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1988 · Electronic Arts
Every routine, table and variable the game uses, with the names and descriptions given to them. Click an operand to follow it; the counter beside a label lists what refers to it. The reference below the fold is rendered from the game's facts file.
This game is in 64 parts, and the same addresses hold something else in each. Each part has a listing of its own, chosen from the list beside it.
Sleeper Base, level 3 is loaded over Resident engine and loader and The game and Tile set 7. The listing shows them together, as the machine holds them; the rows of this part are marked.
Level 3 of Sleeper Base: its ladder reads "A ladder is here. 1) Climb up to lvl 1. 2) Climb up to lvl 2. 3) Remain on lvl 3." (message 47), and the ladders of levels 1 and 2 offer "3) Climb down to lvl 3." (map 7's message 27, map 13's message 60). It holds the base commander's desk (message 31), a power control panel, a geothermal generator behind a fence (message 18) and the "Chopper Simulator" (message 37). It is 32 x 32 squares, stored on side 4 of the disks as 20 pages from T23/L5 (track 23, logical sector 5), entry 15 of the map directory at T35/L14 (engine point_at_maps, $28CE). Engine enter_map ($25BD) loads it to $3400-$47FF and unpacks its tile layer to $DE00-$E1FF. It is drawn with tile set 7 (tiles-7). Squares are given as (column, row). Every address here is this map's unless a part is named beside it.
$3400-$35FF and the number layer $3600-$39FF. The map record is at $3A00, since the map's byte in T35/L8 is not $40 (engine load_map_pages, $2606-$2616).$3A2C, the size: 32 (engine enter_map, $25D3).$3A30, the tile set: 7 (engine $25EE).$3A33, the tile drawn off the map: 0 (engine draw_square, $0B5E).$3A2F, random encounters: 0, never (game random_encounter, $B017); $3A31 and $3A32 are 0 as well.$3A34/$3A35, the time a step takes: a quarter of a minute (fraction 64, minutes 0; game advance_clock $AF32).$3A36, ticks: 1 a step, added to $D2 and to the elapsed count $04-$06 (game $AF58-$AF72), so game health_tick ($B795) runs every 16th step (game $AF75-$AF7B).$3A06-$3A25, engine action_record $09B8): 20 check squares, 7 message squares, 5 exits, 4 tile squares, 4 loot bags, 4 question squares, 3 encounters, 3 blocking squares, 2 remote changes and 1 action square. Check square 11 ($3B48, a door for Secpass B) is named by no square, no change and no code.$3D8F (header word 0, engine select_map_text $1E4F); 65-97 are the combat phrases the header's bytes +$37-+$5B name. Message 59, "8", is named by nothing.$3D2E (header word 1, game print_monster_name $9E5D) are 1 Turbo Meson Cannon, 2 Master Cylinder and 3 Titanium Clawer; name 0 is empty. The four monster records start at $3D6F (game monster_record $9EA4).$3A28), the NPC list, is $0000.$3A26), the code list, holds $3D2E, the monster names' address, as does word 18, the class-15 list. The one action record's byte 0 is $82, a module, and game run_action reads the code list only for an action below $80 (game $8845-$885E).$3CB6, message 60, on 596 squares), and the fence at (24,1)-(27,4) with "A protective fence keeps you back from the geothermal generator in the corner." (blocking square 1, $3CB4).Record byte 3 is the map an exit leads to (game square_exit, $89A3).
