Just noticed something I figured I should point out: When you shoot your gun, only part of the character's sprite changes to the shooting pose (the right side). Not a BIG issue or anything, it just looks like Harry's lifting his leg to shoot bullets from his knee like the Bionic Leg guy from Ehrgeiz.
That has to do with the game's system on "sprite types". That sprite type has no tile where the left leg should be. For a big part of the project I hadn't mapped out all sprite types as there wasn't a big reason to do so.
Now, at the end of the project I had totally figured out how to fix that because I was creating new sprites for the progress and the ending screens, but there was a deadline so I chose to leave it and focus on creating the sound manager, the sound tester, inserting the remaining songs that FCandChill sent, and implementing the save feature. The last couple of weeks were like an unpaid full time job.
There's also the issue that I don't know if that sprite type was dedicated to Harry shooting or if something else uses it. There are many sprite types that are reused for different things and it's hard to map it all.
That's just one of the remaining issues though. For a future revisit (if I ever do one), there are many issues to address, some of which may or may not be possible due to my programming abilities or free space on the rom:
1 - Redo the entire map. I find the way the crystal balls and the wall locks are positioned in the map sometimes completely random and sometimes simply put there to annoy the player. They should be used to unlock entire areas, but they are used instead to make the player backtrack after finding out a crystal ball is missing. This is very bad level design and it should be addressed. A complete map redesign would remove the need to go back to the starting area and give it a proper final area with one final objective, so the game would have a more natural way to end.
2 - The hidden warp area is completely subutilized. It could make for really interesting paths, but it is used as three separate dead-ends. This is poor level design.
3 - Try to fix the metatile attribute loading. This would fix the wrong metatile colors being shown at the edges of the screen.
4 - Likewise fix the way the sprites are loaded when they enter the screen, because right now they show a garbage sprite type for a few frames before showing the correct one.
5 - Add a way to duck and shoot (would require fully fixing the diagonal bugs).
6 - Add an options screen.
7 - Add a life bar system, like in the coco3 version.
8 - Make it so the snail enemy can actually be shot when he stops, like it says in the manual but never worked in the actual game.
9 - Nobody noticed or mentioned it yet, but the crystal balls collision is 8 pixels horizontally off. Every other item has correct collision, but not that one (not that it is worse than the original game, but that bit wasn't improved).
10 - A better shooting pose.
11 - Make it so dropping from ladders or getting caught by a waterfall takes you to a controlled falling like when now walking off a ledge.
12 - Stop accepting up/down commands when on a vine and when on a moving platform.
13 - Fix the CHR loading.
14 - Fix the map loading.
15 - Add diagonal swimming.
16 - Redo the sound engine to use more complex effects and remove the horrible lag it causes.
17 - Add water decorative metatiles. There is only one swimmable metatile in the game and it is the reason all water is a flat blue in my hack.
18 - Reduce the range for the waterfall sound effect to activate so it really only activates when it is on screen.
19 - Fix the way the Balloon allows Harry to get into walls.
20 - Fix the camera so it moves faster than Harry when it's too close to the edge until it hits a certain threshold.
21 - Make it so vines don't disappear when their hinge is above the top of the screen to a certain point.