Rummaging
Posted in CRPG, Development, Screenshot, Site on September 4th, 2010 by adamantyr – Be the first to commentHappy Labor Day weekend everyone!
Work continues on getting a new demo version up and ready… I’m calling this one 0.60. Then again, versioning systems are basically a “Not done yet, come up with some number that says that” sort of excuse in software engineering. In case you’re thinking I’m not doing anything, here’s a list of the bugs and issues I’ve dealt with and fixed so far:
Regression Issues:
- Stuck on splash screen
- Caused by moving a small block of code and not updating a label, creating a circular loop
- Still stuck on splash screen.
- Checked debugger, was down in ROM code circling continuously
- Caused by an attempt to use a branch command with an indexed memory address, B @MEM(R1)
- Need to use address register format for this, like *R1
- Not all keys working properly
- Missed some MOV instructions to copy over travel commands in sync
- Stat screen control logic odd; pages coming up in different orders
- Keys reacting too fast because tracking repeats/held keys
- Altered central key routine to check a boolean to see if it should go for repeatable or single keystrokes
- Keys reacting too fast because tracking repeats/held keys
- Wrong items showing up on lists
- Updated item/name cross-reference index to latest iteration
- Ammo not displaying properly
- Had to code a special case check into the file loader routine to prevent it from using the ammo count as an index add
Inventory Issues:
- Icons for items displaying wrong
- Temp fix: cut off icon in name for now
- Now loading item character set for graphics, blanking map viewer
- Wrong items displaying
- Sort routine did not clear out targeted buffer
- Using a data array name for a temp storage value
- Logic for determining null items not completely closed
- Wrong options displaying for items
- Item option building had extra instructions that messed up a key value
- Inventory display not complete; looks messy
- Display code not reached due to bad logic
- Fixed display logic, modified code for better display
- Item Removal resulting in huge change in values
- Item data was out of sync with specification; corrected and updated file
- Stat screen crashed when all items unequipped, or backpack emptied
- No null check for item counts on stat screen; added
- Item Equip did nothing, no changes to state
- Forgot that ‘E’ was unavailable, needed for scrolling
- Changed command to W)ield
Right now, I’m working on the last two inventory management options, giving items to other characters and using items like potions and scrolls. The giving part is the only one I don’t predicate-determine if it’s possible to do, because I wasn’t sure I wanted to check that for each item one after the other… However, having to add an error message and check annoys me, so maybe I’ll try out just having a routine cycle through player items, determine if anyone’s got space, and just not give the option to give items if everyone’s full.
The other complication is scrolling selection methods. Player names, spells, items, all selected through a menu scroller. I should probably make that a generic function as well; currently the combat targeting systems are written solely for combat, and with a little work I could make it more generic, and reuse the same code. This means going back and doing some refactoring though. As I said, the work keeps piling up… and I haven’t even gotten to the buy/sell system yet! I’ll probably wait until the next demo release for the latter… too much is going into this already, I really should get something out so people know my website is still alive.




