1986 · Beam Software

Fist II: The Legend Continues

This minisite was contributed by air, unorig. It’s currently claimed by unorig who is editing it to reach a Gold tier standard.

123 rooms joined by ladders, holes and drops ($4AEC), each one drawn from the scenery the game builds it from.

Map

The whole world, drawn from the game

The world has 123 rooms, but three of them, 37, 66 and 67, have no exits in or out ($4AEC), so no walk ever reaches them. The map shows the other 120. Each room is drawn from the game's own scenery data, and rooms are joined where their exits meet ($4AEC). Drag to move around, scroll or pinch to zoom, and press a room to see where its exits lead.

a scroll, where it lies (1-8)a scroll's chamber (C1-C8)the start (S)the ending (E)an opponent or a hazarda ladder, stairs, hole or drop between roomsthe route, numbered step by step

Each room is drawn the way the game draws it: its objects from the scenery tables ($5BA7), each object's character codes and size from the set's shape tables, coloured by the room's colour list ($16B8), cut to the columns its walls let the screen show. Rooms from the dark scheme, which stay dark until scroll 7 is delivered ($10E5), are drawn lit. The outdoor rooms were checked against screenshots taken in the emulator (rooms 94 and 100); the cave rooms of scenery set 0 were not. The game keeps no map of its own and the rooms' columns do not agree with each other, so the layout is a drawing: a ladder up puts a room above, a ladder down or a fall below, rooms you walk between sit side by side, and the exits' columns line up where there is space (solver/maplayout.py). Rooms 37, 66 and 67 have no way in ($4AEC) and are left out.

How rooms join

123 screens joined by exit lists

The world is 123 screens, each belonging to one of 48 areas ($4A71). The game starts on screen 94, in area 28; the first opponent is waiting on screen 100, in area 30. There is no map in memory: each screen has a list of exits ($4AEC), four bytes each, giving how the exit is taken (a ladder or stairs up or down, an edge, a hole or a drop), the column it is at, the screen it leads to and the column the hero arrives at. Walls in the screen's item list ($501E) stop the hero and the view. The area's zone (areas 0-7, 8-29 or 30-47) also picks the tune, the border colour and the colours of the scenery ($11DA).

How a room is drawn is on the Graphics tab.