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T.E.R.O. - Texas Emergency Rescue Operations


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In the High Score Competition November some bugs where discovered, here is a fixed version 1.1:

 

T.E.R.O..bin

 

The extra live every 20,000 points didn't work, now it does. It gets awarded at the end of the level. I also fixed a "fence-post" bug with the dynamite... the old version awarded one dynamite too many.

 

Enjoy

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12 minutes ago, OLD CS1 said:

The extra life fix works, but now I cannot die.

 

I am not sure how I had missed this entire thread. One of my favorite games is H.E.R.O. (Oils Well is still above it however) and I will be trying this over the weekend.

 

I downloaded the "cannot die" version so I can get drunk and still win.

 

 

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29 minutes ago, eightbit said:

 

I downloaded the "cannot die" version so I can get drunk and still win.

Funny.  That is exactly how I was playing tonight.  I was hoping to submit to the high score, but that would be cheating.

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1 hour ago, eightbit said:

Its a high score for nobody...but you! Still sounds like fun.

I made it to level eight before the alcohol aggravated by the map complexity finally got to me.

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4 hours ago, SteveB said:

I've been quite successful in dying ... can you please explain a little bit more?

Not sure how to explain it.  I certainly did not record the session or remember how I got there, but after winning my extra life -- I had none left at the time of award, which may be the key -- I died by hitting a baddie, but then after the death throws I was a new color but still alive.  I died numerous times afterward, including getting stuck in the water a couple of times which cost me several deaths until I could move out of it.

  • Like 1

I tried to replicate the "cannot die" bug, but I was unable.  I did manage to discover a couple of glitches.

  1. 2:32 & 3:09 - It is too easy to force a landing and drop a stick of dynamite.  I suggest a delay between landing and placing the dynamite, or even a requirement to release the down-direction before you can trigger the dynamite drop.
  2. 2:33 - If you drop dynamite near the left of the room, move through the corridor to the left to the next screen...
  3. 2:37 - ...when the dynamite detonates, any creatures close to the dynamite's old room position in the new room will be taken out.
  4. 3:57 - The large area around the bat which can kill it is pretty handy, but...
  5. 8:41 - ...I was not near the bat!  It looks like the bounding box for the bat's movement is its collision zone.
  6. 4:06 - 4:10 - Dropping dynamite, exiting the room then re-entering the room, the dynamite does not appear on the screen but is still placed and detonates.

I also have a request if you release any updates: can the beam tone be attenuated a little?  It is rather jarring compared to the rest of the sound effects.  (EDIT: for clarity, the volume of the beam does seem to match the other effects, it is the high pitch which makes it jarring, but I believe attenuation will help.  Just my 2¢, for what that is worth.)

 

I am going to record any future games to see if I run into the infinite lives glitch.

(Ignore the Atari poster on the wall... it is just room decoration...)

 

Edited by OLD CS1
Updated timeline to include dynamite glitches found in the video
  • Like 4

I faced same glitches as mentioned before in thsi thread, it seems to happen at level 7 in my case that I have endless lives.  

* the score like 102300 starts to happen at level 4 and level 8 and level 10 (see screenshot 4050800 score, before the wall it was 48950)

* It stopped at Level 10, but I cannot verify if a button need to be pressed...as I accidentally dropped my controller and it fell on the Quit button...

* dynamite explosions are not placed well,half way in the wall and other empty blocks appear after the explosion and a half block in the wall itself.

* can walk through walls (as I did not had dynamite), you die a few times, but continue walking

* also got extra life in different levels, 7, 8 and 10, but not sure if it is every 20,000, but the life character is not added or shown.

* should "extra live!"  be spelled as "extra life!"?

  (plural is Lives).

 

20241117_142746.thumb.jpg.01c073830843240962eca23825656542.jpg

20241117_142705.thumb.jpg.373e1eb12984e8550156666a497bd264.jpg

20241117_142222.thumb.jpg.c80fbc186ad7fe08749cd4114bbe72fe.jpg20241117_141125.thumb.jpg.137fa0b5fd8eb36326f86527da51869e.jpg20241117_141102.thumb.jpg.33c150dce65d1ed6fcd50222290c10aa.jpg

  • Like 1

In V.1.1

 

I get stuck at level 6 as I first hit the wall and died, but I cannot place the dynamite properly to blow up the wall. (And Tero became a blue Avatar and not the green Incredible Hulk anymore).