$3C91) and 1 ($3C96), each to (1,30). No square holds them; the ladder at (1,28), question square 0 ($3C4F), makes them. Its question, message 47, is answered with one key: 1 makes the square exit 0, 2 makes it exit 1 and 3 changes nothing. Each exit's change, $FD, trades the question back (engine alter_square, $0A00).$3C9B, $3CA0, $3CA6) move the party a row or two, relative to its square (below).$3C5A), asks "Power Control Panel: Turn power ON (Y/N)?" (message 54), and only Y does anything. It gives remote change 0 ($3CBC), "Power on." (message 62), which makes the floor squares (24,26) to (29,26) check squares 1, 2, 2, 3, 4 and 5, (30,29) check square 19, (30,27) and (29,30) check square 6, (24,22) check square 18, and the panel question square 3 ($3C61), "Power Control Panel: Turn power OFF (Y/N)?" (message 63).$3CF5), "Power off." (message 5). The seven floor squares become tile square 3 ($3C10, tile 91), "The floor is steel and very shiny" (message 8); (30,27) and (29,30) become blocking square 0 ($3CB2) and (24,22) tile square 2 ($3C0D, tile 56, a tile square that blocks), all three "This looks like a security door, but it is unresponsive to any attempt to open it." (message 17); and the panel is question square 2 again.$3B05, a Use of Secpass 3) and 18 ($3BBB, Secpass A); each opens into tile square 3 with "The door slides up into the ceiling." (message 1).$3AC4, $3AD1, $3ADE, $3AEB, $3AF8, flags $D1) and 19 ($3BC8). On arrival the first conscious member decides (game $8E3A-$8E44), on skill 37 at difficulty 2, or difficulty 0 on check square 19, and a failure costs everybody (flag bit 4, game apply_effect_to_all $90F5) CON with armour not counting (flag bit 0): 1d6 on (24,26), 2d6 on (25,26) and (26,26), 4d6 on (27,26), 8d6 on (28,26), 16d6 on (29,26) and 8d6 on (30,29). The messages climb from "The air fairly crackles with electricity!" and "Sizzle" (messages 6 and 7) to "Sizzle Pop Fry Crackle Snap" (message 14); on (30,29) a failure says "This section of the corridor is hot." (message 48). A pass changes nothing and costs nobody anything.$44A0 + $BA/$BB), so anyone else first fails. On check square 19, at difficulty 0, having the skill is a pass, with no roll (game $8EA9-$8EAE). On check squares 1-5 he passes unless engine skill_check ($0C29) fails him at once on an open 2d6 roll under 5, which only 1 and 2 or 1 and 3 give (engine skill_roll_total, $0C70-$0C75); otherwise his level of 255, counted four times (engine $0C92-$0C9B), reaches any target.$3B87): "This is the Chopper Simulator. It has a side panel open and a part that controls the computer to open the door seems to be missing." (message 37). A Use of a Rom board (item 80) gives message 38 and makes it check square 15 ($3B94), a door that a Use of Secpass A opens into tile square 1 ($3C0A, tile 51), "Chopper Simulation Pod." (message 40).$3BA1, flags $40), "An internal Iris door swirls open and you only see blackness beyond it." (message 44), passes when the party's size is 1 (game $8E85-$8E8A) and becomes check square 17 ($3BAE). A larger party gets "The door snaps shut before you can step in. The pod is only big enough for one person at a time." (message 46).$90AF-$90B4) and leads by exit 7 back to (28,20) ("Insufficient cochlear neural development. Reject.", message 43). Both exits put check square 16 back.$3C33) runs module 2, the library, named "Chopper Sim", with greeting message 4, "Chopper simulation module.", and one skill, 29, Helicopter pilot (module-2 $CA06-$CA21). Its change is exit 2 ($3C9B), which takes the party back to (28,20) and whose change, $FD, trades the action square back.$3C07, tile 51) to a Use of Secpass 3 (check square 0, $3AB7, at (29,8) and (8,25)), Secpass 7 (check square 8, $3B21, at (8,10), (8,13), (7,18) and (27,18)) or Secpass A (check square 9, $3B2E, at (3,4) and (21,18)).$3B55), opens to a Use of Picklock 2, ST 3, a Crowbar, a Pick ax, a Sledge hammer, Plastic explosive or a Grenade: loot bag 2 ($3C25), Secpass 7 and a Power converter (item 77), which map 13's Power Controller wants (map-13 $3BD9).