On bakery2k1's suggestion, I took a look at my sprite collision flag code. It only checked for collisions between sprites appearing in the foreground - sprites that were hidden behind a background tile weren't checked, which caused the Fantastic Dizzy bug.

I have decided to give Google's free project hosting a whirl. As usual, they can't get it working in Opera [flaming] (no big surprises there) and it's horrifically slow, but I can't really complain given that it's free, and the issue tracking is pretty handy.

Another game that has been fixed is the conversion of that arcade classic, Gauntlet. This was partially due to buggy controller port emulation, but a long-standing bug has been the lack of the y-scrolling inhibition flag. Games could set a flag on the VDP that would prevent the rightmost 64 pixels from scrolling vertically - this is useful to create a locked status bar on the right for a vertical scrolling game, for example.

I'm slowly getting there with FluBBa's VDP tester...
I have decided to give Google's free project hosting a whirl. As usual, they can't get it working in Opera [flaming] (no big surprises there) and it's horrifically slow, but I can't really complain given that it's free, and the issue tracking is pretty handy.

Another game that has been fixed is the conversion of that arcade classic, Gauntlet. This was partially due to buggy controller port emulation, but a long-standing bug has been the lack of the y-scrolling inhibition flag. Games could set a flag on the VDP that would prevent the rightmost 64 pixels from scrolling vertically - this is useful to create a locked status bar on the right for a vertical scrolling game, for example.

I'm slowly getting there with FluBBa's VDP tester...






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Is there any reason you went with Google? I'm considering CodePlex, but I've never hosted anything so I wouldn't know the difference(other than how they look).