Author Topic: Bug Reports  (Read 456995 times)

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Offline calc84maniac

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Re: Bug Reports
« Reply #150 on: April 14, 2010, 10:49:07 am »
Could you change the sprite routine to use IonPutSprite if you are running from a shell?  Save on size?
That wouldn't be a good idea, because it would only work for XOR-logic sprites and it wouldn't have sprite clipping.
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Re: Bug Reports
« Reply #151 on: April 14, 2010, 10:50:05 am »
Ah, true.  Well, at least modify it to use the shell features whenever possible.

Offline Quigibo

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Re: Bug Reports
« Reply #152 on: April 14, 2010, 11:01:04 am »
I think the only ion shell call I can safely use is ionRandom, but it only saves a couple bytes.  The other shells have more though.
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Offline DJ Omnimaga

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Re: Bug Reports
« Reply #153 on: April 26, 2010, 01:49:17 pm »
Not really an Axe bug I think, but you might want to update Starship to work with Axe 0.2.1 ;D

Offline Quigibo

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Re: Bug Reports
« Reply #154 on: April 26, 2010, 01:57:19 pm »
Uh oh. :( That's really weird.  I'll go fix that, I must have changed something by mistake...
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Offline DJ Omnimaga

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Re: Bug Reports
« Reply #155 on: April 26, 2010, 01:59:08 pm »
Wow I opened this topic, no one else was viewing it then i immediately went on board index and you alerady posted :P

Do you think it is due to a command change mistake? Or could it be a change made by mistake right inside this program?

Btw all other examples appeared to work fine

Offline Quigibo

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Re: Bug Reports
« Reply #156 on: April 26, 2010, 02:10:50 pm »
I just tested the old version before I made some changes to the source and they both are doing the same thing, so it must be something with either a command or the way the parser compiles the code.  The only command I changed was the pixel drawing which isn't used anywhere except for drawing the stars, but I can't rule that out as a possibility.  I'll have to do some disassembly to figure out what the problem is.
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Offline DJ Omnimaga

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Re: Bug Reports
« Reply #157 on: April 26, 2010, 02:18:10 pm »
D: sorry to hear, I hope it's not a bug that's too bad x.x

Offline Quigibo

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Re: Bug Reports
« Reply #158 on: April 26, 2010, 10:37:24 pm »
ZOMG!  That was such a lame mistake.  I forgot to update the fact that the "L1" free RAM is now 2 addresses down.  So {L1} and {L1+1} were actually pointing to the random number seed lol!  That made it randomly change the explosion byte for the first ship to think that its exploding.

Strangely, I just so happened to notice another bug that sometimes doesn't let you parse comments when there are user variables in the comment.  Fixed that too.

I'll edit the update shortly to correct these.  Thanks so much for pointing this out!
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Offline DJ Omnimaga

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Re: Bug Reports
« Reply #159 on: April 26, 2010, 10:48:55 pm »
Lol nice, sometimes we do some strange mistakes ;D nice you fixed it tho.

I assume this will be 0.2.1b?

Offline Builderboy

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Re: Bug Reports
« Reply #160 on: April 26, 2010, 10:55:49 pm »
Lol, so where can we find this random number seed?  Does that mean that we can seed our random numbers? O.O

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Re: Bug Reports
« Reply #161 on: April 26, 2010, 11:00:33 pm »
No, the random number generator uses 3 levels of random.  First it uses a seed.  Then it reads a whatever memory location that seed points to and integrates that into the number, then it checks the "r" register which is kind of like a timer and adds that to the mix.  So seeding is rather pointless.

But yes, you can retrieve the last random number generated like this: {L1-2}r
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Offline DJ Omnimaga

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Re: Bug Reports
« Reply #162 on: April 26, 2010, 11:06:44 pm »
oh that's nice to know ^^

Offline Builderboy

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Re: Bug Reports
« Reply #163 on: April 26, 2010, 11:08:40 pm »
Oooh thats nice to know, that way you dont have to store random values, you can just call the random function and then use {L1-2}r

Offline DJ Omnimaga

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Re: Bug Reports
« Reply #164 on: April 27, 2010, 12:49:28 am »
I think I found a bug:

Repeat Z=54 or Z=15
Getkey->Z
End

For reference, 54=2nd and 15=CLEAR. With this code, pressing 2nd will do nothing, but with CLEAR it will work fine.

I got stuck in an endless loop once earlier due to this, altough I group every 30 second :P