1985 · Hewson Consultants

Paradroid

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The sixteen decks of every freighter, drawn from the plans the game unpacks as the 001 arrives, with the waypoints the robots walk and the lifts between decks.

01 · Every deck

The decks, one by one

Every ship of the fleet has the same sixteen decks; only the robots on them change. Step through them, and turn on the waypoints, the lifts or the lights-out colours of a cleared deck.

Each deck is unpacked from its plan (plan_ptrs, $F100) into blocks of 4 by 4 characters (map_blocks, $E800), as build_deck ($3590) does, and drawn one character at a time in the deck's colour scheme; the map matches build_deck run in the kit's simulator for all sixteen. Waypoint 0, in white, is where the player beams in. A lift is marked with its shaft, from the lift tables at $6CC8-$6D45.

02 · The decks side by side

What each deck holds

The numbers the game keeps for each deck. Press a row to draw that deck above.

Base type from deck_lowest ($C830), which the ship's number is added to; places from deck_places ($F170), one fewer than the byte and twelve at most; waypoints from way_counts ($C800); the scheme from deck_schemes ($F160); the lift shafts from lift_decks ($6CC8) and lift_shafts ($6CE7).

The eight lift shafts link the decks in overlapping groups: shaft 4 alone serves six decks, from research down to robo-stores, and the bridge is reached by shafts 2, 3 and 6. A deck's base type sets how big its robots are, so the two cargo decks, with bases of 17 and 19, hold 7xx and 8xx droids from the first ship on, while the airlock's base of 0 leaves it to the smallest robots. How the robots are rolled onto these places is on the How it works tab.