Bugs in the original CK

Everything about the various Boulder Dash tools, and other stuff created by the fans.

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Sendy
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Bugs in the original CK

Post by Sendy »

I've spent probably hundreds of hours with my head in the B-dash C-kit. These are the bugs I know and hate so well:

- Line tool bug. If you select the line tool and then change the Focus of the cave, such that the screen has moved horizontally, you lose your ability to place items. So always disarm the line tool when scrolling the cave!

- Random command bug. Sometimes your joystick movements seem to trigger a random menu command. Perhaps the colour menu will appear, maybe it'll be the cave parameters, or if you're really lucky (!) it'll be the dice feature, randomly spraying your delicately crafted puzzle with whatever element you're working with.

- Save/load bug - Sometimes the kit crashes after loading or saving a cave. Usually, the cave will be saved to the disk OK, though very occasionally it screws that up. That's why I store my caves as snapshots whilst developing them.

- Intermission bug. If you load or create a new intermission, the Focus command is disabled. This is fine if focus is on the top left of the cave, but if it isn't, you're pretty much buggered :lol:

That's all that comes to mind... Do you know of any others to be aware of?
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LogicDeLuxe
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Post by LogicDeLuxe »

No ringing when magic wall is activated.

Lower border is not saved. Not that you can do anything usefull with it anyways, but the kit keeps track of the amount of in/out-boxes (which IS saved along with the cave) and placing them on the lower border can result in the inability to set those boxes at all when such a cave is reloaded.

The Diego Effect Kit has the limits for intermission focus, in/out-boxes, (left and right) border placements and slime/amoeba removed. Though since CLCK doesn't have those limits either, you'll much better with that, of course. ;)

If you count the game modul in, there is a really ugly bug, which can randomly overwrite the RAM resulting in either cripled caves or crashing the engine. Fortunately, this is "fixed" in most levelpackers. Well, fixed in a sense that it doesn't crash. Older packers simply removed the disolve effect, because nobody realized what this routine actually conflicted with. My Deluxepacker and CLCK have the disolve effect back in.
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Sendy
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Post by Sendy »

I *heart* the dissolve effect.

Completing a cave just isn't the same without it.

How could I have forgotten the magic wall bug? :shock:
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