BUGS

sometimes freezes?

Z-clip the polygons

Firing sound... doesn't sound when repeated only when you stop

# shields fill up BEFORE energy is full (check this is right?)
  Not a bug.

fuel scoop sound - get bbc sound (a kind of lowish vrrmmmm, maybe)
incoming missile warning sound - sounds like an explosion

combat sequence - add intro text, outro text and "time bonuses"
- maybe use a different ship? Using an Adder makes it very tough
  need to think of bonuses that are not too helpful, but worthwhile

test missions when have galactic changes in place - mission 1 seems doable

IMPROVEMENTS 

Added: Path finding, flashing cursor on input
Thomas Metz' changes from TNK:
  Quick save
  Dust field, star field changes
  Chart changes to show more destinations, though no name fixes yet
Added!

all included so far (except wontfix ones)

FIXED:

Star field appears in front of planet
- draw before planet now

On occasions, the special cargo list and the choice go out of sync
- stupid indexing bug

laser temp - should go red

cpu ecm doesn't display icon or start sound
- call activate_ecm and then set player ecm = 0

hermit asteroids can fly and dodge lasers!
- fixed by updating ai flags correctly

docking ships disappear from the scanner!
 - flag mix up

ratings: elite is broken, overflows line
competent-deadly-competent order!
- fixed - rating position changed, style sheet updated
- rating order was wrong, was a power of 2 off for < 256 kills

from holiday testing:
* sun/plnaet compass sprite corruption
* encyclpedia -> other = hint sprites over written
* find screen corrupts icon
* missiles do not work for player or enemies, just explode on launch
* hyperspace count down should reset on game over
* game play time breaks after 59 minutes (and then breaks the save after 99)
* check killl rate is reset on death? I think it is...
* hyperspace/game over should set the planet/sun compass to point to planet
* enemy missiles hurt enemy?
* Multi-government is missing the M ("ulti-gov")
* encyclopedia: controls->controls 1->Start button and the icons remain
* encyclopedia: flight controls 2, trading 2, both have corrupt icons when panel is shown
* enemy escape pods home in on player. Should fly to the planet/station
* target sights are not always central(?) could be a bug related to Chart screen cursor?
* panel goes 100% opaque before fading out - should not increase opacity on fade out
* need an icon for scanner zoom
* message on space screen - fuel scoop on, energy low - should not be shown on status screen
  also the row for the message should not be deleted if we are not on the space view
* space message position should be central
* laser sight, cabin temp, speed gauge, are all the same colour as the sun. should be a different
  shade of yellow
* unknown ship's vanishing point is too close - it goes from a dot to a big ship with no transition

condition text always white

Bounty prints credits too far right - leading spaces in credits string should be eaten
- fix - skip leading spaces

c64/NES stuff - tribbles, scoring, intro (!!) etc - this is v tricky!!
- tribbles - need to add the actual tribble 'walk across screen' effect

id computer would be nice
 - added, IFF and missile lock = target name

chart cursor is difficult to see, changes colour when in flight - draw a nicer glyph for it
add options to space... with select? - semi-done using start
Add colours to stats screens ... how? would need some sort of 'style sheet'


DONE: but need checking that they are not too annoying!
chart - noise for home, destination, show info
cabin temp very high - need to get this from bbc version (beep, beep, over and over)
- not got, but added
Shoulder button panel selection 
               - little 'click' sound for changing left/right
               - some noise on accepting? (not really viable?)
menus - a little click on selecting a different entry (add to menu, and it's done!)
docking  - same as launch
buying equipment - same as buy goods? (same error noise when no cash or already fitted)
accepting cargo  - same as buy goods

Get in range of station with things shooting us, we shoot back and
the police come after us! Madness.
- the fix is great. vipers help nice pilots :)

trumbles - not finished
- glitchy start - start at 0,0 then 'ping' to correct location
- don't go away when switch to non-space view
- change colour when changing view
- not reset on escape podding 
ALL the above fixed.

niggles:
equipment purchase - should it really go to equipment screen? 
 - fixed!
launch escape pod - fades screen

lollipop bugs - strange "phantom" lollipops?? OAM copy timing?
 - this is possibly fixed, caused by the tmp_ship not zero bug detailed below?
 - not fixed, still happens when ships start leaving the area...
   complex, as it is caused by lack of OAM tile buffer_ as 1 ship is 
   removed, the shuffling down of the other lollipops doesn't happen
   until the next frame
- fixed? CopyOAM was all over the place.
  still appears broken on HW, fix in place that means ships keep same sprite
  should fix strange 'flicking' bugs (caused by OAM write sync prob)
  but will not fix the 'large stalk' bugs that have crept in

Save screen needs more feedback

scanner - zoom -
implemented! but how to activate it easily? is select when panel shown.

chart cursor: wrong colour, shape (colour is at least stable now...)

