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Well, it seems to save files now and have scores for Endurance mode, but that one glitch I found is still around.
If you lose a game, don't try again, but then go to your save file and reload it (all without closing the Toolkit), it'll instead load up the level number you just lost plus one (so if you lost 16, it'd load 17, not 11). I seem to recall it also used to do this if you chose Back on load select or even new game, but those seem to be performing appropriately now.
I'm thinking part of this is a cache thing, and should I restart my computer, it'll properly load 11/21/31 again, rather than the skipping one past the level I lost. I'll edit this post tomorrow to confirm that or not, but I wanted to inform you that saving seems to mostly work thus far. I'll see if I can't finally do a Say on it within a week. The concept is certainly interesting, but it currently hasn't gotten exactly challenging yet.
EDIT: Hm, it seems not. Now when I load up the file(s), it starts on 19 or 27 (depending on the file, which I believe were the last levels those respective save files played, the former from testing the bug, the latter from actually playing that far.)
EDITEDIT: It seems to generate a fair number of 'unexpected errors' if you try to play again using a save file. It states them as lines 2169, 2384, 3780, 3994, 4885, 5101, all in running.prg. I think each of the three pair deals with something; removing the blocks, gravity, and.. something.., but I can't pinpoint which is which. It spits those lines out several hundred times every time you try to destroy a block resulting in a chain. The game seems to still play fine otherwise, though. That said, several hundred of those messages every time you break a block makes it somewhat unplayable if you try to load a save. I've tried a few couple line fixes, but without any avail. I don't really understand what's causing these quirks, nor do I have the slightest understanding of your code, so I don't think I'll be able to get to the bottom of the issue myself.
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