Open eriktorbjorn opened 4 years ago
By the way, I don't know what problems it could cause that the other interrupts are only killed.
I-GNOME
, I-LEDGE
, and I-NERVOUS
are probably fine, because if you kill yourself up in the volcano area you're locked out from there for the rest of the game. I think.
I-ZGNOME-OUT
and I-ZGNOME
might be problematic, since you can get back to that gnome. See https://github.com/the-infocom-files/zork2/issues/65
Light a match, and then immediately kill yourself.
The
JIGS-UP
routine will callKILL-INTERRUPTS
, which is defined as:Congratulations, you've just turned off the timer that causes the match to go out. When you locate the matchbook (it'll probably be in the Gazebo), you'll find that it's still providing light.
Incidentally, in Zork I the
KILL-INTERRUPTS
routine also does a<FCLEAR ,MATCH ,ONBIT>
so the match won't be lit any more. It'll presumably still haveFLAMEBIT
, so that may be a bug...Edit: I've checked Zork I. It's probably not a problem there, because
PRE-BURN
checks<FLAMING? ,PRSI>
, not justFLAMEBIT
. Though maybe it should still be fixed there anyway?