Bug#806687: tecnoballz: Gigablitz jauge not reset when non-bottom bumper is hit
hello Markus, hello Celelibi, 2015-11-30 06:19 UTC+01:00, Celelibi: Not sure if this is a bug or if it is on purpose. The gigablitz jauge is reset when the bottom bumper is hit by a ball. I guess this is to prevent the player from easily clearing the level with 2 gigablitz by blocking the ball vertically. However, the jauge is not reset when the ball hit any other bumper. This is normal and expected behavior. The gigablitz gauge is reset *only* when the ball hits the bottom bumper. Best regards, -- Bruno http://linux.tlk.fr/games/Powermanga/
Bug#776262: tecnoballz: Bouncer position restricted in boss levels
Hello Markus, On 26.01.2015 16:28, Markus Koschany wrote: On 26.01.2015 02:46, Celelibi wrote: It looks like in the boss levels the position of the bouncer cannot reach the side walls allowing the balls to fall without any way to catch them. The minimum distance from the bouncer to the wall looks like the size of the corner relaunchers in the normal levels. This may be on purpose. But in doubt, I sumbit this bug. :) Hi again, beats me. Bruno, is this an intended feature or a bug? This is a bug not a feature. :-) This patch fixes Bug #776262. Best Regards, -- Bruno --- controller_paddles.cc.original 2015-03-21 14:49:59.494501034 +0100 +++ controller_paddles.cc 2015-03-21 14:51:00.764083057 +0100 @@ -57,8 +57,15 @@ width_maxi = 32 * resolution; width_mini = 32 * resolution; bottom_y_coord = (232 - 8) * resolution; - min_coordinate = 16 * resolution; - max_coordinate = 300 * resolution; + min_coordinate = 16; + if (resolution == 1) +{ + max_coordinate = 303; +} + else +{ + max_coordinate = 622; +} } else {
Bug#776342: tecnoballz: Buggy Gigablitz jauge (Debian Bug report logs - #776342)
Hello, On Tue, 27 Jan 2015 03:03:02 +0100 Celelibi celel...@gmail.com wrote: It seems that the jauge for the Gigablitz doesn't work anymore. Yes the gauge was not working. This patch fixes Bug #776342. Best Regards, -- Bruno --- right_panel_score.cc.orginal 2015-02-08 18:28:34.588677096 +0100 +++ right_panel_score.cc 2015-02-08 18:28:41.596773149 +0100 @@ -41,7 +41,6 @@ gigablitz_countdown = gauge_height; delay_gigablitz_countdown = 0; flip_white = false; - gauge_height = 0; panel_width = 0; }
Bug#776263: tecnoballz: Right click cause game over
Hello Markus, On Mon, 26 Jan 2015 02:46:56 +0100 Celelibi celel...@gmail.com wrote: Apparently, right clicking when loosing the last ball cause a game over instead of simply loosing a life. It seems that this bug is easier to reproduce when the ball is falling vertically. At least I could get to reproduce it fairly easily by repeteadly right clicking while missing the ball falling straight. This patch fixes Bug #776263. Best Regards, -- Bruno --- include.original/sprite_ball.h 2014-09-30 12:20:25.0 +0200 +++ include/sprite_ball.h 2015-02-08 21:20:34.637125568 +0100 @@ -200,6 +200,7 @@ void set_on_ejector (Uint32 eject_id, Uint32 otime = 1); void disable_stick (); void accelerate (); +void move_sticked_paddle(sprite_paddle * paddle); virtual bool collision (sprite_object * sprite); private: --- src.orginal/sprite_ball.cc 2014-09-30 12:20:26.0 +0200 +++ src/sprite_ball.cc 2015-02-08 21:19:57.820625280 +0100 @@ -360,6 +360,48 @@ } } +/** Displacement of the balls sticked to the paddle + * */ +void +sprite_ball::move_sticked_paddle (sprite_paddle * paddle) +{ + Sint32 j; + switch (sticky_paddle_num) +{ +case controller_paddles::BOTTOM_PADDLE: + j = (paddle-collision_width 1) - ((collision_width 1) + 1); + j += paddle-get_x_coord (); + x_coord = j; + j = (paddle-get_y_coord ()) - (collision_height + 1); + y_coord = j; + break; + +case controller_paddles::RIGHT_PADDLE: + j = (paddle-get_x_coord ()) - (collision_width - 1); + x_coord = j; + j = (paddle-collision_height 1) - ((collision_height 1) + 1); + j += paddle-get_y_coord (); + y_coord = j; + break; + +case controller_paddles::TOP_PADDLE: + j = (paddle-collision_width 1) - ((collision_width 1) + 1); + j += paddle-get_x_coord (); + x_coord = j; + j = (paddle-get_y_coord ()) + paddle-collision_height + 1; + y_coord = j; + break; + +case controller_paddles::LEFT_PADDLE: + j = (paddle-get_x_coord ()) + (paddle-collision_width) + 1; + x_coord = j; + j = (paddle-collision_height 1) - ((collision_height 1) + 1); + j += paddle-get_y_coord (); + y_coord = j; + break; +} +} + /** + * Check collision beetween a ball and another sprite. + * Override sprite_object::collision(sprite_object *). --- src.orginal/controller_balls.cc 2014-09-30 12:20:26.0 +0200 +++ src/controller_balls.cc 2015-02-08 21:26:04.897615300 +0100 @@ -232,6 +232,7 @@ num_of_sprites = 1; ball-paddle_touched-stick_ball (ball); ball-starts_again (ball-paddle_touched); + ball-move_sticked_paddle (paddle); head_anim-start_interference (); current_player-remove_life (1); ships-force_explosion (); @@ -409,49 +410,7 @@ } /* displacement of the balls sticked to the paddle */ - switch (ball-sticky_paddle_num) -{ -case controller_paddles::BOTTOM_PADDLE: - j = (paddle-collision_width 1) - - ((ball-collision_width 1) + 1); - j += paddle-x_coord; - ball-x_coord = j; - j = (paddle-y_coord) - (ball-collision_height + 1); - ball-y_coord = j; - break; - -case controller_paddles::RIGHT_PADDLE: - j = (paddle-x_coord) - (ball-collision_width - 1); - ball-x_coord = j; - j = -(paddle-collision_height 1) - -((ball-collision_height 1) + 1); - j += paddle-y_coord; - ball-y_coord = j; - break; - -case controller_paddles::TOP_PADDLE: - j = -(paddle-collision_width 1) - -((ball-collision_width 1) + 1); - j += paddle-x_coord; - ball-x_coord = j; - j = (paddle-y_coord) + paddle-collision_height + 1; - ball-y_coord = j; - break; - -case controller_paddles::LEFT_PADDLE: - j = (paddle-x_coord) + (paddle-collision_width) + 1; - ball-x_coord = j; - j = -(paddle-collision_height 1) - -((ball-collision_height 1) + 1); - j += paddle-y_coord; - ball-y_coord = j; - break; - -} - + ball-move_sticked_paddle (paddle); if (--ball-viewfinder_delay 0) {
Bug#776263: tecnoballz: Right click cause game over
Hi, Le 27/01/2015 02:34, Celelibi a écrit : 2015-01-26 16:22 UTC+01:00, Markus Koschany a...@gambaru.de: Apparently, right clicking when loosing the last ball cause a game over instead of simply loosing a life. It seems that this bug is easier to reproduce when the ball is falling vertically. At least I could get to reproduce it fairly easily by repeteadly right clicking while missing the ball falling straight. Hello and thanks for your reports, I'm CCing Bruno because he is the upstream developer for tecnoballz and might be interested in your bug reports too. I'm replying to all of them separately. @bug 776263 I can confirm that repeatedly right-clicking sometimes triggers game over instead of just losing a life when the player misses the ball. However this behaviour is rather random. It doesn't always have to be the last ball. FWIW: this bug can be reliably triggered by holding the right click pressed and losing the last ball. I cannot reproduce the bug when it's not the last ball that is lost. I was able to reproduce the bug. I confirm. -- Bruno -- To UNSUBSCRIBE, email to debian-bugs-dist-requ...@lists.debian.org with a subject of unsubscribe. Trouble? Contact listmas...@lists.debian.org
Bug#561670: Powermanga : new upstream release (version 0.92)
Hi Markus, On 05.09.2014 12:20, Markus Koschany wrote: @ Bruno Do you believe that setting joy_right = 1 and joy_left = 1 in display_sdl.c can result in the described behaviour? Can you confirm that this might be a problem for some players? Indeed! You're right! (Previously, I had only tested the analog stick.) --- a/trunk/src/display_sdl.c +++ b/trunk/src/display_sdl.c @@ -2,7 +2,7 @@ * @file display_sdl.c * @brief handle displaying and updating the graphical components of the game * @created 2003-07-09 - * @date 2012-08-26 + * @date 2014-09-07 * @author Bruno Ethvignot */ /* @@ -991,7 +991,7 @@ else if (event.jhat.value == SDL_HAT_LEFT) { joy_top = 0; - joy_right = 1; + joy_right = 0; joy_down = 0; joy_left = 1; } Best Regards, -- Bruno Ethvignot -- To UNSUBSCRIBE, email to debian-bugs-dist-requ...@lists.debian.org with a subject of unsubscribe. Trouble? Contact listmas...@lists.debian.org
Bug#411934: Misbehaves on PowerPC
Wouter Verhelst a écrit : The first and the final stage of each level are okay; but the second stage no longer works the way it should (it used to work about two years ago, but I haven't been playing the game since quite a while, and just now I discovered that it's broken). Hi, This regression bug was introduced in the 0.80 release. This version of Powermanga have a PowerPC big-endian bug in the reading of the files levels. This bug was fixed in CVS: http://sourceforge.net/cvs/?group_id=20416 Thank you for this bug report. -- Bruno Ethvignot http://linux.tlk.fr/contact/
Bug#406234: Double free
Ariel a écrit : This bug is not so easy to debug if you have to win the game to trigger it! Otherwise I'd compile a debug version, and try it. (Is there a cheat mode?) Hi Ariel, Yes a debug/cheat mode exists! DEVELOPPEMENT2 must be defined in the etbfonte1.cpp file. During the game you can then press [Ctrl] + [P] simultaneously. You can so select an option in the cheat menu :-) It may however be best to grab the latest development version: http://sourceforge.net/cvs/?group_id=20416 Thank you for this bug report. -- Bruno Ethvignot http://linux.tlk.fr/contact/