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- <HTML><H1>The GameSuite Buglist</H1>
-
- These were reported by Tijmen van Gulik
-
- <H3>Amnesia_GetColchBoxes is not defined in the SWIDocs</H3>
-
- True. I believe it returns the bounding boxes of two colliding objects in
- R0-R7. It can be used only following a collision reported by
- Amnesia_CollisionCheck.
-
- <H3>Some SWIs do not function correctly when called in their 'X' form</H3>
-
- True. This is a bit of a problem with stack matching on my part. Tijmen
- notes two that don’t work. FastSpr_SetClipWindow and FastSpr_Load. Sorry -
- I haven’t bothered to fix these!
-
- <H3>Amnesia_ExtendBlock doesn't work</H3>
-
- How I managed to release the module with this SWI in the state it was, I’ll
- never know. Had I tested it more than zero times I would have found that it
- didn’t have a chance of working correctly! I believe this is fixed in
- release 3.
-
- <H3>Amnesia_LoadHammered just produces an error</H3>
-
- I omitted to mention that you need a Blitz module loaded for this to work.
-
- Many thanks to Tijmen for those. The following were reported by various
- people.
-
- <H3>FSPConv doesn’t work!</H3>
-
- This was due to a write to a NULL pointer, which works on my machine but
- fails on a RISC PC. Now fixed.
-
- <H3>None of the examples work!</H3>
-
- Get RISC OS 3.10 or above!
-
- <H3>FastSpr doesn’t plot sprites correctly if I change the transparency value in
- FSPConv.</H3>
-
- Another major bodge on my part. Passing a transparency value of -1 didn’t
- work and never will. However the bug is now partially fixed and you can pass
- a non-zero tranparency values and get away with it.
-
- <H4>BUGS THAT STILL EXIST!!!</H4>
-
- The dungeon of horrors that I’ve never been able to track down...
-
- <H3>The FastSpr horizontal position bodge...</H3>
-
- If you have a sprite which is preshifted, but not completely (ie you’ve only
- ticked 0 and 2 in the FSPConv window, not 0,1,2 and 3) <B>and</B> the width
- of the sprite is not a multiple of eight, then the plotted image is likely to
- be wrong. Is that obscure enough for you? It shouldn’t crash, mind you.
-
- <H3>StasisMod...</H3>
-
- This is a pretty evil module. It has a nasty habit of crashing the machine
- if you try to reload it or Stasis while it’s still playing. It also gets
- just about all of the Tracker effects wrong to some degree or another. It
- will only play trackers created with Protracker 0.5B or 0.6, in my
- experience. Altogether, it’s a bit nasty.
-
- <H3>Hammer & Decomp code...</H3>
-
- Very rarely this will through up a 'Decomp : Lengths do not match' error, or
- something like that. I haven’t a clue why.
-
- <H3>FSPConv</H3>
-
- Still leaves the Desktop occasionally when you choose a pop-up menu. Ah
- well...
-
- And many more, as they say.
-
- <H3>Documentation</H3>
-
- There are lots of errors in this. If you think you’ve found one, you might
- like to look at the source code examples to see how the code should be used.
- My favourite error from my help files is this one from the documentation of
- Amnesia_CollisionCheck.
-
- .collisioncheck
- STMFD R13!,{R14}
- MOV R0,#1
- MOV R1,#2
- .loop
- SWI "Amnesia_CollisionCheck"
- <H2>CMP R2,#0</H2> <H4>This is wrong - should be R0</H4>
- BEQ done
- STMFD R13!,{R0-R1}
- <H2>MOV R0,#0
- STR R0,[R0];</H2> <H4> Masterpiece, eh?</H4>
- STR R0,[R1];
- LDMFD R13!,{R0-R1}
- B loop
- .done
-
- "Could there be any bugs that you don’t know about, Andy?"
- "If there are, I don’t know about them"
-
- Andy Southgate 7th August 1995.
- </HTML>