Bug#806687: tecnoballz: Gigablitz jauge not reset when non-bottom bumper is hit

2015-12-04 Thread Bruno Ethvignot

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

2015-03-21 Thread Bruno Ethvignot

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)

2015-02-08 Thread Bruno Ethvignot

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

2015-02-08 Thread Bruno Ethvignot

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

2015-01-27 Thread Bruno Ethvignot

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


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Bug#561670: Powermanga : new upstream release (version 0.92)

2014-09-07 Thread Bruno Ethvignot

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


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Bug#411934: Misbehaves on PowerPC

2007-02-27 Thread Bruno Ethvignot

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

2007-02-27 Thread Bruno Ethvignot

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/