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Bugs:The Adventures of Captain Comic (DOS)

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This page details bugs of The Adventures of Captain Comic (DOS).

Bugs

Each enemy has one of five AI routines. Enemies may also be tagged as fast or slow. Fast enemies move on every tick, just like Comic; slow enemies move every other tick. Some of the AI routines have bugs that cause fast enemies to become slow. The enemies remain slow even after respawning, until a stage transition occurs.

"Bounce" Fire BallBrave BirdSpace PollenSaucerSparkAtomF.W. Bros.
"Leap" Bug-eyesBlind ToadBeach Ball Fast enemies become slow after 254 ticks.
"Roll" Glow Globe Fast enemies become slow after 254 ticks. Fast enemies become slow if they pass a tick with Comic directly above or below them, not moving horizontally. You can make this happen by jumping straight up as one approaches you, or standing still on a platform above or below one.
"Seek" Killer Bee Fast enemies become slow after 254 ticks. Fast enemies become slow if they collide with a solid map tile. The only instance of a fast Killer Bee is in the CASTLE2 stage.
"Shy" Shy BirdSpinner

Enemies do not spawn when Comic is facing right, the camera's x-coordinate is less than 128 (i.e., is in the left half of a stage), and the enemy would spawn at an x-coordinate of 128 or greater. This is the result of an erroneous conditional check that is meant to prevent enemies from spawning past the right edge of the stage (i.e., at an x-coordinate of 256 or greater). The code uses the jo instruction (for signed integers) where it should use jb or jc (for unsigned integers). Enemies do spawn off the right edge of the stage—because of integer wraparound, they appear near the far left edge of the stage, where they despawn in the next game tick because they are too far offscreen. In some stages, you can shoot off the right edge and occasionally hear the momentarily spawned enemies being hit.

Comic is considered to be on the ground for one tick immediately after respawning. If you hold down the jump or teleport key, you will jump or teleport immediately after respawning, even if the respawn checkpoint is in the air.

A jump immediately after respawning has maximum height as if you did not have the Boots, even if you do have the Boots.

Some additional bugs are listed under the code section of the main article: the hover glitch which was fixed in Revision 3, and joystick calibration in Revision 5.