$3B6E), opens to Picklock 4, ST 5 or the same tools: loot bag 3 ($3C2C), a Power pack.$3B12), "the most solid safe door you have ever laid eyes on" (message 19), opens to Safecrack 4 or Picklock 6 into tile square 0. Loot bag 1 ($3C20) at (20,26) holds a Plasma coupler.$3B3B, flags $E4) tests every conscious member on Perception 4 and needs one pass: "You notice the hidden outline of a door in the south wall." (message 21), and the square becomes plain. The door is (24,22), tile square 2, which the power panel turns into check square 18.$3C68), "Select info file:" (message 55), list seven officers from "Col. John Smith." to "Lt. Russel Heller."; answers 1-7 make the square message squares 8-14 ($3A7A-$3A8E), "Read paragraph" 52, 40, 100, 63, 70, 91 or 101 (messages 61 and 22-28), which trade the question back.$3BDB), one Turbo Meson Cannon, stationary, "A port slides open in the wall and a Turbo Meson Cannon, the auto-portable Mark VII model, rolls into view. Its fire coils are glowing." (message 49), which leaves loot bag 0 ($3C1B), a Fusion cell; at (20,28) encounter 1 ($3BE7), 1 to 3 Master Cylinders (message 29); and at (22,28) encounter 2 ($3BF3), 1 to 6 Titanium Clawers (message 30).Current truth for this game. The workflow lives in kit/skills/; how this understanding developed lives in agent-history.md. Every fact names the routine or table it comes from. Unless marked live, a fact comes from reading the code in the snapshot named in orientation.md.
The game is in 64 parts (orientation.md, "The parts"): a resident engine, the programs loaded over it, nine tile sets and 42 maps. What is true of one part is in that part's own parts/<id>/facts.md, with that part's addresses. This file holds what spans the parts, and names the part beside every address it gives: "engine $25BD" is the engine's routine at $25BD.
PRODOS and 2.0 on sides 1 and 3 and the game's data in raw sectors on all four (orientation.md, "The image").$81AD), and its packed text "Electronic Arts and Interplay Productions proudly present" and "Copyright 1986-88 Interplay Productions." (startup $84BE, $8505).$514F) reads "A computer software poster reads, "WASTELAND!"" and lists programming, design, maps, graphics, general help and playtest, 26 credits to 20 people, ending "Rated PG-13. Coming soon to a theatre near you." It is one of four messages on one wall square (column 20, row 25, class 11), each bump showing the next: 91 "Coming soon, "The Radheads!"", 92 the credits, 93 and 94 two more films, then 91 again (live). Map 1's message 26 is a gravestone: "Ken St. Andre, 4/28/47--4/28/87." (map-01 $4300), shown on the graveyard's square at column 27, row 24 (live). The string sweep of every program part and the decoded text of every text block (the 52 blocks' 4,920 messages, 478 the programs' and 4,442 the maps') find no other credit: the start-up's lines above are the only others that name a maker.$7E06, against side 1's $7F2A; 2,766 of its 4,096 bytes differ), and its own boot sector, named "A JERKVISION PRODUCTION". Its credits read "Copyright 1986,87 Interplay Productions." where side 1's read "1986-88", and where side 1's start-up calls its title sounds, side 3's calls three RTS stubs ($7E03-$7E05) and writes no SID register. Booted, side 3 cannot run: its 2.0 loads side 3's track 34, logical sector 10 to $0200-$30FF, where side 1 has the engine and side 3 has other bytes, and the first raster interrupt after the hand-over goes through engine $04F9 into them and halts the processor on a JAM at $2931 (live). Run over side 1's engine instead, with side 3 in the drive, it shows a title picture it unpacks from side 3's track 3 and stops at "Computer defense initiative activated." (live, reference/side-3-start-up.png).$8600-$8FFF is the radio program's $7E00-$87FF, all 2,560 bytes.$874B-$87FF, and so also the Ranger Center's $8F4B-$8FFF, is the game's $874B-$87FF except two operand bytes ($87B4, $87B9), each 4 lower than the game's: a copy from a slightly different build of the game.$860B-$86FF is the engine's $0A0B-$0AFF.In play (parts/game/work/play-map.vsf), with $01 = $35: all RAM but the I/O area, both ROMs out.
