Commodore 64 · 1985 · Novagen Software

Mercenary

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

The city of Targ square by square, and the 174 rooms beneath it, drawn from the game's own tables.

01 · The map of Targ

The city of Targ, square by square

Sixteen by sixteen squares, each with one building model and the roads through it, drawn from the tables the game reads.

Palyar Mechanoid nobody's

Square XX-YY is column X, row Y, as the LOC readout shows it; north is at the top. Each square's model comes from $2600 and $2700 (the loader is $9575), drawn from above at a slant: white for the edges the game draws in white, grey for its road marks. Names from the square's script, $2B00 bits 0-4 (script 32 + n); owners from bits 5 and 6, coloured as the Metal Detector colours the message window ($B553). Click a square for its model.

02 · Every model

Every building model in the image

The image holds 106 models: 91 buildings, every one of them used by some square, and 15 road pieces, of which 8 are used by none.

In address order, from $C000 to $CF66 and $E000 to $FFCF, each drawn from its own bytes and seen from the south-east; white and grey as the game draws them. Under each, the squares that use it. Click one to find its squares on the map.

03 · The underground

The underground, complex by complex

Each lift goes down into a hangar, and the hangar's doors lead on into a complex of rooms: six complexes under the city and the Colony Craft's three floors, 152 rooms in all, with 22 transporter booths between them.

  • a room in its own two colours
  • dark room
  • door
  • locked door
  • triangle sign: a dark room beyond
  • door to a booth, with its number
  • object
  • Elift

Floor plans from the room records ($3000-$3B23, pointers $2300/$23C0): each room is placed so that its doors meet the doors they lead to, north at the top, one unit being 256, and a city square 256 units across. The game itself never places one room against another: it only reads the door you arrive by. Click a room to stand in it; the viewer draws it with the game's own arithmetic, objects included, checked byte for byte against the game's code in a 6502 simulator.

04 · Transporter booths

The 22 transporter booths

A booth is a room three units square with one door, and entering it rewrites that door: to the room you did not come from, to one fixed room, or to one of eight at random.

The complexes and the booths between them: a line for a booth that works both ways, an arrow for one that only sends, dotted lines for booth $72, which picks one of its eight pairs with the game's random number ($910E). Booths inside one complex are left out of the diagram and listed below. From the booth records $375E-$389D, the relinking at $9119-$913B, checked against the game's code in a 6502 simulator.

A booth holds two links, a room and a door each. On entry the game compares the room you came from with the first link's room: if they differ, the booth's door is pointed at the first link, and if they match, at the second. When both links name the same room the booth works one way. From anywhere else it sends you to that room, and coming from that room it leaves its door alone, so you go straight back, without the booth's flash of colour. Booth $7F also calls $9353, which flips the mirror flag $F1 and so swaps the stick's left and right and mirrors the view. Both its links name room $56, so the flip happens only when you come in from $90 on the Colony Craft. In play nothing else writes the flag, CTRL + Q included.

05 · Keys

Seven keys, each shaped like the doors it opens

A door whose outline is one of seven key shapes stays LOCKED unless the object numbered eight more than its type is carried.

The key-shaped outlines at $92E2-$932A, drawn from their bytes; the lock test at $9493 wants object 8 + type carried ($29C8 + type, bit 7) unless object 48 is ($948E). Where each key lies is its room at the start ($2940).