 

For the rest, extra lives and added character is working.

20241117_152245.thumb.jpg.e77d6c54bc2bda9af7ea2edfea3618e7.jpg

 

 

  • Like 1

Thank you all for the reports... I'm afraid that I can't do much about some of them (except the spelling), as some observations hint to memory problems. I have only 2176 bytes left in CPU-Memory for variables and each killed animal / opened door takes 3 byte: (what,row,col) in a string. Any additional code will make things worse.. 

 

Some thoughts:

  • Currently a maximum of 5 lives is shown. This could be removed and save some bytes. (also a maximum of 7 dynamite sticks is shown)
  • I will check if I can abort any pending dynamite when leaving the room. It won't be resumed when returning.
  • dying: I check for 0 lives ... I might check for 0 or less ( <1) to be safe .. Can't die might be a negative lives problem, I could never reproduce
  • I will check the score display (or does anyone sees the flaw in the routine I posted here?)
  • The collison box is difficult. With lots of computing-power you can do a bitwise check .. but that won't work in compiled BASIC on the TI. The heuristic works well, but not perfect. We always check 6 characters. GCHAR is slow, so we check three alternating pairs or characters each game loop. 
  • Joystick down has only the funtion to drop dynamite. Flying down is just falling, there us no forcing down.
  • The laser has volume 4 like most sounds, I'll reduce it to 8 for a test.

I will meet with Grammostola tomorrow and we will discuss, what can be fixed without worsening the tight memory situation.

  • Like 3
On 11/16/2024 at 6:28 AM, SteveB said:

I've been quite successful in dying ... can you please explain a little bit more?

 

I wonder if OldCS1 ran into this issue. On last life I suicide into a fat lava wall and continue to press into it. You 'die' several times but after which you are invincible. What is dead may never die. :)

Here's a video.
https://www.twitch.tv/videos/2305154985?t=00h03m26s

 

Edited by onlyinajeep
  • Like 3

Okay, we had a very productive evening. Here are the changes in version 1.2:

  • You can't walk through lava-walls anymore ... and dead is dead. No more infinite lives.
  • Corrected spelling of LIVE to LIFE. 
  • Corrected door opening when flying at the ceiling
  • The dynamite now kills better the creatures too close
  • You need to aim better now at the bats 
  • Minor graphics improvements on the game over screen
  • Dynamite is now being discarded when you leave the screen before it explodes
  • The laser sound is now at level 8 instead of 4

We were not able to reproduce the score display issue in a test-program, therefore have no idea on how to fix it. We also haven't fixed the "fly over the bat" issue. You better shoot it 😁.

 

There is no point advantage in using version 1.2 in the contest, so it is fine to use it. It actually got a little bit harder with the shooting of the bats.

 

Enjoy!

 

T.E.R.O..bin

tero.rpk

  • Like 8
1 hour ago, SteveB said:

We also haven't fixed the "fly over the bat" issue. You better shoot it 😁.

These are acid-spitting bats.  If you fly too close to them, they will spit acid at you and you die.

Other than by loosing all my lives :) I have yet to be able to complete a game without the game hanging up. I'm running v1.2 on Classic99.

 

I have SAMS turned off and these video options
image.png.10cccfd3f45cd28de1614c0f4fdacac9.png

 

Freeze on level six: https://www.twitch.tv/buckowens/clip/AwkwardFastChoughCharlietheUnicorn-dHwtARjosW9xbxne

Freeze on level eight #1: 



Freeze on level eight #2: https://www.twitch.tv/buckowens/clip/OriginalCorrectPheasantChefFrank-u8p95LZlTMNh9yl_

  • Like 1

Since you cannot laser the walls away, if you misplace a bomb your game is over in some levels. In H.E.R.O. if you run out of time, Roderick is placed back at the beginning of the level with all bombs and the map reset. This would be a great addition...having just screwed myself on level nine with a bomb placed too far away from a wall :)

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