C64 kill values - need to debug these to check they work
  - a problem I see as that most ships are worth < 1
    fixed this so that the values are fairer

can't tell what the icons mean!
- docked at least is fixed
   
missile colours (and missile icon) are crap!
- partly fixed. colours are now much easier to differentiate.

lasers should be filled in and not crappy lines
- crappy lines for vectors, filled in for polygons. Position fixed to look better too.

infinite loop bug on the intro sequence (after getting killed)
- fixed, was not resetting game over flag

check witch space for bugs (it isn't too well tested)

no "energy low" warning
no "drive malfunction" warning

ECM - no ecm gizmo shown? (seems to work for player, not for other ships?)

sell equipment - need a 'really?' type thing, same as for missions
- perhaps generalise the mission accept yes/no?

equipment screen - grey out what we can't afford

check default stats - not reloading seems to reset the stats
- fixed, resets stats correctly in title
  resets time when loading default or when starting up

still have the save + virtual key panel glitching bug
- fixed, reload panel gfx after saving - save cancelling already sorted via options screen

occasionally, the jump drive is active when ships are presnet
Was using the old BBC method, which didn't work given that the object list can have gaps

missile targetting / target lost not implemented
- is now - colour of missile too - but sound fx may be a problem

laser temp is not incremented
- was due to not decrementing slow_laser by BBC frames (i.e. 3 per actual frame, not just by 1, which was not enough)

control icons stay on screen when START pressed

chart cursor is broken! due to gfx changes. Hack in place, but need to fix docked panel
 - breaks the compass blob too. Needs reworking.
swap ship equipment list and encyclopedia over, so encyclopedia is at the end

gameover screen is faded out (possibly only when shot?)
- game_Frame flag bug? fixed, maybe
  I think it was the same bug as the following one, i.e. overwriting memory.

After death, should restart at last save position
- in place, but needs testing
  Will need a 'Default' option to restart game (load default?)
- this seems very buggy!
- fixed for big bug (game over was overwriting wierd locations!)
  little bug - not resetting market - fixed by using restore_commander function

If tek > 7, allow Docking Computer, 25 CR cost. Flag in g_my_stats when this is used, then
deduct cost on docking (regardless if final docking method is with cpu or not). This should
stop those awful 'I can't dock!' emails...

add c64 scoring (map 32 BBC ship entries to c64 entry, rather than each ship data having a score)
 - killing a thargoid is harder than an escape pod..

 improved status screen, ship equipment screen, 
  - to get equipment screen, remove game options, move it to start, add equipment on there

Options menu -> Save/Load + L or R then A to new screen = strange flicking and options appear
When L or R is pressed on options and docked, should return to options screen

improved special cargo list with item names (passengers, etc)

add time played

Improve save/load screen
 - not really great... but alright

chart key repeats need fixing - info then B jumps 'home'
difficult to fix? semi fixed, test on HW
it wasn't fixed, used disable_AB routine

select still has triangle/n-poly renderer switch - maybe time to ditch triangle renderer?

pressing B from options, or A to show front view fires laser/activates current panel selection
- fixed by adding a disable_AB command that deactivates A and B very temporarily.

buy cargo screen is occasionally messed up (cargo space remaining only)
only after hyperspacing?
- fix was to increase space freed when clearing text. Was a few tiles short.
  
equip ship has a weird 15th item on hitech planets
- 6502 does CMP #$0C, BCC PC+1, LDA #$0E which I hadn't taken into account

special cargo occasionally allows more selections than there are menu items
- reset menu was using pre-checking count, not the actuaal count

galactic chart - when selecting planet from other screen, then jumping to GC, 
the cursor position is wrong (scrolling problem, order of scroll->set cursor is wrong)
- easy fix, just changed order of sprite/bg scroll setting

when fuel scopping, the sun 'disappears'
- complicated, as it is due to the sun dropping below the 45 degree
  angle that the view has.
- no! was due to size setting bug - fixed by setting max size to 0xf8

laser colour is random (polygon=1)
 - set to default vector colour

bounty is not shown/given correctly:
  not shown for boulders/asteroids
  is shown for missiles
- fix - was using "ai_flag" for some reason. Also, did not check bounty!=0 before
  printing the new credits count (missiles have no bounty, so no point showing new Cr)

explosions - only explode when on screen! otherwise stay "paused"
 - now continue exploding even when off screen

market is very wrong after loading - what has happened?
hyprespace destination is wrong on load from menu should be set to current planet
fix: restore prices based on saved seed (calculate_market())
     after updating prices, set stock levels to the saved ones
     call hyp1(1) after loading to reset all hyperspace info

with polygons on, ship faces are at times invisible (set disappear factor to 31 for all faces)
changed polys of vis >= 20 to 31.

ships do not attack enough!
bug with adding loner, if ship id was -1, incremented counter, which could then never get
reset, so no more ships appeared. Also, Elite-A BBC resets the ships_present flag semi-randomly
when adding groups. This wasn't implemented, so not as many pirates showed up...

status screen - doesn't show red/green/yellow  condition
 - aha - it was broken! it used the TYPE of ship, not ships present count, for the status...