| Range | What | Part |
|---|---|---|
$0000-$00FF | the engine's zero page; $02-$0F are saved with the game | engine |
$0200-$30FF | the engine: two jump tables ($0204-$044E, $04CF-$0504), its code and its text block ($29E4-$30FE) | engine |
$3100-$33FF | the item table: eight bytes an item | game |
$3400-$59FF | the map the party is in: class layer, number layer, record, lists, text and code | map-nn |
$5A00-$5AFF | the sector buffer | engine |
$5B00-$5BFF | tables and work space the boot file copies from its $C17B, among them the menu bar's text at $5BAB | engine |
$5C00-$5FFF | the screen matrix: the bitmap's colours | engine (output) |
$6000-$7DFF | the bitmap, 24 character rows | engine (output) |
$7E00-$C5FF | the program in play: the game, or the start-up, the utilities, the Ranger Center, the radio or the death screen | each its own part |
$C600-$C9FF | the font, the track table $C930, the key table $C953, the sound player $C993 and its three sounds | engine |
$CA00-$CFFF | a module, the party-order program, or a picture unpacked for the picture window | module-n, order |
$D000-$DD7F | the tile set, in RAM under the I/O area | tiles-n |
$DD80-$DDFF | the map window's scroll copy, in RAM under the I/O area | engine |
$DE00-$EDFF | the tile layer of the map, one byte a square, under the I/O area and above it | map-nn |
$EE00-$F3FF | cleared by the start-up (startup $7F3D-$7F55); the game keeps four 376-byte records from $EE00 (game $BBC7) | engine |
$F400-$FBFF | the game state: party tables, saved zero page, line buffer, character records from $F500, written to the disk as the save | engine |
$FC00-$FFFF | the fast loader's computer side, and the hardware vectors in RAM | engine |
The bitmap's 25th character row would be $7E00-$7F3F; with $D011 set to $37 (24 rows, startup $7F55-$7F57) it is hidden, except that screen_shake's random vertical scroll (engine $077A) brings its top lines into view for a moment, and the programs load from $7E00.
$FF00), installed by the boot file. It moves whole 256-byte sectors with no link bytes: a file is a track, a logical sector and a page count, and logical sectors run down from there.$FFD3, $FDEA, $FDD8, $FFE8).$C930 gives for that track (engine $FD0B). The table is laid out as if indexed by the track number less one, and is indexed by the track number: track 17 is entered at logical sector 0, track 24 at 17 and track 30 at 16, below their top sectors of 20, 18 and 17. Files are laid out on the disks by the same rule: maps 0, 2, 5, 11 and 19 cross one of those tracks, and each loads the sectors the rule names, not the ones a full track would give (the 42 maps loaded by the game's own enter_map compared with the image read both ways). The game writes through the same routine.$2790).$2759).$27C3).$C800 (glyphs $60-$7F, the lower case), from T35/L16 for each unpack and replaces from T35/L11 afterwards (engine $0524). T35/L11 holds the same 256 bytes as the third page of the font's own file, four pages from T34/L14 (engine $C800).$280C-$283E).$D7 $CC side on the masters, $00 $CC side on copies (orientation.md, "The play disks").$1897) reads T35/L8 and wants its byte $FD to equal $ED, its byte $FE to be $CC and byte $FF the side asked for; until they are, it prints "INSERT SIDE n. (RETURN)". $ED is 0 in play, so the masters are refused (live). The start-up sets $ED to $D7 only around the check of side 1 before it loads the utilities (startup $81E4-$81ED), which is how Copy reads the masters.