List of worlds with permanent port incompatibility: Difference between revisions

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(→‎The worlds: TCW issues clarified; Hamlet issues noted; games with copy retention issue removed)
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  |rowspan="2"| '''DOS naming conventions'''
  |rowspan="2"| '''DOS naming conventions'''
  | Names of files truncated; references in code are in full
  | Names of files truncated; references in code are in full
  | 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. Old copies of Zombie Quest did this too, but this has been fixed in a later version.
  | 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.
  |-
  |-
  | Several games
  | Several games
  | Names of files in full; references in code are truncated
  | Names of files in full; references in code are truncated
  | This affects MOD names only.  See list below.
  | This affects MOD names only.  See list below.
|-
| [http://vault.digitalmzx.net/show.php?id=34 Azeroth Demo]
|rowspan="2"| '''Pre-port MegaZeux bug'''
|rowspan="2"| COPY x y x2 y2 and other commands retained robot line/sub-line positions in program
| Breaks the game in port versions of MegaZeux.
|-
| [http://vault.digitalmzx.net/show.php?id=934 Dungeons of Dismay]
| Makes the game easier than it should be after a certain point in port versions of MegaZeux.
  |-
  |-
  | [http://vault.digitalmzx.net/show.php?id=438 Technicolor Cheese Wedge Demo]
  | [http://vault.digitalmzx.net/show.php?id=438 Technicolor Cheese Wedge Demo]
  | Unspecified
  |rowspan="1"| '''Bad Counter Names'''
  | Unknown
  |Counters with leading $ characters are used
  | The code used in this game's battle system is nothing short of bizarre, using several tricks that won't work in the port. (clarify?)
  | This game's battle engine uses counters with leading $ characters, including one simply called "$". These are interpreted as strings in the port.
  |-
  |-
  | Torn Creation
  | Torn Creation

Revision as of 06:14, 29 June 2017

Due to various issues that would be logistically impossible to fix or not worth the trouble, or due to exploits of certain buggy/limited aspects of MegaZeux, several games have permanent incompatibility with the port. These games will work differently in MegaZeux 2.80+ through no fault of MegaZeux itself but mostly through limit changes, general bad practices, and buggy behavior of old MZX versions.

The worlds

World Category Reason Info
#mzxmzx.mzx Bug Exploit SET RANDOM -32768 32767 Used to cause a crash in DOS versions.
Trashman Dan Limit changes Relies on default values/carry over for sprite width/height and relies on negative values for string chars. (clarify?)
Partition Magic Pro: The Game Relies on overflowing a 16-bit counter. With the counter size increased to 32-bit, this takes far longer to do.
Hamlet 2 DOS naming conventions Names of files truncated; references in code are in full 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.
Several games Names of files in full; references in code are truncated This affects MOD names only. See list below.
Technicolor Cheese Wedge Demo Bad Counter Names Counters with leading $ characters are used This game's battle engine uses counters with leading $ characters, including one simply called "$". These are interpreted as strings in the port.
Torn Creation Unspecified Wait 1 issue? "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." (clarify?)

DOS MOD name incompatibility

See also

List of worlds that fail validation in MZX 2.84b and onward