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MZX 2.80+ bug reports Report problems with the latest version

#1 User is offline   Exophase 

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Posted 09 August 2004 - 05:53 PM

NOTE: We have switched to a Bug Tracker for reporting bugs; it is located

-->HERE<--


Original post contents are left below for historical purposes.


First, it's released. See the main page if you didn't notice.

Place bug reports here. Read the guidelines in port.txt before you do! I'm ignoring anything that doesn't follow them.

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
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#2 User is offline   gofer-chan 

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Posted 09 August 2004 - 06:18 PM

i like this a lot, but robots can no longer walk through transporters ;)
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#3 User is offline   Exophase 

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Posted 09 August 2004 - 06:54 PM

I fixed gofer's problems (he had another).

What I'm going to do is wait a few days before I release again, so I can hopefully fix other problems.

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
0

#4 User is offline   Smallhacker 

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Posted 09 August 2004 - 07:14 PM

Exellent! Perfect! Wounderful! The port/rewrite is finally here! Anyway... I found a bug.

I was going to see how backwards compatible it is. I was going to test the game through the editor in order to be able to cheat my way out if something works incorrectly. Anyway... I began with Cans 3. However, I accidently started the test on the title screen, so I pressed ESC and Enter to go back to the editor. And then, MZX just froze. (Tip: Don't do this in full screen)

Oh, well.. Still a fantastic work you have made. Keep up the good work! ;)

Edit: It happened with Cans 1 too.

Edit 2: MZX desktop too.

This post has been edited by Smallhacker: 09 August 2004 - 07:17 PM

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Smallhacker: (noun) -s ; Read the post above.
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#5 User is offline   inmate2993 

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Posted 09 August 2004 - 07:38 PM

Inmatarian's First Bug Report:

- Color Fade Out and Color Intensity aren't interchangable. This was a frequent tactic of the Cans series and in the Beta, many of the board changes will fade out twice.

- Audio Bug, Playing a SAM Sound effect and the square wave music at the same time kills which everone was first.

Otherwise, this thing works great. Yes its important that I verify that the Cans games still work.
inny.
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#6 User is offline   Smallhacker 

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Posted 09 August 2004 - 07:42 PM

Some more stuff... I was testing... whatever that game when you play as "notBegie" on IRC through the editor. Then, I switched to Caverns and tested it from the title screen. It just close down.

Also, the F7 cheat works while playing the game normally (not editor, that is)

This post has been edited by Smallhacker: 09 August 2004 - 07:43 PM

Smallhacker Lexicon:

Smallhacker: (noun) -s ; Read the post above.
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#7 User is offline   Exophase 

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Posted 09 August 2004 - 07:45 PM

When MZX "froze" are you sure you didn't simply have a black screen? Did you try pressing escape + enter?

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
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#8 User is offline   Torte 

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Posted 09 August 2004 - 07:52 PM

EDIT: Nevermind this post.

This post has been edited by The end: 09 August 2004 - 08:40 PM

Phasing in and out now and then.
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#9 User is offline   Smallhacker 

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Posted 09 August 2004 - 08:34 PM

Exophase, on Aug 9 2004, 09:45 PM, said:

When MZX "froze" are you sure you didn't simply have a black screen? Did you try pressing escape + enter?

- Exo

I tried escape+enter, enter, esc, space, anything. (I've seen it before, so it was the first thing I tested)
Smallhacker Lexicon:

Smallhacker: (noun) -s ; Read the post above.
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Smallhacker Counter: (noun) -s ; If set to 1, it allows 8 colors/char without resoloution loss.

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#10 User is offline   Micah 

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Posted 09 August 2004 - 08:59 PM

Excellent, I will report back if I find any bugs.
♫ ▄ █ ▄ █ ▄ █ ▄
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#11 User is offline   inmate2993 

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Posted 09 August 2004 - 10:23 PM

Inmatarian's Second Bug Report:

Cans3: MZX Labs, The key doesn't work because the PUSH to SOUTH command isn't working.
inny.
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#12 User is offline   Exophase 

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Posted 09 August 2004 - 11:36 PM

inmate2993, on Aug 9 2004, 05:23 PM, said:

Inmatarian's Second Bug Report:

Cans3: MZX Labs, The key doesn't work because the PUSH to SOUTH command isn't working.

push dir works fine, it must be something else. Synthesize the problem.