$2856, from $25BD); a map entered by a number from $80 up (the generic maps 5 and 11) never is (engine $2858).save_game (engine $18EA) copies zero page $02-$0F to $F478-$F485, sums $F400-$FBFF into one byte (engine $1918: for each page and Y = 0-254, the sum plus the byte, then plus Y and the carry out of that first addition; the carry out of the second is dropped, and byte 255 of each page is left out), keeps the sum at $F4FF, scrambles bytes 0-254 of every page by EOR with (2*Y* mod 256) EOR the sum (engine $1944), writes page n to T35, logical sector 7-n, and unscrambles. The key is the byte at $F4FF, saved in clear. The start-up reads the eight sectors back, unscrambles them and compares the sum (startup $830E-$832D), but a sum that does not match is accepted: every byte is EORed with twice its offset again, which leaves it as stored EORed with the key alone, and the start-up goes on with no message (startup $832F-$834C). So a save written in clear with a key of 0 loads as written, unless the sum the start-up forms from it comes out 0. Live: member 1's cash set to 12,345 in play and saved with S and Y; the eight sectors read off the disk image afterwards are this rule applied to memory as the save began, all 2,048 bytes, with the key $6B the sum as the code forms it.save_game has no side check, so a save lands on the side in the drive. It is called by Save (game $8820, after asking for side 1), by Radio (game $8802, before asking for side 1), at the end of every map change (engine $2600), by modules 1 and 3, by the Ranger Center's Start and by the utilities.$3400: the class layer, a nibble a square, the high nibble for an even column (engine $0953); the number layer, a byte a square (engine $098E); then the map record, at $3A00 on a 32 x 32 map and at $4C00 on the four 64 x 64 maps, 0, 12, 22 and 26. From $DE00: the tile layer, a byte a square (engine $0B06), unpacked from the map's stream.$5C-byte header: address words for the packed text (engine $1E4F), the monster names and records (game $9E76, $9EA4), a list of records for each square class 0-15 (engine $09B8), the map's own routines (game $885C) and its non-player characters (game $A424); then the size (+$2C, engine $25D3), the chance of a random encounter after a step (+$2F, game $B017), the tile set (+$30, engine $25EE), the tile drawn off the map (+$33, engine $0B5E), what a step costs (+$34 and +$35, a fraction of a minute and minutes, and +$36, ticks of the elapsed count, game $AF32-$AF72), and 37 message numbers for the phrases of combat (+$37-$5B, game $BCE1, $BCE5).$ACF3, a table of 16 words) runs on the record that word number of the class's list names (engine $09B8): class 1 shows a message, 2 tests the party (skills, attributes, items, cash, party size), 3 and 15 are encounters, 4 shows another tile and a message, 5 is loot, 6 an action, 8 a question, 9 radiation, 10 an exit, 11 a wall that shows its message when walked into (game $915E), and 12 changes other squares. Classes 0, 7, 13 and 14 do nothing, and no map uses 7, 13 or 14.$0B80-$0B8A; live). Tiles 0-8, the party, the creatures, the loot bag and the sign, are the same bytes in all nine tile sets as they load (the nine sets compared byte for byte); maps 0 and 26 exchange tile 7's bytes with the jeep's or the train's for their rides (map-00 $4FCD, map-26 $4EF9).$A0, "ignore armour", to 1 (game $82E7), but the routine that applies the damage replaces it, for each member, with bit 0 of the square record's byte 0 (game $90AF-$90B4), which is the flag byte of the check squares it was written for and the message number of a radiation square. So armour counts on radiation squares whose message is even and not on those whose message is odd. The radiation records name messages 23 on map 0, 28, 29 and 30 on map 19, 69, 70 and 71 on map 20, 0 on map 26, 12 on map 31, and 43 and 0 on map 38 (live).$0A00). An action square's byte $80 + n loads module n to $CA00 and runs it; a smaller n calls the map's own routine n (game $8845).$09B8). On map 11 the square at column 24, row 13, a wall on the screen, is class 2 number 2, and word 2 of class 2's list is $0000, so its record is read from address 0 on: the processor's port registers, then zero page. Its flags are the port's direction register, $2F, which has no checks tested and the move refused; the message it shows is the byte at $0001, the port, $35. So walking into that wall prints map 11's message 53, "Ah! Fresh air and open spaces once again.", every time (live). The wall is next to squares the party can walk to from the map's exit at column 28, row 0 (a search of the map's classes).