- DONE - Make >255 on DoNewLevel go to MaxedLevels which gives some unusual message or something.
- DONE - Bug in the retention of the correct Level variable - Make (!) (Start new game) do a confirmation screen. Yes takes you to DoNewGame, No does Redraw, continues.
- DONE! - Sprite Swap - Whew! This one took a while, but it came out beautifully!
- DONE! - Levels with Different Match Schemes
- DONE! - See if I can't set up the Level Explanation screens to use input to go away during the Delay.
- DONE! (Well, partly) - Redo the Screen Clear that goes UP and DOWN using XP80_* graphics (found in Match.s) Perhaps do a vertical set of graphics too, and fix those routines to make them smoother. - I did it for up/down, but left/right did not speed up, and only took up extra memory.
- NA GA DA! - Add code to mouseOff when Final Screens are drawing. In fact, add a routine that checks the MouseOffBetwTurns stat and does it if it's set, and call THAT every time I need it.
- DONE! - Cycling List of Levels with GlyphUp After Each Cycle. Well, no cycling as such. But every 16th level, we get a new Glyph, until MAX_GLYPHS is reached (ie: 12)
- DONE! Put up a print screen every time a new Glyph is added, with a delay, then on to the next level.
- DONE! - Sound
- DONE - Better Explosion Between Levels - Try to cascade the rows downward.
- DONE - Game Score Rollover Contingency - End Game, Congratulate. - The score stops at 65535, so at the ScoreUp, check for that value, and if it's greater, put that value there. Then when the current cascade ends, GAME OVER.
- NA GA DA! - Redraw Game Sprite with Top 3x3 of current Game. If No Game, Use Last.
- DONE - Add a Timed Game option - remembering that when Options or Info is on, the timer must stop! And restore properly. With this comes a Pause button (which has to display a screen OTHER than the current game screen, and restore when you hit Play)
- DONE - LAST THING: Fix Header file so it has appropriate values. ie: no saved game, Anim speed at half, Hint Time at 30 seconds, and Glyphs at 7. Save a copy of the working Header for test purposes.
- DONE - Credit Greg King with solvling the save issue
- DONE - Create a page: http://www.huxter.org/geoglyph
Timed Game Issues:
- DONE - Stop AutoHint on GameOver
- DONE - Set Bar to mid-height each new level
- DONE - Stop Countdown at GameOver - This automatically works because the CountDown code refuses to further count down if it's already at minimum. No need to actually stop it.
- DONE - Stop/Start Countdown at:
- Info
- Options
- New Glyph
- Special Level
- Match/Collapse - Turn on the Countdown only during Selection, and stop it during Match/Collapse.
- Pause (of course)
- DONE - Add Pause button (which turns to Play button when paused, and vice versa)
- DONE - Fix Horizontal Line
- DONE - (I edited the GameOver code to put an rts at the end, instead of falling through the DrawBar routine so it may now stop drawing that extra bar at the bottom) - Fix Horizontal Line which appears to overwrite the very bottom game-frame line (under the score bar) which is visible when you Quit.
- DONE - Save Timer Speed to Saved Game block
- DONE - Load Time Speed (same)
- DONE - Load and Save GameType
- DONE - New Game - Set Timer to 180. 3 seconds per tick?
- DONE - Drop CountTimer two jiffies every level to a minimum of 40 jiffies, or 2/3 of a second each tick. - Still not working, as it has no boundary code, which I couldn't get working properly.
- DONE - Booong.... each countdown, make a noise using the same tone as the rising score sound
- DONE - Flash bottom card background if less than the bottom 8 pixels. I could piggy-back this on the FlashHint process, which flashes the Hint, then checks the type of game, and if it's Timed, check the ScorBarY to see if it's in the bottom card, and if so, flash the card. This may not work because the FlashHint process happens several times a second, while this should happen at most once per second.
- DONE - Stop bar from drawing on bottom line.
- DONE - Start Score Audio Frequency correctly for Timed Game.
- DONE - When DoOptDone is executed, reset the AutoHintShown flag, so you can get a hint? (Not sure I want to do this. Hint should be fire-once-but-never-again until the next turn.)
- DONE - Score Tone is NOT resetting correctly between levels and other places. So I'm going to have to use ScorBarY as a direct value to interpret the note: 255-ScorBarY-X will work, where X is some value tested audibly, and where this value is the high byte of the sound frequency!
- DONE - If you enter Options or Info when the game is Paused, the game should pause on exit, correctly displaying that it is paused. It must also ensure GSelect is off.
- DONE - ? button should not work while paused. Gray it out during Pause, recolor it purple when Play is pressed, and put in a conditional in the code to NOT display the hint if Paused.
- DONE - New Game screen ought to turn off the Cursor sprite
- DONE - ? Icon is recolored purple on returning to game screen after Info/Options/Confirm. (Or at least Confirm. Ironically I have to confirm whether or not it's happening for Info/Options.) - This should be fixable by setting the ? to gray on exit.
- DONE - New Game must reset the LevelType, because now, if you start a new game while in, say, Ends, the new game begins in the Ends level. Simple fix.
- DONE - Loading Saved Timed Game should inc CountTime because now it decrements to the Next Level's CountTime. Most people might not notice, as the number is not displayed, but I like to be accurate.
- DONE - Reduce score when you get a Hint.
