Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!batcomputer!cornell!rochester!galileo.cc.rochester.edu!ub!csn!magnus.acs.ohio-state.edu!sample.eng.ohio-state.edu!purdue!news.cs.indiana.edu!spool.mu.edu!mips!apple!apple.com!oren From: oren@apple.com (Tim Oren) Newsgroups: comp.sys.mac.games Subject: Re: Robosport Mass Destruction CHALLENGE Message-ID: <14190@goofy.Apple.COM> Date: 21 Jun 91 22:49:11 GMT Sender: usenet@Apple.COM Organization: Apple Computer Advanced Technology Lines: 31 In article <24449@natinst.natinst.com> davoli@natinst.com (Russell Davoli) writes: > In article <1991Jun13.064805.15870@nas.nasa.gov>, tu@nas.nasa.gov (Eugene L. Tu) writes: > > Has anyone run into the bug in Roboplayer where a movie > > that is generated over several turns in Robosport does > > not replay correctly. I have checked with Maxis and > > they are not sure what the problem is. > > If you have run into this...what is your hardware > > configuration? Maybe we can track this down. > > I've run into problems with this sort of thing on my 1 Meg Mac Plus, and > I suspect that they're trying to keep everything in memory and eventually > run out of memory in some bad way, like incrementing pointers beyond their > data area. I've seen some bizarre behavior during movie playback in the Player, not the original game. Most of the flakies are images of robots which died in the original game but are still shown during the movie - it looks like a problem of not blitting over the robot with background when it dies. I've also seen a few cases of really bizarre behavior - like the movie version of a robot continuing to move and fire after it was dead in the game - but then things get back in sync to "reality" on the next turn, often leaving a dead robot blitted on the screen as above. This is on a IIci with a couple meg partition, so doubt it's memory. Tim Oren oren@apple.com "As always, if you are caught or killed, the CEO will disavow all knowledge of your actions."