$43/$44 points at (engine $1DFB). The engine's is $29E4-$30FE, messages 0-169, and $30FF is a spare byte.$291D): code $1E capitalises the next letter, $1F adds $1E to the next code, and the code whose alphabet byte is 0 ends the message (engine $28F4).$1F42, $1F64): $0A singular or plural on the count $38, $0B the current character's name, $0C his or her, $0E him, her or it, $0F the count, $0D a new line, $05 and $06 wait for RETURN, space or back-arrow (wait_return, engine $2501).$6000 with its colours at $5C00, in VIC bank $4000 (live: $DD00 = $86, $D018 = $79, $D011 = $B7, $D016 = $D8). The start-up writes $D011 as $37 (startup $7F55-$7F57, $7F91-$7F93); bit 7 reads back as the high bit of the raster line, which was past 255 when it was read. Text is drawn into the bitmap from the 6-pixel font at $C600 (engine $1F03).$2947), which scans the keyboard; the NMI vector ends in an RTI, so RESTORE does nothing (engine $2966).$C953: Apple II-style codes with bit 7 set, no shifted keys, no repeat, one new key per interrupt (engine $29BD-$29D4).$1B36, $1BBF): the game's bar is "Use Enc Order Disband View Save Radio", and its hidden keys I, J, K and L move the party, back-arrow and space (game $7F18).$7E00-$8DFF replaced at the hand-over, side 3 attached): above.orientation.md, "The play disks").$6A from 0 to 1 and the roster drawn over the bottom of the map window.$57/$58 before and after each key).$DC00) and port B ($DC01) and, as the control, on the interrupt handler (engine $2947). The party stayed at column 55, row 62 ($57/$58), and in each hold port A was read 0 times against 203 or 204 reads of port B and as many interrupts; I then moved the party north, to row$AE26), play_sound_16 (engine $0741) and play_sound (engine $C993). The three steps the party took called each once; K, which the map refused, called none.kit/c64/frame.py and drawn by site/lib/c64.js: 0 of 104,448 pixels differ from the emulator's picture, with the roster hidden and shown.enter_map, its pages, stream and tile set measured with two fills (orientation.md, "The maps").$6B.enter_map and K (south, into the wall) pressed five times, with RETURN through the credits' six screens; the messages came 91, 92, 93, 94, 91, and the clock did not move.enter_map and L (east) pressed three times; each press printed message 53 and left the party, the square (class 2, number 2) and the clock as they were. The processor read $2F $35 at $0000-$0001 throughout.redraw_view (game $AC8C) at 5:00, 6:00, 12:00, 17:00 and 18:00. The 36 radiation squares around the building at columns 57-58, rows 36-37 showed the sign at 5:00 and 18:00 and plain ground at the other three.$7E63), its idle turn (game $7E93) and, as the control, the interrupt handler (engine $2947): 2,999 interrupts, 58,486 passes of the loop (19.5 a frame), three idle turns, and the clock from 1:24 to 1:36, four minutes a turn on the world map. So with no key pressed a turn passes about every 840 frames, 17 seconds on a PAL machine.$9F = $FF (no radiation in view), and 471 in the one chunk that held an idle turn. The port of the loop on the page makes 21.19 passes a frame on a processor that has every cycle; giving the video chip 1,075 cycles a frame brings it to 20.02, and the Geiger counter's player on the How it works page runs it so.$8382-$83C0; parts/ranger/facts.md).$A8C5) was skipped for all four members and they lost 22, 23, 16 and 14 CON; with it poked to 22 the roll was taken four times and nobody lost any.