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TODO.md

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IN PROGRESS

  • implement first draft of upcoming grabbing enemies

BUGS

  • some grab enemy have their hands up since the beginning
  • snesgss is buggy with fastrom (spc_command seems faulty)
  • reactEnemyGrab is really slow (10 vertical scanline per enemy on screen, start to slow down after 10 or 11)
  • Some issues with background level when scrolling, after a while or under special conditions the offset get screwed
  • Sometimes there is a bug where enemy fall a second time from upper position (eproduced it on first punch hit directly going on left)

REFACTORING

  • remove some 'trick' to gain ram, and optimize execution code. I think that at the final there is plenty of ram size.

TODO

  • use superfamicheck

  • use superfamiconv

  • put snesgss code in sfclib

  • check gfx for hero grabbed

  • review sprite gfx for enemies to optimise and have full enemy gfx

  • implement knife enemy

  • make hero lose a life and restart level or game over

  • implement letter screen

  • implement "player 1" message at level start

  • implement state engine for game

DONE

  • switch to fastrom fixed 13/03/17
  • refactor enemy data struct for easy indexing fixed 07/03/17
  • On level start there is somehow partly messed gfx and partly loaded frame fixed 03/11/16
  • fix palette problems with spriteFull (more than 16 colors) Might need to have a custom tool for that fixed 14/11/16
  • make enemy fall fixed 21/11/16
  • scroll is not regular at all on real hardware (too much stuff during vblank ???) fixed date ???
  • make hero fall when energy is 0 fixed 28/11/16
  • fix hero jump fixed 03/12/16
  • make enemy scroll look ok when hero is moving fixed 04/12/16
  • duplicate hit and and grab for enemies (24/11/16 done for grab-grab) fixed 06/12/16
  • hit of grab enemy fixed 06/12/16
  • set hit sprite when enemy is hit 13/12/16
  • add heroHitType and change heroHitPosition to heroHitZone 13/12/16