- DONE - Pause Game after Hint is displayed does not remove the hint. Must disable Hint sprite on Pause
- DONE - Pushing ? button a second time should re-display the hint, as it was, without penalty. Perhaps just EnableSprite?
- DONE - If you are Paused, and then do a (!) New Game, and hit X (No) the screen comes back looking like it's paused, and I think even the timer is not running, BUT glyph selection is enabled!!
BUGS
- FIXED - (Pretty sure anyway) - Try to rewrite the Explode Rows code, perhaps so that it starts one number above, and when it reaches 1 it paints on the 0th row, then at 0 does nothing. This way it will speed up the code.
- When you Bust the game at 65xxx score, it ends the game, but does not save the score. It MUST save the high score.
- DONE - If you have a saved game, and run geoGlpyh, and then Quit before playing ANY game, the saved game appears to go away. I think I may have a handle on this one. BeginNewGame on Start.9 does a LoadB fileHeader+GAME_PLACE,#0, which wipes away the saved game. But I think this is happening too soon, and should NOT happen unless you actually start a new game. Move it there and test. Only starting a new game should wipe it.
- FIXED - Fix the extra Rdrw before it draws the Level Explanation screen!
- FIXED - New Game button, with an X response (ie: resume game) adds a level... ONCE. Sure, it has to be once. If it was every time, I could fix it easily. But as it isn't, I have no idea where to start.
- FIXED - On the Game Over/Score display screen, the QUIT button saves a non-existent game. Fix it so that Quit button (a different icon table) clears the saved game area before quitting.
- FIXED - Auto Hint must shut off sprite after ANY selection, not just first. (I wish I knew what this meant. Be more specific next time, dude.)
- FIXED - Print Score and High Score (any PutDecimal) based on width of characters, if possible.
- Sometimes the Autohint shows up when it's not wanted. - This is because the timer counted down during extra-long cascades, and triggered it, where my code was only stopping it before a cascade. By restarting the timer with every Glyph drawn, I effectively fixed that.
- FIXED - Fix NumGlyphs option to store data in a temporary variable, which is checked at DoNewGame, and copied to NumGlyphs real. This prevents changing that value DURING a game.
- NOREPRO - Looks like the Saved Game High Score gets overwritten by lower ones. Test.
- FIXED - At beginning of new level, two Glyphs seem to swap. Those are in the position of the latest selections. - Clear selection pointers before doing DoNewLevel, or DoNewLevel should do that, by clearing the selections. - This was because the Selection Code, if warranted, was calling NewLevel, but did NOT call an RTS right after it. This caused the code, only in cases where a new screen came in and had NO hidden matches before displaying, would fall through the part of code that caused the two chosen Glyphs to re-swap.
- WON'T FIX - The Redraw is necessary. I believe that after a Glyph Swap, there is an extraneous Rdrw which slows things down about an eighth to a quarter of a second. See if it's true, and remove it.
- DONE - When you hit the GameOver screen (the popping Glyphs) it does the Screen that waits on OK to start a new game - it shows a red bottom score card. Fix that.
- THINK THIS IS FIXED - When that Game Over screen is done, it appears to score the last item you were at before the game ended. There needs to be some code that stops that from happening if GameRunning = 0.
- DONE - May want to consider putting the "Choose Your Game" inside a conditional, so it doesn't write, then immediately over-write with the "Resume Saved" icon, cause right now it looks a bit... wrong.
- Uh... I saw a score of 128 turn to 0 when I came back from Options. On level 3. BAD! Also could not repro
- DONE - If you go to Options or Info during a Special Level, it still says "geoGlyph" on return.
- DONE - Typo - "Perpindicular" -> "Perpendicular"
- DONE - Uh-oh. Going to Info in a Timed Game (and No Pressure?) causes the Level to reduce. It still displays correctly, but when the next level starts, the number reduces, rather than increases!
- DONE - (Bruce) - Info Block changes my name to "Tean" which was some debug code I had put in when testing HeaderBlock saving. Removed all the other test pieces, but forgot that one.
Beta Test Bugs:
- DONE - A green Score Bar line shows up at the beginning of a game after Game Over. (I think we need to do an RTS right after the jsr GAMEOVER, if I'm remembering correctly) - Actually this was hard to track, so I just put conditionals on GameRunning at the Score line drawing and sound code. Still more to go. The "Flow" code has to have the conditional put on it too, to prevent the score from "flowing" over to the score board at the beginning of the next game.
- DONE - That red square still shows up in the Timed "Game Over" screen. I thought I had squelched that by painting that card black after printing the icons.
- DONE - In No Pressure, INFO and OPTIONS no longer turn off GSelect.
- DONE - When quitting a game during a Special Level, resuming that saved game is NOT a special level. So the Special Level variable should be saved with the game, and loaded. Man, this is complicated. The loading and saving of the variable is easy. Getting it to trigger on Resumed Game is the hard part. Man, this was tougher than it should have been because I cheat the level number. I actually save one level LOWER than the real level number because restoring a saved game increments the level back to what it should be. This was prevenging SpecialLevel from performing correctly upon loading the new game because it thought it was on a level that should not be a special one. Hopefully this is fixed. Testing seems to indicate it is.
- DONE - When Loading a Saved game, the AutoHint does not visibly fire off. The sound happens, but not the sprite. And selecting Glyphs doesn't fix it. However, a Glyph Swap does. Perhaps I should check the code in GSelect and add it to the Load Game code to reset AutoHint properly.
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