$8390 read the five dice of each of 1,000 attribute rolls: 1,043 ones, 869 twos, 786 threes, 727 fours, 749 fives and 826 sixes (even dice: 833 each), and two neighbours equal 699 times in 4,000. From play-map.vsf, a stub threw 4,096 pairs of dice with roll_2d6_open's instructions between them (engine $084A-$0850), each after the seed was moved 1 to 256 times as read_key moves it: 869 doubles, 21.2% (fair dice: 16.7%).enter_map, every member's weapon cleared so that all four fought with fists, and K (south) pressed: "3 Shambler Ghouls appear at 14 feet." With every member ordered to attack each round, ten melee rounds (game $7F64) brought three kills. Each kill was worth 40 experience (engine $1C-$1E at game $8163), and each killer's experience went from 0 to 80 across the two adds at game $8163 and $8166. The screen named the kill ("KIT hammers the Shambler Ghoul for 6 points of damage killing it.") and printed no experience.enter_map), every weapon cleared, then Hell Razor (record $F500) given LK 3 (+$10) and a Throwing knife (item 15) in slot 1, equipped (+$BD, +$1F = 1); K brought "2 Shambler Ghouls appear at 14 feet." With every member ordered to attack, the first throw stopped at game $A7E7, where weapon_damage has written the roll into its two ADC operands ($A7EC, $A7F0): the roll was 10, and 2 and 0 were written there, the roll of a 1 and a 1. weapon_damage returned 65,535 ($A7F3: X:A = $FFFF), the kill path at game $A6E5 ran, and the screen read "Hell Razor attacks and hits 1 Shambler Ghoul for 65532 points of damage spinning it into a dance of death." (reference/unlucky-throw.png).$A7C3); weapon_damage adds it to the roll with plain ADCs ($A7EA-$A7F0), while the melee path adds it through num2_add_clamped (engine $07C6), which stops at 0. Of the item table's thrown and fired weapons the Throwing knife has the fewest dice, 2 (item 15, byte 6); every other gun and rocket has 3 or more (the Mangler's and Sabot rocket's 2 × dice − armour is never fewer than their dice), and explosives take no luck ($A054). So only a 1 and a 1 on the knife with an LK of 3 or 4 goes below 0. No loot record of the 42 maps names item 15 or a random class-2 item (43 records, scanned with the levels page's port); Christina, NPC 1 of map 32 ($40AE), carries one in her slot 3. The ranger roll gives an LK of 3 or 4 for 261 of the 7,776 ways five dice fall (3.4%), the best three of five for 6. The highest hit-point seed of any named monster in the 42 maps is the Night Terror's, 32,000 (map 23, monster 1), which gives at most about 40,000 hit points (game $9483-$94B9).$05C5), the calls that pass its flags (engine $05DA) and the channels' step (engine $05E6), read every 50 frames. While the title's picture moved, the engine called the tick 3,508 to 3,553 times in 50 frames, every call passing the flags, and the channels stepped 7 times, about 7 steps a second; in a later stretch of the same sequence 2,624 to 3,176 calls and 5 or 6 steps. Between the two the flag at engine $AC was 0 and nothing moved.work/lead/sample.py): one stratum for each annotator's range, and one for the maps' descriptions that a decoder wrote, 7,973 comments (69%). Three agents that wrote none of the 63 checked them against the bytes: 48 were right, 14 had a wrong detail and 1 had the code wrong, so 15 of 63, 23.8% (Wilson 95% interval 15.0-35.6%). Weighted by the strata's sizes the rate was about 52%, because two of the three generated descriptions drawn carried an error of their template. The details were callers and paths left out, counts, the keys a prompt takes, and a field read alike for every value of a flag; the one wrong comment had taken an operand's value in the snapshot for a constant (map 49's poisoned needle, said to miss its target: the member comes from an operand the game writes when a Use begins). All 15 were rewritten to agree with the code.$7E0C); the skill list's header said to print on row 2, where the new line it opens with puts it on row 3 (module 2 $CC63); and play_sound's last write said to start the note, which sound 11's does not, its control byte $A4 having the gate bit clear (engine $C993). All three were rewritten, and so were five neighbouring comments of the death screen that left out the game's instructions in the same way.Pokes that change the game within its own parameters. Each one names the variable it changes and whether it has been tested live. Untested pokes are labelled as candidates.
| Effect | Poke | Status |
|---|