Looked at the VDP Sprites List in KMod 0.7.3, and, when the powerups are enabled (Opts[2]==PTRUE), the VDP Sprites List is corrupting, though I don't know why. See the pics below for what the sprite list should look like when powerups are disabled. There should only be 3 sprites on the screen when the powerups are disabled. When powerups are enabled, the Sprite List is corrupting with garbage values up to sprite #18, which doesn't make sense, since the game should only have 6 sprites in use (Red Paddle, Blue Paddle, Puck, 3 powerup icons), and since I have hard-coded the game to have an array of 15 sprite game objects. Possibly either a buffer overflow or a stack overflow.Next important graphics-related issues to fix are some sprites disappearing... Not sure why, but when I enable the powerups options variables (Opts[2]=PTRUE in main.h) and the game attempts to display the saved and active powerups for each player on the HUD, all of the sprites in game become invisible. In Gen's VDP VRAM debugger, the VRAM still holds the sprites, but they are not appearing. What in my code is causing this (I suspect pointer issues or badly timed interrupts at play)? Relevant code in game.c, functions InitGame() and HUD().
Does anyone see any major coding issues for the code at Github from the previous post to cause these issues? This bug seems to have been introduced when I added puck-paddle collision, and I am certain the issues are under IF blocks that check where (Opts[2]==PTRUE).