000 HP, but dies at 64 or more damage.
Deleet is listed as 1000 HP, but dies at 31 or more damage.
Toroko (before first Balrog fight) had the same behaviour, but you've already addressed Toroko.
Sue (1000 HP, 501 damage to die) and Misery (1000 HP, 601 damage to die) from the Undead Core fight share this behaviour as well.

Can't shoot bone projectiles

All the bone projectiles from the enemies in the sand zone are shootable in the original CS, but can't be shot in the MD version.

Door error when rescuing Kazuma

The cutscene when you rescue Kazuma in Grasstown is bugged up. That in itself I assume is just unfinished, but the real problem is that the trigger for the door is higher than the door sprite (so you have to jump and press down in mid-air to get through). This is also easy to miss so you're bound to get stuck if you don't figure it out.

The cutscene in itself needs to be finished but that one issue is actually critical compared to all the other bugginess.

Looks great! Can we distribute it?

This looks really fantastic so far! We recently added an area in RetroArch for downloading freeware and homebrew content for various libretro cores and were wondering if you would mind us adding it to the list.

I see that it's GPL v3 but wanted to ask first anyway :)

Giant Pignon AI

The Giant Pignon (the big mushroom in the cemetery) seems to rebound backwards (in the opposite direction to where it is facing) when it takes damage from the player, but in vanilla CS it always rebounds in the direction of the player.

SRAM field in the header is wrong

The SRAM field in the header is not valid. Some emulators do pay attention to it and will not make the savegame functionality work properly since Cave Story is not in their list of exceptions (BlastEm happens to trip over this).

The entire header could use being updated but this is the most critical part.

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