On level 4, move one screen to the left. Hang down from the central floor and then let go. The foot of the foreground pillar on the middle floor will flicker because of the double buffer.
May be something to do with drawhalf in frameadv.asm which special cases drawing when the player is climbing up.
Fixed in branch. Was some special case code for when player is hanging - need special masking because of way Apple II artefact colour works - not needed on Beeb as we are masking pixels properly.
On level 4, move one screen to the left. Hang down from the central floor and then let go. The foot of the foreground pillar on the middle floor will flicker because of the double buffer.
May be something to do with drawhalf in frameadv.asm which special cases drawing when the player is climbing up.