The staff piece having the wrong ID should have been fixed already! Dang it, I probably copied over one of my rando tables with an old one.
I’ll get that fixed up ASAP.
-I have fixed both the Staff Piece and the detonator issue. I did, in fact, overwrite my random tables with an older one, re-breaking the staff piece.
-The detonator issue was a bad copy/paste. Until I have the time to work out full detonator randomization, I hard-coded the detonator randomization instead of including it in my randomization tables. I was accidentally overwriting sprite 2A and with 2E. This should be all good.
-As for the random spike ball with orc colors, this was actually intentional. There is no random start location to spawn in that room without instantly dying. I attempted to modify the corner spikes but I ended up with graphics corruption. I just opted to change the orc into a spike ball. This give you a spot to random start but also leave in a bit of danger.
-The misplaced block and corrupted floor are due to the same error, I modified byte 1A5ED when I meant to modify 1AB5E. Correcting this has fixed both problems.
-The staff room with the sort of jacked up graphics are because there are a considerable number of custom graphics blocks that I couldn't be bother to fix.
I might go back and fix those some day.
-I noticed a huge oversight in my color correction code. It's causing most items to not color correct... correctly. colorrectly? I will have to put some more work into it. That may be a next weekend sort of thing.
-I have also expanded the random seed capacity from 1000000 (arbitrary) to 16777215 (24-bit). As such, seed value is now displayed in hexadecimal.