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
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#13 User is offline   djtiesto 

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Posted 10 August 2004 - 01:34 AM

Hmm, I dunno if this is just me not knowing any better, but...

I edit the configuration file, setting fullscreen = 1 ... but it doesn't load in full screen for me. Is there any easy way to force MZX into fullscreen without editing the configuration file?

Also, I d/led some XMs... This is probably the feature I'm most excited about in the new MZX, the ability to use XMs and ITs (I've wanted this functionality from the time of MZX 2.04)... but, when I play back some XMs, they're pretty staticy... is this a sound card problem, or maybe I haven't set the proper hz rate?

But beautiful job so far, it's nice to play an MZX game without an IM knocking me back out of it...
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#14 User is offline   Xombie 

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Posted 10 August 2004 - 01:54 AM

in the doz game by team 81901, when I shot the spitfire projectile fired by the yellow monsters, mzx crashed completely.

EDIT: ak! must have been something else. when I try to dupicate the effect, I was only able to reproduce it twice in 10 tries.

This post has been edited by Xombie: 10 August 2004 - 01:56 AM

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#15 User is offline   Exophase 

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Posted 10 August 2004 - 01:54 AM

djtiesto, on Aug 9 2004, 08:34 PM, said:

Hmm, I dunno if this is just me not knowing any better, but...

I edit the configuration file, setting fullscreen = 1 ... but it doesn't load in full screen for me. Is there any easy way to force MZX into fullscreen without editing the configuration file?

Also, I d/led some XMs... This is probably the feature I'm most excited about in the new MZX, the ability to use XMs and ITs (I've wanted this functionality from the time of MZX 2.04)... but, when I play back some XMs, they're pretty staticy... is this a sound card problem, or maybe I haven't set the proper hz rate?

But beautiful job so far, it's nice to play an MZX game without an IM knocking me back out of it...

djtiesto said:

I edit the configuration file, setting fullscreen = 1 ... but it doesn't load in full screen for me. Is there any easy way to force MZX into fullscreen without editing the configuration file?


Are you removing the # at the beginning of the line? That comments the line out, so you have to remove it.

You can also supply all config.txt commands as command line parameters as such:

mzx280 fullscreen=1

But you'd have to do that every time (or write a batch file)

djtiesto said:

Also, I d/led some XMs... This is probably the feature I'm most excited about in the new MZX, the ability to use XMs and ITs (I've wanted this functionality from the time of MZX 2.04)... but, when I play back some XMs, they're pretty staticy... is this a sound card problem, or maybe I haven't set the proper hz rate?


There is no Hz rate, it's always 44KHz. What are your computer's specs? Does the XM sound good in other mod players? In modplug player? (MZX uses libmodplug)

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
0

#16 User is offline   Nytar 

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Posted 10 August 2004 - 03:25 AM

This is the first time I've heard the PC speaker effects, and I also noticed my games accidentally make them. I kept hearing a blip everytime I attacked in Dark Core.
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#17 User is offline   Kuddy 

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Posted 10 August 2004 - 04:11 AM

Nytar, on Aug 9 2004, 11:25 PM, said:

This is the first time I've heard the PC speaker effects, and I also noticed my games accidentally make them. I kept hearing a blip everytime I attacked in Dark Core.

Yep, I hear some in BLARG, especially with the wrench noises.

A few bugs with the Custom SFX editor as well... press Previous three times while on the first screen of the editor and it brings up garbage for the third and second screens. This doesn't happen if you use Next. Also, Shift automatically sends your cursor back to the right-hand side of the row, and that's annoying because I have to delete everything to put in a & or +. Though I probably won't be using the Custom SFX editor after I retune BLARG, please fix that.

Nytar you should totally come on IRC sometime =(

EDIT! I now know what causes the PC Speaker noise in the custom SFX. Here's the sound for the critical golden wrench code from BLARG (PC Speaker variant omitted):
&blg-gwrn.sam&f&blg-boom.sam&ff-c

In DOS MZX, this plays blg-boom.sam three times, twice at the same tempo and once at a different pitch, all at the same time. In Windows MZX, it only plays one instance of blg-boom.sam at the higher tempo, then plays the f-c as PC Speaker notes. DOS MZX can play repeated instances of the same sound without having to go through the && rigamarole again. Currently, in Windows MZX, you have to add a separate && for each time you want to play the sound. If this wasn't intended, then fix it plz~
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#18 User is offline   Fungahhh 

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Posted 10 August 2004 - 05:08 AM

I've had that problem with the music/sound effects sounding staticy too, but I just assumed it was my fault.

