*.refpoison shows amount of poison in bot you see not the amount of poison commands it has.
Bots with DNA execution disabled have 0,0 for xpos,ypos, which results in refxpos, refypos being 0,0 when looking at them.
Lines that start '# (instead of just ' for commentary) cause an 'Invalid procedure call or argument' (quote Numsgill - # are for hashes. When you save the DNA of a bot a certain way, it'll save information about the bot (number of generations, etc.) as a hash. /quote)
Number of rounds in a contest is increased automatically when running under F1 conditions but without league if a pair of bots fight for longer than the rounds set. This increase applies to all following matches until reset manually.
- Mydn, mysx, refdn, and refsx all return 0 all the time, making them useless for determining if a bot is friendly. Also, refvelsx always reads 0 too, but refveldx works properly (so we don't really NEED refvelsx, since veldx is always equal to -velsx). (refveldn and refvelup both work though) Notably, velsx (getting my own sx velocity) works fine.
Of course, refdn and refsx may not actually be broken - they're just reading from broken mydx and mysx on the target bot.
Also (not really bug but); the def array (where you set def variable's) in bot programme is probably limited to 50 def's
Calling store with an address of 0 results in the value (not the address) remaining on the stack.
(I.e. - 99 0 store - leaves 99 as the top stack value)
The virus shot flies off in a random direction, and completely ignores aim commands.
There are a couple of 'instakill' methods, not really in the spirit of the game but it has been a long tradition to allow such things until they are fixed - I'll let you find out how to do them by reading the forum!
-bugs spotted by Trafalgar