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grizzards's Issues

PAL/SECAM versions overrun bank 2

Need to find a way to shave 12 bytes off the PAL/SECAM versions in ROM bank 2.
This is due to:

  • DrawGrizzard doing line-tripling instead of just line-doubling
  • The .SkipLines 11 macro is used on several screens in this bank

Moves are announced with wrong spoken name

Can occur with player's Grizzard as the direct object … unclear if it can happen with monster as the object. Can occur on player's turn (reflexive move) or monster's turn (attack move). Name on the display is correct.

R.O.U.S. can one-hit Aquax even with 99 HP

Even when I cheat, the R.O.U.S. on the wiggle screen can one-hit Aquax, and there's no outcome notification (just a blank screen followed by GAME OVER). It doesn't happen every time, but often enough to be reproducible.

Crash from combat mode

Stack overflowed into general RAM, but happened when I wasn't looking to know the moment it tripped. Last thing I remember doing was AQUAX SPLISH SPLASH WICKED SLIME in random encounter on wiggly screen. I believe that the crash occurred during the monster's turn? Need to regression-test combat with trapwrite $f0 set to try to track down what set it off. Crash was caught by BRK vector.

Currently unable to reproduce.

AtariVox output is trashed

Some recent change has make the speech output not occur as expected, either in Stella-Stelladaptor-AtariVox or on the 2600-AtariVox pairings.

Enable viewing stats from Grizzard Depot

Requires changing the Stats screen code to return to its caller, and probably a good oppo to move the Stats screen into a far-call-able service routine to free up some ROM in the combat banks for other features

Scan line counts

more manual testing is needed to ensure that scan line counts are stable throughout the game in all 3 regional versions

PAUSED is not working

flickers on & off super fast, so it's useless. More like a slow-motion mode, if anything.

When monsters have been defeated, sprite list can overflow

… leading to a lockup when entering the screen

Probably(?) a problem in MapSetup, somehow fetching more sprites than exist in the sprite list.

Specific case is the room immediately to the right of starting Depot with province flags in the first byte set

Monsters walk through walls

Collision/bounce code does not seem to work; appears to be worse when there are several monsters on the screen, so it could somehow be flicker-related.

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