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bugs.ref
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[Bug:Spell generation randomness]
The wizard selection prompts at the start of the game generate buffer of random bytes based on the length of keypresses and state of the Z80's refresh counter.
These values are used later when assigning spells, but because the code loops back to #R$8AD2(after the buffer pointer is reset), the first players randomness is used each time.
[Bug:Magic Wood spell randomness]
A wizard can #R$8F9A(obtain new spells) from a Magic Wood tree. The spell number is generated but the random number routine #R$904B and checked to ensure it is in the correct range.
A possible bug is that #R$904B loops until the low nibble of the value generated is in the range 0 to 9, which means spell numbers $nA to $nF are never generated.
A wizard is able to obtain the #LINK:Facts#turmoil_spell(Turmoil spell) from a Magic Wood tree.