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1995-08-07
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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.
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