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View Full Version : Beta build 104 Bugs



Cloral
12-31-2002, 07:46 PM
This is related to the topic created by PrinceMSC.
I found on my computer the text file that had the list of known bugs for beta 104. Now clearly some of these bugs have already been fixed, but perhaps they could be given one more check to be sure.

Anyway, here they are:

The bug with flipping using cset 2.
The hookshot can't fit horizontally through a 1 tile wide gap that spans 2 tiles
Dodongos don't make the 'armor' sound effect when you hit them when they're stunned
Dodongos are treated like BS Dodongos for collision detection
Link won't hold up bombs even if the 'hold up' screen flag is set
Link likes to use the ladder on hookshot over combos
Overworld maps that are also levels get cut off at column 7, which isn't consistant with the mini map
Leaving a conveyor sometimes makes Link walk funny
The Lanmolas still drop items from their segments, as do Manhandlas
Some screen flags arn't applied after an insta-warp
Sidewarping into a dungeon makes any doors in the initial room behave like passages until the player leaves the room and comes back from a different direction
Projectiles and dropped items continue to experiance time while Link holds up an item, while time freezes for everything else
The cheats for the magic meter don't work
You can push blocks to the sides of the ladder, but you can't push the block at the end of the ladder if you approach it from below
The hookshot doesn't work properly on Gels and Keese and Bats
Sometimes when you throw the boomerang, Link gets stuck
Secret money rooms in dungeons come back again and again
If you're diving and a fireball overlaps Link, it goes underneath the diving sprite rather than over top of it
Enemy placement flags show up with the lens
If there are 2 dock combos next to each other horizontally and Link tries to raft from between them, he just goes straight until the end of the screen
Slash combos don't work properly on screen 80
You can't show the letter for the potion shop in a dungeon
The text beneath items in rooms (i.e. the cost of items in a shop) overlaps on top of Link which it shouldn't
Pressing the 'go' button in the sidewarp dialog causes the enemies->secret flag to become unset. It may also affect other flags
If there is a slow walk combo in front of a walk-through wall, Link will become stuck in the wall
If the fast walk cheat is enabled and Link goes through a door on the top or bottom wall in a dungeon, Link will run all the way through the next room and the room after that and so on, and not stop until he runs into something solid
Armos in the enemy list leave behind an under combo when they appear
If a statue is removed due to some action, its space will contine to shoot at you. Likewise, if a statue combo appears due to some action, it will not shoot
Armos cause the enemy->etc flags to be set off again if you kill all the enemies, then spawn an Armos and then kill it
Rubble from a bombed door dissapears when blocks are pushed on that screen
The screen should flash when a bomb explodes
If there is 1 row of water on the top or bottom of the screen and Link crosses it with the ladder, the ladder will float up and linger there
Overhead layers don't dissapear when you die or rescue Zelda or a piece of the triforce
Directional projectiles (namely sword beams and magic) don't animate properly
If you stun the blue wizrobe while it is teleporting it may become invisible
Getting off the raft sometimes causes Link to behave oddly
Secret sfx don't trigger after an insta-warp
The heart display on the player select screen is messed up - its one row lower than it should be
If you turn the combo brush on, and then enter a full-screen editor via the keypad, the cursor becomes invisible until you leave
Sometimes Link becomes unable to pick up items for no apparent reason
You can hit an arrow flag from the left or right even if you fire from one block below the flag
Similarly, you can stand on the space below a whistle flag and blow the whistle and set it off
You can keep stepping on a trigger temp/perm combo over and over
Various problems with the new enemy tiles
The continue bug
Enemies only check the bottom half of each tile for walkability. Thus it is possible for them to pass through thin walls that reside in the upper half of the tile


Now I know many of these bugs have been fixed, but the majority of these are still around. I won't have time to be the one who maintains this list, but this should be a good starting point for whoever does.