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working binary attached


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I am slowly tracking down the bugs in Leprechaun, primarily using the Stella debugger, with some z26 tracing.Anyway, just for laughs, I've found the following glitches so far:- used a BCS instead of a BNE which caused the player to climb off the top of the screen- forgot that the sprite positions are already shifted 2 pixels by the positioning routine, removed the redundant shift. (Although my first attempt to do so caused more problems because I over-optimized.)- logic glitch in translating the Y position to sprite table which mucked up the climbing / fallingMy next problem is the player seems to be falling into the dirt. I have a feeling the problem is the vertical bitmap to byte value is reverse what I thought it would be.I'm actually somewhat impressed that I've only found a small number of bugs in ~900 lines of code.I'm also re-proving to myself that working on it every day, even for a little while, is better than waiting for the free time for a marathon session.<edit> Yes! That's 90% of the problem. Changed the GRID code to use ROL rather than ROR and bingo. The player still falls down ladders for some reason, but the base logic seems to be working. I think this is deserving of an attachment.

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Looking good!  :)  How many levels will be in the final game?  Will it be a multi-load SC game?

You bet! The plan is to have an online level editor, then include as many levels as possible.

 

PS, found another bug. You can't move right from an open space to a rope, you bounce off :-) Found the typo and will fix in the next release.

 

I should also clarify what you are seeing. Each sprite is two grid spaces high. At this point I'm not masking off the actual player position so it will appear that the player & enemies are extending above or below into the playfield.

 

Something else which is working - when you walk over gold it will disappear. I'm still mulling over how scoring will work (because the enemies will also pick up, but not drop, gold). Maybe something like Crystal Castles where you get a bonus for picking up the last gem.

 

Oh, and don't touch the enemies, you will die and stop moving.

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Looking good!  :)  How many levels will be in the final game?  Will it be a multi-load SC game?

You bet! The plan is to have an online level editor, then include as many levels as possible.

Heh, I designed a level a month or two ago using...K Israel's (?) online editor. This will be a lot of fun. :)

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