
-The spider ball bug is still present.


-Some metroids survives saving while exploding


-*Some enemies doesn't change their appearance when frozen


-*Modify pickupprompt frame to be centered on screen
-Do the same with 
  -*Saving failed-prompt
  -Duplicate keys not allowed
  -Time up! Try again!
  -TIME BOMB SET!


-*Loading game when save file not present:
  Add check whether or not file was foung


-*Stat screen bug:
 Can't change the key!

-*Stat screen can't be displayed on V200


-*Saving while MBrain is exploding: MBrain is present when loading!
  *Fixed: Added check in LoadRoom: Remove metroids with Life=1000
  *Fixed2:Added check in LoadGame: Remove all enemies when Mbrain is killed.

-*Going out of Mbrain room and entering while shaking: MBrainKilledConditions was not set!
  *Fixed. Replaced "Gamestate.FinalCountDown" with "EventArray[MBrainEventIndex]" in check 
   for whether or not so set MBrainKilledConditions



-What if the player dies in the final count down escape??? -> Game Over
-'Metroid lightnings doesn't hurt! See comment in HandleEnemyShots() on how to fix this
-*Check that Mother brain room is the loaded room before applying MBrainKilled conditions
-*GetTile: Return 0 if X,Y is outside room (Not true downwards!) Changed > to >=
-*Immortal enemies doesn't hurt samus while spin jumping when screw attack


-*Multidirectional Turret dies from Screw attack.
-*Flying rings dies from Screw attack. Consider making it immortal.
-*Disable explosions/anim objects when loading new room


-*Loading a save game in A8-10: All events were zeroed! 
 *Fixed. NrOfEvents was too small, causing only the first 70 events to be saved!



-*Address error on Exit!
 Happened after long play. Many saves. Much menu displaying.
 Happened 2md time: After save+exit in A3_5.
 Light gray line at border between "New" and "Old" screen while transition anim 
 from A3_5 to A3_6. Line is 6 pixels high
 *Solved. A3_6 tilemap file was by some reason way too large. Don't know why.




-*Metroid in 5_29 dissappeared after going out of screen upwards (player fell down)
 *Single explosion. Comes back when reloading room.
 *Possibly fixed. Removed !Hurtanim in test after collision check with player bullets


Spider ball:

-*Narrow passages, height 1 tile:
 Push Up and Jump simultaniously will bring samus to ducking position! 
 *Fixed. Added a framecounter that prevents from going to ducking pos the next 4 frames after 
  exiting spider ball mpde.


-*Sometimes it is possible to go through solid , or get pushed through solid
 when getting wounded by enemy!
 When entering spider ball while in contact with enemy. 
 *Area 5 start of ruins is an easy place to recreate the bug.
 *Fixed. Added frame counter that prevents entering spider ball mode a number of frames 
  after each call of PlayerWounded();



-*Player shots:
 Detection of shootable tiles is buggy.
 Problem is FreeDir()'s in Handler1. 
 Deactivates the shot before it gets to the detection code.
 Can be solved this way: 
 *Wrong. 1. Check middle point of shot for solid tiles (shot blocked) in Handler1
 *Wrong. 2. Check for solid tiles (shot blocked) in HandleShots, after shootable tiles detection
 *Wrong. 3.Possibly increase width of shot in collision detection
 *Fixed. Very stupid mistake. Used S as counting variable, while referencing PlayerSHot[C] !!!


