1985 · Novagen Software

Mercenary

This minisite was contributed by air, unorig. 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 · Outside the city

Exotic destinations: all the places outside the city

The city of Targ is 16 squares a side, in a world of 256. The game puts four things out in the wasteland: two lifts down to hangars, a pyramid and a mast.

The whole world from above, north up, to scale: 256 squares a side, each 65,536 units. Squares are numbered as the LOC readout numbers them, from −128 to 127, X growing east and Y south. Inside the dashed line LOC shows the square, negatives in reversed figures; beyond it LOC prints ** and no roads are drawn ($B64C). Click a place to find it in the table.

PlaceLOCX, YFrom where you landWhat is there

Walking times are at the walk's measured pace, about 100 steps of 80 units in 14 seconds, in a straight line from where you land at 08-08.

No building is ever drawn outside the city: the game loads a model only for squares 0 to 15 on both axes ($952B). So the two lifts out here are objects instead, 61 and 62, each a cage of four stacked squares 1,024 units across, standing on the patch where the E key works, the middle bytes $70 to $73 of X and Y ($B40C). Below them are two hangar complexes of their own. Hangar 6 has three rooms. Hangar 7 has seven, and object 3, the Concord 111, starts there.

The three models from their bytes ($2800/$2840), seen from the side, each to its own scale: a model's coordinates are signed bytes in steps of 16 units. All three objects are fixed (bit 4 of $29C0), so T takes one only while the Kitchen Sink is carried ($980B).

The pyramid is object 56. When carried, the D key can drop an object in mid-air, where the object stays at your height ($98FE).

The mast is object 50. It has no name to print, and nothing in the code refers to it by address. What it is for is unknown.

04 · 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.

05 · 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.