I found a small bug in SP3.52. It's when you import a sprite set binary (which just so happens to have something in the 64th byte)
Pics and binaries here
https://mega.nz/file/p5lglSCI#etAR-RLWr-cg12yXGn9OknRYcO3a0kTnbNGmYPiS-qQ
mrr19121970
Recent community posts
A few tiny niggles already. Startup resetting the VIC-II and displaying version number means that the default colours for border and backround are set. Better keep as black to prevent the blue flash.
In game holding F1 to cycle the colours causes the screen to glitch as $DC01 is not checked against being equal to the previous value before changing colour.
Yellow screen means that the score is not visible.
You should pad the CRT (ie unused space) with $FF and not $00.
There is some issue with the keyboard routine..... pressing runstop on the menu and then space will lead to some screen corruption, or even worse alot or even a full crash. I am also not 100% sure that the continuing works correctly, one time when expected to get a gane over i could continue playing and the lives went back to x9 and the 1st digit was corrupted
There are some cosmetic bugs in this. Especially in the intro, you need to wait for the vblank before updating screen or colour ram. Ingame the rising water raster is not stable on PAL and flickers in various locations, probably due to jitter. The worst bug i saw so far is on the 3rd screen, when you try to jump from left to right to the platform with the mummy. You fall down, but never reach the bottom and die. Essentially the game freezer. You cmp $d012 against #$fe that never happens.
You need to report this to Gideon. His latest version of the firmware on both U1541 and U64 seems to have broken the eAPI support for EasyFlash. Exiting the options screen is trying to save back to the cartridge: The following eAPI calls are used:
jsr EAPIERASESECTOR
jsr EAPISETPTR
jsr EAPIWRITEFLASHINC