Hi Bas,
On Sun, Oct 14, 2012 at 12:40:37PM +0200, Bas Wijnen wrote:
> On Sun, Oct 14, 2012 at 11:49:43AM +0200, Sylvain wrote:
> > At the very least, let's tag the miswrites in the code with a TODO.
> > If you tell me you're perfectly sure this has no side effect, we can
> > fix them as well, but
Hi,
On Sun, Oct 14, 2012 at 11:49:43AM +0200, Sylvain wrote:
> On Sun, Oct 14, 2012 at 11:13:42AM +0200, Bas Wijnen wrote:
> > > I'm not sure in what way an unclean spr[0] will affect the game, but
> > > it might, and cleaning it would affect compatibility with the original
> > > Dink.
Ok, now I
Hi,
On Sun, Oct 14, 2012 at 11:13:42AM +0200, Bas Wijnen wrote:
> > I'm not sure in what way an unclean spr[0] will affect the game, but
> > it might, and cleaning it would affect compatibility with the original
> > Dink.
>
> I don't think it would. Seth doesn't actually use it. He just skipped i
Hi,
On Sun, Oct 14, 2012 at 12:23:45AM +0200, Sylvain wrote:
> Hi Bas,
>
> Thanks a great lot for all your effort on this nasty bug, despite my
> lack of responsiveness.
No problem, bug fixing is fun. :-)
> I took a few hours to investigate what exactly happens (adding a few
> code comments in
Hi Bas,
Thanks a great lot for all your effort on this nasty bug, despite my
lack of responsiveness.
I took a few hours to investigate what exactly happens (adding a few
code comments in the process), and I see that in your testcase dmod,
the warp is an invisible sprite which is merged in the bac
I found another way to trigger this: again with max sprites on screen,
hit a duck. The attempt to create the flying head will again fill up
spr[0] and trigger the bug on warp.
The problem in this case is in duck_brain in freedink.c.
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