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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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06127 | DIP/Input | Trivial | Always | Jan 15, 2016, 09:13 | Jan 23, 2016, 09:13 |
Tester | kane | View Status | Public | Platform | MAME (Official Binary) |
Assigned To | Resolution | Fixed | OS | Windows Vista/7/8 (64-bit) | |
Status [?] | Resolved | Driver | |||
Version | 0.169 | Fixed in Version | 0.170 | Build | 64-bit |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 06127: thndblst: "Continuous Play" dip switch value incorrectly labeled | ||||
Description |
Setting "Continuous Play = Off" disables in-game checkpoints. Setting "Continuous Play = On" enables them. It should be the other way around. The parent set "lethalth" behaves correctly. |
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Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
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Regression Version | |||||
Affected Sets / Systems | thndblst | ||||
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Relationships
There are no relationship linked to this issue. |
Notes
4
No.12354
NekoEd Senior Tester
Jan 18, 2016, 17:48
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What do you mean when you say it "disables checkpoints"? Do you immediately continue from where you die instead of getting sent back to an earlier fixed point? |
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No.12361
kane Tester
Jan 20, 2016, 05:42
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Exactly. When Continuous Play = On dying sends you back to a previous point in the game, when Continuous Play = Off you spawn where you die and game goes on uninterrupted. This is incorrect behavior, it should be the other way around. |
No.12362
NekoEd Senior Tester
Jan 20, 2016, 21:25
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Sounds good to me. Confirmed. |
No.12366
Osso Moderator
Jan 23, 2016, 09:13
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Thanks for reporting it. I will credit "kane" in the 0.170 whatsnew.txt. |