* Games that exploit the set local random -32768 32767 crash (#mzxmzx.mzx is the only one I can think of offhand).
* Trashman Dan - Dialog boxes are (even more) broken due to using a negative number as a check against a string char. The port changed string char checks to unsigned, so this trick doesn't work in the port.
* Partition Magic Pro: The Game - At one point, you'll be lockplayered until a number increasing by random 50 thru 500 overflows. With the counter size increased to 32-bit, this takes far longer to do.
* Hamlet 2 - The Robotic tries loading extended names of char and palette files, but the files are truncated to 8.3. MZX truncates the filename load in DOS to 8.3, but 2.8+ does not, causing the chars and palettes to remain unloaded in one instance. Old copies of Zombie Quest and Hamlet did this too, and with much higher severity, but they have been fixed or repackaged.
* Technicolor Cheese Wedge - This game's battle engine uses counters with leading $ characters, including one simply called "$". These are interpreted as strings in the port.
* Torn Creation - Lack of wait 1s in the scrolling code causes the junk at the top of the boards to be visible when near the top of the board.
If you can think of any other game that will never be fixed in the 2.8+ line, please put it down here.
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This post has been edited by Terryn: 09 May 2020 - 12:08 AM
Reason for edit: The SFN issue was fixed in 2.92d.