There's three bugs I noticed though, all being in the editor:
1) The Alt-Y debug window doesn't clip properly when it jumps from one side of the screen to the other if the board Y size is smaller than the maximum size able to be displayed on the screen.
2) If you try and hide the command window at the bottom with Alt-H and the board Y size is smaller than 25, the screen will refresh incorrectly. Note the cursor over the command window at the bottom. :o
3) If board A has overlay off and board B has it on, being on board B while in overlay mode, then switching boards to A will stay in overlay mode even though it's off, thus displaying the board weirdly.
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#19 User is offline   Exophase 

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Posted 10 August 2004 - 05:08 AM

Indeed I didn't realize that you were supposed to be able to repeat the effect. It wasn't a hard fix to prevent the PC speaker effects from playing, but unfortunately I don't know I can delay the sample playing effects, because they're all played immediately. So they would all play at the same time this way. I would have to do a queue to change this, and at this point I don't really think it's worthwhile.

Anyway, here's my changelog so far:

+ Made it possible for robots to move through teleporters
+ Fixed bug with pressing shift in text entry boxes
+ Made it so alt + tab does not switch draw modes in editor
+ Fixed a disassembly error for color intensity N percent command
+ Fixed problem with looping on mods that do not loop explicitely
+ Fixed alt + dir scrolling in the char editor
+ Fixed not being able to click the rightmost char in the char editor
+ Readded unmark (alt + u) to robot editor (mysteriously disappeared??)
+ Fixed key label so it returns proper unicode values
+ The player and pushable robots can now be pushed by the push command
+ Fixed bug where you could clone the player by switching boards

Unfortunately I haven't really made a lot of headway on instability problems yet, only got some slight insight to one isolated problem...

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
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#20 User is offline   Exophase 

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Posted 10 August 2004 - 05:19 AM

Thanks for the reports, Fungahhh...

+ Fixed bug where you could either turn off overlay or switch to boards
that don't have it while in overlay edit mode...
+ Fixed bug where remains of debug window would not be cleared in editor
if the board width is too small
+ Fixed bug where turning off the menu with a board too small would mess
things up

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
0

#21 User is offline   Exophase 

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Posted 10 August 2004 - 05:21 AM

Xombie, on Aug 9 2004, 08:54 PM, said:

in the doz game by team 81901, when I shot the spitfire projectile fired by the yellow monsters, mzx crashed completely.

EDIT: ak! must have been something else. when I try to dupicate the effect, I was only able to reproduce it twice in 10 tries.

If possible, please isolate the board and strip away as much as possible so that this still happens. It may be helpful to force everything through some kind of a loop so it happens several times repeatedly, to force a crash. If you can put together such a test world, send it to me.

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
0

#22 User is offline   Exophase 

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Posted 10 August 2004 - 05:36 AM

I don't quite know the significance of this one yet.

+ Fixed bug where run lengths were saved one too large... this could fix
stability problems in at least occasional cases (with saved worlds or
save games, at least)

I did have one world (from Wervyn) that crashed consistently but works fine after having been saved again (and incidentally, worked earlier after having been hex corrected), so it probably means at least something.

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
0

#23 User is offline   Risu2112 

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Posted 10 August 2004 - 06:47 AM

Problems with removing boards:


---2.8 Crashes if you try to delete a board that is not the last board in the world. ---
EDIT: never mind, thats not true, I think it does crash if you try to delete a board you created that has nothing on it.



If you try to open a deleted board (to create a board there) it crashes.

***If you try to delete a board that does not exist, 2.8 will crash, and will crash if you try to open up the world again after restarting, making the world unusable.***

I also note that deleted boards are no longer shown as " (No Board) " and just show up as blank lines, that might have been intentional though.


