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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.
Needles is loaded over Resident engine and loader and The game and Tile set 3. The listing shows them together, as the machine holds them; the rows of this part are marked.
The town of Needles: the world map enters it with "Entering Needles." (map 0's message 5, on its exits 9 to 12), and this map leaves it with "Leaving Needles." (message 1). From it lead the Temple of Blood, the waste pit and ammo bunker, the two halves of downtown and the police station, gas station and church. It is a map of 64 by 64 squares. It is stored on side 2 of the disks from track 15, logical sector 0, 34 pages: entry 26 of the map directory, T35/L14. enter_map (engine $25BD) loads it to $3400-$55FF and unpacks its tile layer to $DE00-$EDFF. Tile set 3 draws it (part tiles-3). Every address here is this map's unless a part is named beside it.
$4C00, where load_map_pages (engine $2603) points $61/$62: 22 address words ($4C00-$4C2B), 11 setting bytes ($4C2C-$4C36) and 37 combat phrase numbers ($4C37-$4C5B).$4C2C holds 64, which enter_map reads at engine $25D3 as both the height and the width.$4C30, which enter_map reads at engine $25EE. Off the edge of the map it draws tile 35, $4C33, which draw_square reads at engine $0B5E.$4C2F, which random_encounter reads at game $B017. The monster is a type from 1 to 6, $4C31 (game $B047), and one of the first 8 class-15 records must be free, $4C32 (game $B040).$4C34 holds 128, in 256ths of a minute, and $4C35 0 whole minutes (advance_clock, game $AF32). $4C36 adds 2 to $D2 and to the count $04-$06 (game $AF58).$DE00-$EDFF, is a byte a square (map_tile_row, engine $0B06), unpacked by unpack_map_stream (engine $26E7) from entry 26 of the stream directory, T35/L13.$4C37-$4C5B, name messages 30 to 62 of the map's text (show_map_msg_at, game $BCE5, and show_map_msg_pair, game $BCE1).$3400-$3BFF, a nibble a square, map_class_at at engine $0953; number layer $3C00-$4BFF, map_number_row at engine $098E), and the records of each class's list (header words 3-18, $4C06-$4C25; action_record, engine $09B8). A null word, 0, names no record:| Class | Squares | List | Words | Records |
|---|---|---|---|---|
| 0 plain | 3,126 | |||
| 1 message | 144 | $4C5C | 8 | 8 |
| 2 check | 75 | $4C7D | 4 | 4 |
| 4 tile | 2 | $4CBD | 5 | 5 |
| 6 action | 0 | $4CDA | 8 | 8 |
| 8 question | 0 | $4D52 | 2 | 2 |
| 9 radiation | 54 | $4D66 | 2 | 2 |
| 10 exit | 281 | $4D70 | 27 | 27 |
| 11 blocking | 414 | $4E31 | 3 | 3 |
| 12 remote change | 0 | $4E3D | 8, 2 null | 6 |
| 15 random encounter | 0 | $4E85 | 8 | 8 |
| total | 4,096 | 73 |
square_action, game $8839, and run_action, game $8845): 0 the map's routine 0 ($4CEA); 1 the map's routine 0 ($4CEF); 2 the map's routine 0 ($4CF4); 3 the map's routine 0 ($4CF9); 4 the doctor, module 0 "Old Doc Bob" ($4CFE); 5 the library, module 2 "New Thought" ($4D11); 6 the map's routine 1 ($4D40); 7 the map's routine 1 ($4D49).$4EF5 (run_action reads it at game $885C): routine 0 $4EF9; routine 1 $4F9E.$5052 (select_map_text, engine $1E4F): an alphabet of 60 characters, a table of 17 group offsets at $508E, and messages 0 to 62 in groups of four, $50B0-$55D3. Message 62 is the last that a record, the map's code or a combat phrase names, and none of them names a message in the 44 bytes after it, $55D4-$55FF.$4FC3 (header word 1; print_monster_name, game $9E5D, reads it at game $9E78) and their eight-byte records at $501A, monster n at $501A + 8*n* (header word 2; monster_record, game $9EA4, reads it at game $9EA7): 1 Sand Bum, 2 Desert Nomad, 3 Lost Soul, 4 Jerk, 5 Leather Jerk and 6 Brass Jerk.$4C28, holds $4FC3, the address of the monster names, and no encounter record names an NPC (byte +9, high nibble).