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question re TSF

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question re TSF
Post by crewdude48   » Sat Jul 19, 2014 7:39 pm

crewdude48
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Posts: 889
Joined: Tue Jan 03, 2012 2:08 am

I am wondering is somebody would help me out with this question.

I was just playing TSF, and I realized I had eight thousand plus of the anti laser missiles. Looking at the in combat missile silection screen, there is only room for four digits in the quantity area. Am I going to break my game if I don't start using them? I haven't bought any since the second sector, and really haven't used the much either.

I really hope I can sell them soon.
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Re: question re TSF
Post by Jonathan_S   » Sat Jul 19, 2014 8:31 pm

Jonathan_S
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Location: Virginia, USA

crewdude48 wrote:I am wondering is somebody would help me out with this question.

I was just playing TSF, and I realized I had eight thousand plus of the anti laser missiles. Looking at the in combat missile silection screen, there is only room for four digits in the quantity area. Am I going to break my game if I don't start using them? I haven't bought any since the second sector, and really haven't used the much either.

I really hope I can sell them soon.
Interesting thought. I just checked and I've managed to accumulate 10476 Laser Disruptor missiles. So looks like we're fine having more than 9999.

But that doesn't mean there might not be actual problematic numbers out there. 32768 or 65536; for example (if they're tracked using a 16 bit signed or unsigned integer).

Integer rollover can do potentially bad things. Well signed integer rollover isn't usually bad except that this game can't normally have negative numbers of missiles; so it might break the game logic. But unsigned integer overflow can actually flip bits of whatever is stored next to that integer; which can have unpredictable effect.


Hopefully though the game has properly coded range limits and will just stop increasing the number of missiles once they're hit.
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