EDIT EDIT: Actualy as it turns out, if I save any of the worlds from SFmzx in 2.8, quit and try to load them, MZX crashes.. Which makes me think this whole thing might have already been adressed in the fix you're talking about =(

This post has been edited by KenOhki2112: 10 August 2004 - 07:14 AM

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#24 User is offline   Kuddy 

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Posted 10 August 2004 - 07:04 AM

More bugs.
  • Attempting anything with Block Action in the Robotic editor crashes MZX.
  • "laybomb to BENEATH" and "laybomb high to BENEATH" don't work, effectively breaking Bomb Brothers in this version.
  • Not a bug, but just so others know, mod sam hasn't been implemented yet; I don't believe a method for emulating it has been found. Known games that are affected sound-wise are Talon's Tale and Crisis in Stuffyou City, but gameplay itself will not be altered by this.

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#25 User is offline   Risu2112 

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Posted 10 August 2004 - 07:04 AM

Hey any chance we can get the robot memory used thing back on the F6/alt-Y menu? I use that a lot when updating multiple boards with new robots to determine if any board was left behind. Or if I've made changes that need to be applyed to other boards.
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#26 User is offline   zombieguy 

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Posted 10 August 2004 - 07:28 AM

If you press two arrow keys at the exact same time, while in the editor, it only responds to one of them. I did this a lot in dos mzx, it'd be handy in this awesome port.
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#27 User is offline   weasel 

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Posted 10 August 2004 - 08:04 AM

More a bug in GDM2S3M than a bug in the MZX port: in songs like JUNKIE (The Dark Corner), MB-WAKIN (Gates Puzzles), and SATELL (Dark Corner), the pitch bending and volume slides do not work, producing channels that play just one unchanging tone of the same sample.
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#28 User is offline   Smallhacker 

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Posted 10 August 2004 - 09:05 AM

I've noticed something else, but that might be due to my swedish keyboard... I've always been pressing + and - on the normal keyboard in order to go change character in the char editor. However, in the port, + moves you backwards and - doesn't do anything. (However, on the numerical [sp?] keyboard, it works fine.)
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Smallhacker: (noun) -s ; Read the post above.
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#29 User is offline   zombieguy 

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Posted 10 August 2004 - 09:14 AM

Smallhacker, on Aug 10 2004, 07:05 PM, said:

I've noticed something else, but that might be due to my swedish keyboard... I've always been pressing + and - on the normal keyboard in order to go change character in the char editor. However, in the port, + moves you backwards and - doesn't do anything. (However, on the numerical [sp?] keyboard, it works fine.)

The + & - on the keyboard, as well as the numpad, both work fine for me.

This post has been edited by ZoMbIeGuY: 10 August 2004 - 09:49 AM

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#30 User is offline   zombieguy 

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Posted 10 August 2004 - 11:02 AM

BUGS

Will checking for "negative values" as mentioned in port.txt ever work again? "if not spacepressed" doesn't work. :(

In the robot editor, when you alt+b and select one of COPY CUT CLEAR EXPORT, the next time you do it, to be more like dos mzx it should have automatically selected the last one you chose.

Press Alt+F, select custom, then browse the lists by pressing PREVIOUS and you'll find lots of trash. NEXT works fine, though.

Please have more typed robotic recogized as commands. :blah and *blah don't work, instead you have to type : "blah" and * "blah".

When you create a robot, the robot's naming box doesn't disappear when you go select it's char. (not that big of a bug, but if you want it more like dos mzx...)

PLEASE give an option to have ALT + ESCAPE not minimize, or I'll have to adapt. :(
This might sound strange, but I pressed it in dos mzx a lot for no reason while I wrote my robotic code. :(

After you load a game, and have listened to the .mod on the title screen for a while, and then press P to play the game, if the starting board has the same .mod as the Title Screen, the .mod will restart. (but it shouldn't restart)

Is it just me, or does the port's Speed 5 look like Speed 4 on dos mzx, and the ports speed 4 looks like a cross between speed 4 & 3 on dos mzx?

Does saving a game in the port, a game made in 2.70, have any effect on the game?

Fill doesn't work on a bunch of robots stuck together. (that are the same char and colour)
Is this intentional?

Can we have an option for the blue menu at the bottom of the editor to be gone? Editing in 80x25 would be so much better. It's not like someone actually needs that menu after they've mastered all the shortcut keys (except maybe for the current thing selected/grabbed).

The port crashes, quite a lot. But it can be hard to identify some of the reasons...
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