$4D70; square_exit, game $89A3): to the world map, map 0 (exits 0-7, to (24,29), (25,29), (26,30), (26,31), (25,32), (24,32), (23,31) and (23,30), each asking first); to Temple of Blood, map 27 (exits 12 and 15, to (16,30) and (30,27), each asking first); to Needles, waste pit and ammo bunker, map 31 (exits 18 and 19, to (6,7) and (24,11), each asking first); to Needles downtown, Leroy's, map 32 (exits 11 and 22, to 30 west and 16 north of its square and 36 west and 5 north of its square, each asking first); to Needles downtown, Hobo Dogs, map 33 (exits 20, 21, 23 and 24, to 35 west and 16 north of its square, (22,30), 20 west and 24 north of its square and (10,30), each asking first); to Needles, police station, gas station, church, map 34 (exits 8-10, to (27,27), (1,6) and (3,30), each asking first); 6 within the map (exits 13, 14, 16, 17, 25 and 26; all relative to the party's square). No square, and no change the squares lead to, names exit 21.$4EF9 train_swap_tiles, routine 0, run by action records 0 to 3 ($4CEA, $4CEF, $4CF4, $4CF9). It swaps two tiles of the tile set, numbers +3 and +4 of the record: their 32 bitmap bytes ($4EF9-$4F27) and then their 4 colour bytes ($4F2A-$4F58). For each table it writes the two tiles' addresses into the four operands of train_swap_bytes and calls it with all RAM banked in (engine $04FC, then engine $04FF), since the set lies under the I/O area. It returns with carry clear ($4F5B-$4F5C). It is the code of map 0's swap_tiles (map-00 $4FCD) at this map's own addresses. (run on the map's snapshot: action record 0 exchanged tiles-3 $D0E0-$D0FF with tiles-3 $DBE0-$DBFF and tiles-3 $DC1C-$DC1F with tiles-3 $DD7C-$DD7F, tiles 7 and 95)$4F5D train_swap_bytes exchanges bytes Y down to 0 of the two tables: LDX, LDA, STA and STA, each abs,Y, whose operands $4F5E-$4F69 (train_load_a, train_load_b, train_store_a, train_store_b and their high bytes) train_swap_tiles writes before each call; as stored they hold $FF bytes. It returns with Y = $FF.$4F6E train_tile_colour_address returns X/Y = tiles-3 $DC00 + 4 × A, and $4F86 train_tile_bitmap_address X/Y = tiles-3 $D000 + 32 × A. Each shifts A left (twice, five times), rotating the bits shifted out into the operand of its LDA # ($4F81 train_colour_hi, $4F99 train_bitmap_hi), which it then adds to $DC or $D0 for the high byte.$4F9E train_at_terminus, routine 1, run by action records 6 ($4D40: 01 FF FF 06 01 0C 01 33 28) and 7 ($4D49: 01 FF FF 06 03 0C 04 0B 28). When the party stands at the column and row of the record's bytes +7/+8 ($57, $58), it copies the pair at +3/+4 into +1/+2, the change square_action makes next (game $8840); elsewhere the pair at +5/+6 ($4F9E-$4FBF). It returns with carry clear ($4FC1-$4FC2). (run on the map's snapshot: with the party at (51,40) record 6 got $06 $01, elsewhere $0C $01)draw_party_marker, game $AF1D). While it is swapped with a station's tile, the party is drawn as the train.$4CCA), which shows tile 95 and becomes question square 0 ($4D56) when the party steps on it: message 7, "The train engineer yells, "All aboard!" Get on (Y/N)?". Y, message 8, makes the square action square 0 (tiles 7 and 95); no answer or another key gives remote-change square 6 ($4E77): message 9, "I'm always here to give you a ride. Just ask for old Ed the engineer.", and tile square 1 again.$4E4D). It makes the square behind the party message square 0, which draws the layer's own tile, and the square ahead tile square 3 ($4CD2, tile 7), and turns the party's square into exit 13 ($4DE7), which moves the party one square east and leaves tile square 0 ($4CC7, tile 94) where it stood. Tile square 3 becomes action square 6 when the party arrives, and train_at_terminus gives remote-change square 1 again, or at (51,40) action square 1 (tiles 95 and 7 swapped back).$4E5A) then ends the ride: tile square 2 ($4CCE, tile 93) at (50,40), the east station, and tile square 0 on the party's square.$4D5E), action square 2 (tiles 7 and 93), remote-change square 4 ($4E62), exit 14 ($4DED, one square west), tile square 4 ($4CD6) and action square 7, which stops at (11,40) with action square 3 and remote-change square 5 ($4E6F), putting tile square 1 back at (12,40).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.
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