

-Spikey don't get killed by bounching blocks!
 Dummy func is executed. This applies to all enemies with dummy_func as die func

-Falling down through floor sometimes when swimming down. (Large mario,)

-Is "Devil Mario" still present???

-Flying turtle:
	-Sometimes bad sprite when dieing. Jumpkilled







-Flickering on V200 and/or TI92+ ?

-'Slowdown on V200 and TI92+ (possible solution found)

-Sprite bug in Boss_handler_2 ?

-Check starkilled shell anim!
 Shell just dissappears

-Strange bug found in w6 L6 (cave) in start of cave:
 Jumpkilled beetle, shell started spinning, hit goomba or flying goomba or both, goomba started spinning upside down like a shell!!
 bounched in the air without falling down between two walls  (wtf?)
 (U.D. fireflower killed at approx the same time in the same area)

-Handler_1 limited "new": can get stuck when 1 tile. 

-Mushrom house bug








Probably not present anymore:

-beetle shell resurects bad (sprite+mask)

-shell: beatle shell looks like turtle shell in some cases!

-Skeleton turtle often appears out of position






V200 & TI92PLUS ISSUES:

-*commonfile levels fails (graphically, FgX)

-*small games must be fitted to screen size of V200 & TI92PLUS



FIXED:




-*Garbage collection while saving: fatal!
	Possible solutions:
		-Don't archive
		-Prevent garbage collection
		-Automaticly answer yes to the dialog (if possible)
		-Something else

-*When game over:
	-Sometimes crash. See bug report
	 Could it be that you loose more than one life in rare cases?
	 That could bypass aweakness in the code: It says if(Player.Lives==0), shoul be <=0

-*Mistakes in french and german translations: See mail from Kevin Kofler

-*Resurected turtle can't be killed by racoon tale (killed by fireball )

-*Using a star from the map, saving the game, then reloading the game seems to make Mario blink 
but not become truly immune when starting the next level after reloading

-*Show_titlescreen();
  Add error check for levelfile "common" not found!

-*Map_data.Color must be saved in savegame

-*Bomb (from cannon) not initialized properly: Bad sprite, crash on contact: Enemy->Die is bad
	Fatal bug probably fixed.
	Some doesn't respawn, get stuck at mode==2
		Possibly fixed now, but need some more testing

-*Player.Maskbase should be saved or reconstructed on load (will be reconstructed first frame of game if not...)

-*Map objects: Must save some identifier that holds info on what handler it uses! Must be restored on save, to avoid crash!

-*Replace_map_tile: incompatible when dark and sky!

-*Levelfiles must be stored in "mario" folder: consider to allow other locations

-*The bug with the slope roof is still present: It is, under some conditions possible to jump through the roof

-*Bottom flower "climbs" upwards!

-*Hammerman can sometimes jump under ground: When lever bro fall down because of broken bricks

-*Many enemies doesn't give points when killed

-*Pow item: Bounching bricks doesn't convert to coins!

-*Set SavePlayer.L to 0 when load map ?

-*Exit in level/map exits program!
	*Only when playing a loaded game  ???

-*Star mario: still flashing on map statbar when exit level in star mode
	-*Seems to happen after map pipe

-*racoon tale animation

-*Investigate flying / flycondition: Does it work exactly as intended???
	*It doesn't: it is sometimes possible to fly when you shouldn't !!!

-*Map mid game menu: Selection key jump triggers enter level if mario on level on map

-*Make it easier to jumpkill cannonballs

-*Swimming and press down: Lets you go through solid tiles!!!
	Possibly fixed: Try to reproduce!

-*Cannot jump while going down slope tiles!

-*Only allow map monsters to settle on nodes!

-*Save/restore FgX/FgY in play_level(); doesn't work!

-*Ghost limited: Possible bug: XLimit. See 1.castle w6
	-Fixed, but check all limited ghosts, because of a bad typo!

-Boom boom: *Doesn't fall down while flashing (hurt animation)
	*Sometimes walks in the air!

-*Moving ship animation doesn't work properly. Related to FgX and FgY

-*Fireball flower upside down has wrong sprite:
	Pointing upwards, while shooting downwards and vice versa

-*After loading game: sometimes mario is transferred back to previous cleared spot in map!

-*L must be stored together with save game to prevent from getting stuck!!!


-*In-level statbar: numbers don't always get updated!

Save game:
	-*Save after passing a map border gives fuckup!
	-*Save while .lset file is locked: Crash (while(1))

-*Press left and right simultanyously:

-Bowser: 
	 *Doesn't allways break bricks in powerjump (questionable...)
	 *When able to jump up he does, even if free down. solid tile very next in <dir>
	 *sometimes he break bricks when he "wake up" after getting hurt

-*Bg can sometimes scroll to high, showing garbage on the bottom of the screen (seen on 92+)

-*Exit level while sitting gives graphical fuckup in mario sprites!
	Only possible when [ESC] 
-*Graphical bug in map statbar mario picture (related to above ???)

-*Climbing: X limit to center of ladder +-6 (4)
	-*Make it not possible to jump and climb simultaniously (causes too fast climbing)

-*Shot bomb bug:
	*Bad ressurection: Resurects with star sprite, height ~16 walks left and right (handler_1)
	*Kills when contact, doesn't die when jumped on

-*Bomb: Bounching: Avoid that mario can follow bomb through bounch: generates weirdness!
	*Shot bomb:Mario star:
		*bomb hit mario in air: die ok.resurects with wrong attribs: Uses custom die
		*bomb killed by star: Sometimes esurects bad: wrong position
			*Resurects with wrong attribs: Uses custom die

-*Racoon tale graphical bug!

-*bug in UpsideDownSprite func! When clipping at upper border of screen!

-*Use mask instead of replace when drawing falling block!
	Problem:interlaced+separate mask...
	Possible solution: add a sprite in the "sprite format"

-*Mario doesn't die when hit by lavaball

-*Enemy bounching fireball dont bounch!!!

-*Player sometimes moves in map after starting a new game 2nd+ time

-*PU + 1 UP mushrom can sometimes travel through solid!

-*Growing ladder "head": graphical bug

-*flower: Is often up when mario rises from pipe!

-*Walking into trigger pipes leftwards: blit does not work!

-*cannonballs doesn't die when mario star

-*Entering secret mushrom house w1 l3 warp whistle generates secret mushrom house on map at 0,0

-*cardgame doesn't reset when quit->start new game

-*Map monster tend to destroy tile (0,0) after fight

-*Warp zone mess-up!

-*Levelend handler: n up GFX (number only)

-*Sometimes mario reenters a level immedeately after dying in the level. Keyscan related

-*Map monsters:
	-*Wrong sprite in some cases (wrong direction)



