Samwise wrote:
Is the monster bug fixed too?
As I don't have a definitive set of source files and there are (honestly!) only about 30 bytes of memory free in the memory map (out of which 17 bytes is the biggest contiguous block I know of!), it's hard to patch the poor pseudo-random number generator used in the monster movement algorithm.
You'll see in the screenshot that in order even to patch it with extra text, I've had to reduce some other text (remove the words 'Press' and 'View', change 'Kill Yourself' to 'Die', etc.), and I grabbed a small space elsewhere to put in the THE LOST REALMS text into the main logo.
Back to the bug - the very easy workaround is to change RND(-TIME) to RND(-xxx) for some known good xxx in the BASIC MENU loader program. The aim was to prevent monsters behaving predictably but that really is irrelevant because they don't actually do an awful lot! That MENU program needs a little fiddling with anyway to sort out the credits, etc. as a final step to making the whole thing code-complete; but the core game and editor files are at final versions as far as I am concerned.
There was meant to be an enhanced SWR version, but I don't think I got round to sorting that. Plan was that you can BREAK to switch between editor and game, and because the screen/sprite data is loaded into the same memory space below &5800, by default you can just playtest the screens you were editing.