screen flickers when swapping views, on title, etc - should be smooth transitions
- problem is that the buffer swaps are not sync'd right when changing views
- fixes are to fade out quickly , then fade back in
  sorted out the fade_bg_sprite calls to only be called when needed
  clear both screen buffers when switching views
  update_universe when switching views (so we actually see something when it fades back in..)

chart screen diagonals - up and left goes quicker

ship z order for plotting - see old code for howto
 - done, with simpler sort method

when ships launch missiles, they instantly explode and cause damage to player!
  - was not checking missile distance x, y, z (distance x, x, x!)
    
enemies do not damage player (?)
ships, when destroyed, do not explode. They just disappear!
  - these 2, maybe a flag reset problem. Now memset each object to 0
    
exploding ships do not disappear from scanner
  - they should do now, check flags for REMOVE/EXPLODE before adding to scanner

shields/armour do not regen after docking
 - set g_my_stats = default_stats

prices screen "platinum " disappears occasionally (in space)
 - al/ct was overwriting it

scanner altidude and fuel not drawn when switching views, or immediately after launch
- done

ophidian concave polys 
 fixed by seperating into 2 seperate polys the wings and the hull
random hyperspace icon permanence
 wasn't recalculating hyp_info.distance
no ships appear in space?? only around station?? ships_present flag may be culprit
 the tmp_ship used in add_random_ship was not initialised to 0
 this caused ships to randomly be flagged as "remove now", 
 so they appeared... but immediately disappeared
Write a midi or s3m engine 
- done! uses XM (easier to convert midis to XM in modplug tracker)
selecting things fires laser, selects next item, etc 
  - need to sort repeats on controls
    worst case is launching - fires immediately, looks ugly
  semi fixed? check on HW to make sure
  fails only on HW :(
while hyperspacing 
  can still control when hyperspacing - in beeb version can't
  countdown is 10 seconds, 15 otherwise
  can fiddle with the menu during hyperspace
  menu remains during hyperspace/docking sequence
"home" and "special" on star charts (B and Select)
malloc / static / ewram related bugs : (how to test these??)
  chart snap-to-planet stopped working?
	hyperspace doesn't switch off?
  ship data and encyclopedia stopped working
  phantom scanner bugs may be related to this?
  i.e. something writing to ewram? (I hope not)
these all seem fixed... 
several sound bugs: - fix in place? seems to work alright
  - cancel missile doesn't shut up
  - laser stopped working
  - enemy fire, hitting, launch missile all broken

while hyperspace the dialgauges go missing (test with emergency hyper)

sell equipment doesn't increase space (needs testing)
check cargo too(special) (needs testing? seems fixed)

lollipop bugs - possible to appear too high up

Game over screen - shows bounty for barrels on the game over screen
Bounty shown for 0 Cr bounty ships (shuttles, etc)  * TEST *

variable width text errors:
  special cargo when cargos >~ 11

Can fire on stats screens in flight mode
flight mode, yellow title bar is missing on most stats screens

save, then launch without going back to list, means nothing works 
  - was due to not leaving mini-loop when on save screen. Should be fixed now.

press L,R before icon fades out, menu appears odd. 
  - was just unfading if fading out, but this wasn't correct
  - after launch, wasn't setting screen variable soon enough  

game over sequence
random ship amount seems exaggerated - fix - was using debug values
after game over, doesn't reset stats
scanner has wrong label for fuel, altitude and cabin temp
  - now swaps between AL and CT depending on distance from planet/sun

when fuel scooping, the fuel bar doesn't update

WONTFIX

tighten controls (seems to skip a few notches dampening)
awkward  -  appears to be correct in the code? Seems the same as bbc version...

controls are too jittery
- WONTFIX for now, could well be fixed with extra dampening effect.

occasional weirdness in polygon rendering
not really fixable, same as original version, just more noticeable with polygons.
 semi sorted by making coords 32 bit

chart , cursor moves too quickly?
  - semi fixed, works ok in vba, check HW
a tad jerky, and no "hi speed" mode.    
WONTFIX more until someone moans..

no sound effects for:
menus - different menu sound needed for L R and normal menus
selecting ships on encyclo - a softer blip,  - too irritating! no menu sounds

elite128 -show cargo total/used/available 
  - this is handy, but confusing - the 'free space' version works better imo
keep as is, but ship equip screen could show space used by equipment 
- no need, as each item only takes up 1 ton
add extra cargo bay? also each equipment type has a size , 0, 1 or 2t
- game balance, too fiddly and doesn't really add much.
- could have equipment size-per-ship. This is a good plan. A bit too fiddly though, and no where to
  show the size?
change menus to get rid of numbered lists?
- no real need for this, less 'retro' looking too.
temp 'save' automatically whenever you dock - store in a temp commander array and
restore whenever you don't load...
- sram saving isn't a pain as was to tape, so will leave this under player control.

Ships: more colours? Could use interlaced/alternating colours like miggy vers

sheilds start generating before reaching 100% energy?
- should start regenerating at 1/2 energy, which they do. Not a bug.

