Search found 224 matches

by Horpner
Fri Feb 13, 2009 4:38 pm
Forum: Developer's Heaven
Topic: 8-Bit BTCS - 6502 Reverse Engineering Project
Replies: 121
Views: 114758

Darendor wrote:Guess what? APAR always worked on level three.
Noooooooooooooooo!
by Horpner
Fri Feb 13, 2009 4:20 pm
Forum: Developer's Heaven
Topic: 8-Bit BTCS - 6502 Reverse Engineering Project
Replies: 121
Views: 114758

The fifth level acts the same. I can activate PHDO, but no APAR on this level.

I'd hate to think that APAR always worked on level three, and I just never tried it.
by Horpner
Fri Feb 13, 2009 4:15 pm
Forum: Developer's Heaven
Topic: 8-Bit BTCS - 6502 Reverse Engineering Project
Replies: 121
Views: 114758

OK, what I wrote above was true for the third level of Mangar's Tower. Clearing fc11 allowed APAR only. But on the fourth level, APAR wouldn't work, but PHDO would . This is confusing. By the way, going up the portal from the level in which you aren't supposed to be able to takes you to the fifth le...
by Horpner
Fri Feb 13, 2009 3:46 pm
Forum: Developer's Heaven
Topic: 8-Bit BTCS - 6502 Reverse Engineering Project
Replies: 121
Views: 114758

I've found the memory location that determines if a level is shielded or not. If there's a 01 at fc11, it's shielded. If there's a 00, it isn't shielded. I'm heading to Mangar's Tower right now to verify this with some fun-time cheating. If you want to play along, using Vice, you can clear the APAR ...
by Horpner
Fri Feb 13, 2009 3:17 pm
Forum: Developer's Heaven
Topic: 8-Bit BTCS - 6502 Reverse Engineering Project
Replies: 121
Views: 114758

I studied the table of coordinates for the 3rd level of Harkyn's Castle, and there's no "orphaned" coordinates, or one that's close to the 17N, 4E that I was hoping to find. So it doesn't seem to be a typo. Since the table of 8 spinners is the only one that's full (it contains the 8 spinne...
by Horpner
Fri Feb 13, 2009 2:22 pm
Forum: Developer's Heaven
Topic: 8-Bit BTCS - 6502 Reverse Engineering Project
Replies: 121
Views: 114758

Found the text code contained from disk locations 001ecb9 - 001ecd2 : That was not a wise move!~ The tilde means "dc"; which we've determined means "end of text string". So disk location 001ecb9 is called when the player presses "S" for "Search it"...so we ne...
by Horpner
Fri Feb 13, 2009 5:05 am
Forum: Developer's Heaven
Topic: 8-Bit BTCS - 6502 Reverse Engineering Project
Replies: 121
Views: 114758

Darendor wrote:And are those locations on disk, or in memory?
They are in memory. I hope that the files on disk use the same relative layout, but I haven't looked yet.
by Horpner
Fri Feb 13, 2009 5:03 am
Forum: Developer's Heaven
Topic: 8-Bit BTCS - 6502 Reverse Engineering Project
Replies: 121
Views: 114758

How does the game know when the party steps on a special? It seems to be a two-step process. There's the array of features that we already deciphered, which has a flag set if a "special" is on that square, and also tells where stairs, portals, treasure are. The game looks here so SOSI spe...
by Horpner
Thu Feb 12, 2009 10:35 pm
Forum: Developer's Heaven
Topic: 8-Bit BTCS - 6502 Reverse Engineering Project
Replies: 121
Views: 114758

I've made some excellent progress on deciphering the specials. They seem to be stored in lists of coordinates, different lists for different types of specials. The ones I've deciphered start at fc20. There's one "special" special, the spider god statue, on the 2nd level of the cellars, and...
by Horpner
Thu Feb 12, 2009 7:32 pm
Forum: The Destiny Knight
Topic: Joke Monsters
Replies: 4
Views: 5891

The It's My Buds gave me bad vibes when I encountered them, so I have run away every time. I don't exactly remember what was so annoying about them, but I bet it had to do with monster summoning.
by Horpner
Thu Feb 12, 2009 7:26 pm
Forum: Tales of the Unknown
Topic: Secret door maps...
Replies: 19
Views: 16159

Finding the map layout was actually a huge pain in the ass; deciphering it turned out to be kind of easy, though--once I knew the general area to look at. For the curious, this is the procedure I used: I made multiple memory dumps from Vice from within different dungeon levels, and while my party wa...
by Horpner
Thu Feb 12, 2009 6:54 pm
Forum: The Destiny Knight
Topic: Joke Monsters
Replies: 4
Views: 5891

Joke Monsters

Here are two off the top of my head:

The Void Boids in Oscon's Fortress are worth zero experience and zero gold.

There's a goblin-like creature in The Destiny Stone called a Death Drek. :lol:

Any other monsters that brought a smile to your face?
by Horpner
Thu Feb 12, 2009 6:50 pm
Forum: Tales of the Unknown
Topic: Secret door maps...
Replies: 19
Views: 16159

I've been hoping some sort of inspiration would strike, but so far nothing.

It's the next thing for my map-drawing program, though, so further reverse engineering is coming soon.
by Horpner
Thu Feb 12, 2009 3:35 pm
Forum: Tales of the Unknown
Topic: Secret door maps...
Replies: 19
Views: 16159

I've got to retract some of what I said above. The original Apple ][e version of the game doesn't contain one-way walls here, either. And the Amiga version has... something weird happening, but it's not exactly one-way walls. There are a couple of "phantom" walls, that appear from certain ...
by Horpner
Thu Feb 12, 2009 3:07 pm
Forum: Tales of the Unknown
Topic: What's in the inaccessible area in Harkyn's Castle?
Replies: 9
Views: 8726

Marco wrote:Random combat -- you mean one of the random fights that generates a chest?
Excellent! I hadn't figured that out. From henceforth, I'm changing this designation from "random combat" to "treasure chest."