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TODO.txt
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================================================================
Porting features from IFB CustomROMBase branch
For other TODO items, recommend using the github issue system
================================================================
================================================================
Features that are being ported now
================================================================
- Capture Cropping
- Count Boss Damage
- Demo Timer
- Factory Reset option
- Force Stand shortcut
- Infinite Ammo
- No Steam Collision option
- Phantoon always visible
- Random bubble SFX
- Randomize on load
- Randomize RNG shortcut
- Reveal Boss Damage shortcut
================================================================
Features intentionally not ported
This isn't a forever list, nor is it an indictment
Most of these items are simply differences where both work
and there isn't much benefit in porting or backporting them
================================================================
- Resources folder structure and unusued resources
- Order of included sources and bank freespace locations
- Structure of defines.asm and main.asm (and separating printdebug.asm from main.asm)
- The SM Practice Hack title screen (the difference helps identify which practice hack is being used)
- Various sound effect macros
- Walk Through Walls option and unfinished dboost infohud mode
- Detect emulator inaccuracy developer option
- The taller menu (this is available as a build option)
- Leading > or arrow on menu items, or menuing layout and text differences in general
- Differences in how menu options can be scrolled through
- AREA_ID stored in custom presets
- Additional custom flags in the preset data
- Differences in room names
- Differences in preset file names or organization
- The separate ih_update_timers routine (too much duplication with ih_update_hud_code)
- Tiny states fast flag (that was removed from main branch)
- Differences in how gamemode is implemented
- Differences in magic/space/loud pants implementation
- Differences in how scroll offsets are fixed
- Differences in how WRAM and SRAM are initialized
- Differences in PAL debug movement implementation
- Replacing TDC with LDA #$0000