Original bugs list

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Original bugs list

Postby ErikM » Wed Nov 13, 2013 3:59 pm

Just in case it helps Ade, here's a list of bugs I'm familiar with from the original edition.

Crash: Displaying a Super Jets total over 2.1 billion (2^31) crashes the game. (Only when displayed, not during a frenzy.)

Crash: End of Time total over 2^31 is always displayed as garbage and sometimes crashes the game.

Overflow: Bonus over 2^31 overflows into negative and subtracts from your score instead.

Wizard modes count as drains: At conclusion of a failed Timeshock Frenzy or any End of Time, the game behaves as if you drained a ball. Your bonus X and super jets are lost if not held, or reset to unheld if held. Super Magnosave is lost.

Freeze: On the Video Mode total screen when pressing the launch button to skip it, I've had the game freeze sometimes. It's not reproducible reliably but has happened to me several times. I suspect it happens if you hit launch just as the screen is timing out of its own accord. Not a high priority but worth a look if you happen to be around that area of the code.

Souvenirs: If you have a souvenir pair collected but not yet redeemed at the Scanner, and collect both souvenirs again, you can still only redeem the pair once and lose out on the second. (This could be intentional but I don't see any reason for it to be.)

Upper ramp: Sometimes you don't get credit for an upper ramp shot if another ball from the plunger is going up the ramp very close. I understand that's realistic thanks to switch debouncing, but would be nice to adjust that sensitivity or compensate with other switches.

Continent count: Something can credit an extra continent towards the game total, more than 8 in one time zone. I don't know what causes this. But I've seen it as 86 continents searched when I know I went to only 10 time zones (should be 80 continents.) Obviously very minor.
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Re: Original bugs list

Postby Ade » Wed Nov 13, 2013 5:03 pm

Thanks Erik! Looks like it's time to move to 64 bit integers. :-)
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Re: Original bugs list

Postby Huggybaby » Wed Nov 13, 2013 5:38 pm

Erik, didn't you say once that the short ramp on the right acted as if it was too low? That is, the ball went up it more easily than it should?

I seem to remember that anyway...
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Re: Original bugs list

Postby ErikM » Wed Nov 13, 2013 5:59 pm

I left that off since I can't speak to it firsthand. Ade just told me that sometime. I think it was that the physics are calculated as if all four ramps are half as steep as they should be.

I honestly don't think I want that fixed. Timeshock is already a tough game and was designed and balanced with that ramp behavior. Making the ramps less accessible would have a ton of knock-on effects for the difficulty of explorations and time traveling (both the Time Drive and TMF jackpots for the crystal.) Backhanding in particular works well for the lower ramps but wouldn't if the ramps were made properly steep.

Ultimately it's up to Ade of course. Maybe there's a good compromise like increasing the flipper power to compensate, or alternatively that combination might make the game feel more frantic and jumpy and less smooth.
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Re: Original bugs list

Postby Huggybaby » Wed Nov 13, 2013 6:27 pm

Excellent. For those reading, this conversation started years ago at PPPC, a forum with no moderator now sadly eaten by porn spam.

Erik, I should try to recover the stuff you told me there about FJ. Lots of great knowledge about the other games was dispensed as well, and I'm afraid it will never be repeated.
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Re: Original bugs list

Postby FIL » Tue Nov 19, 2013 12:53 am

I, for one, would love to read the results of any such forum archaeology.
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Re: Original bugs list

Postby Jim » Tue Nov 19, 2013 6:28 am

This is a good topic, thanks ErikM.

Not sure if this is a bug or by design, but I often lose Held Jets when a ball drains. I can reproduce the problem almost every game.

I know it does it for a BUY-IN / Extra Ball, but I've seen it happen on normal balls as well. I am assuming it is not by design or there is little point in holding jets if they only last for a single ball.

This is with the original CD version. I haven't been able to test with the Kickstarter edition.
I'd be curious to know if anyone else has experienced this.
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Re: Original bugs list

Postby ErikM » Tue Nov 19, 2013 5:42 pm

I've never seen the jets failing to hold. Can you give more detail about what exactly you see?

My guess is you're going by the "Hold Jets" light on the left orbit? That doesn't indicate the jets are held. That stays illuminated until reset by Quickshot Mania. The proper indication of held jets is the jet bumpers themselves. If solidly lit, they are held. If flashing, they are not held.

Hold Jets holds the super jets count and total only once, to the next ball. The "Hold Jets" award indicator stays completed beyond that but the jets do not remain held beyond that next ball unless you cycle the awards and score "Hold Jets" again.
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Re: Original bugs list

Postby Jim » Wed Nov 20, 2013 4:21 am

ErikM wrote:Hold Jets holds the super jets count and total only once, to the next ball. The "Hold Jets" award indicator stays completed beyond that but the jets do not remain held beyond that next ball unless you cycle the awards and score "Hold Jets" again.


This explains the behavior.
I always thought that Holding Jets meant that they would stay until game over. That just made the most sense to me, but now I understand that it only holds for the next ball and then they are reset.

Kind of disappointing, I would prefer they held until game over. :mrgreen:

Thanks for clearing that up for me. I guess it's not a bug.
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Re: Original bugs list

Postby 400r_ » Sun Nov 24, 2013 10:12 am

I don't know if it was said here, but there's a bug about the musics and Quickshot.
When I succeed a Quichshot during an Exploration, the Exploration music shuts down and the main theme comes back.
I know it's a very little bug, but it would be very nice if that would be fixed :)
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