Thanks a lot, Coaxl, for bringing this topic up again, and thanks a lot, Anonycat, for pointing me to you original bug report of this misbehaviour.
Fortunately, I was now able to track it down to the Git commit where I fixed that bug -- the corresponding commit message is a little bit misleading, and I'm quite sure that I did not have this specific bug in my mind when fixing it (and writing the commit message, which in fact was a ChangeLog entry at that time), because apparently I was thinking about it as being a different (although very similar) bug (affecting only small tile graphics).
Just for the records, it's the following commit which fixed that bug:
Code: Select all
commit 9ea8b203a29569f4d2ed059d33def627ff2b17aa
Author: Holger Schemel <info@artsoft.org>
Date: Wed May 14 01:56:16 2014 +0200
rnd-20140514-1-src
* fixed level redraw after quick-loading tape with small tile graphics
And indeed, I changed something in "RedrawPlayfield()" there, which seems to make sense.
To be sure, I've just did quite some tests with the Git checkout right before that commit, and then with the following one (the commit mentioned above), using "Snake Bite", level 30, and doing quite some "quick saving" and "quick loading" while walking through the first room of that (multi-room) level, which clearly shows that bug various times without the commit, while the graphical glitch never showed up anymore when applying the commit that apparently fixes it.
So it seems that this bug already reported by quite some people for over one year is fixed now in the development / Git version of R'n'D -- time to roll it out as an official new version of the game...
