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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.
Under the Temple of Blood is loaded over Resident engine and loader and The game and Tile set 2. The listing shows them together, as the machine holds them; the rows of this part are marked.
The chamber under the Temple of Blood. None of its messages 0 to 75 names the place; the maps around it do. Map 27's exits 5 and 9 lead down into it, both to (16,30), by a trapdoor ("A trapdoor opens in the floor and you fall through to...", map 27's message 32) and by steps ("You step down the steps into...", map 27's message 58), and this map's exit 0 leads back up to map 27 with "You ascend the stairs." (message 33). The square they arrive on is message square 2 ($3A66): "This massive chamber consists of a great body of bloody water surrounding an island in the center. You stand on a small wooden dock at the south end of the chamber. To the north of you across the blood lies the island. You can just barely make out a large structure on the island." (message 32). It is a map of 32 by 32 squares. It is stored on side 2 of the disks from track 12, logical sector 4, 19 pages: entry 28 of the map directory, T35/L14. enter_map (engine $25BD) loads it to $3400-$46FF and unpacks its tile layer to $DE00-$E1FF. Tile set 2 draws it (part tiles-2). Every address here is this map's unless a part is named beside it.
$3A00, where load_map_pages (engine $2603) points $61/$62: 22 address words ($3A00-$3A2B), 11 setting bytes ($3A2C-$3A36) and 37 combat phrase numbers ($3A37-$3A5B).$3A2C holds 32, which enter_map reads at engine $25D3 as both the height and the width.$3A30, which enter_map reads at engine $25EE. Off the edge of the map it draws tile 50, $3A33, which draw_square reads at engine $0B5E.$3A2F holds 0, on which random_encounter returns at once (game $B019).$3A34 holds 64, in 256ths of a minute, and $3A35 0 whole minutes (advance_clock, game $AF32). $3A36 adds 1 to $D2 and to the count $04-$06 (game $AF58).$DE00-$E1FF, is a byte a square (map_tile_row, engine $0B06), unpacked by unpack_map_stream (engine $26E7) from entry 28 of the stream directory, T35/L13. The unpack runs on to $E4CB; the layer is its first 1,024 bytes, the rows below the height that map_tile_row reads.$3A37-$3A5B, name messages 43 to 75 of the map's text (show_map_msg_at, game $BCE5, and show_map_msg_pair, game $BCE1).$3400-$35FF, a nibble a square, map_class_at at engine $0953; number layer $3600-$39FF, map_number_row at engine $098E), and the records of each class's list (header words 3-18, $3A06-$3A25; action_record, engine $09B8). A null word, 0, names no record:| Class | Squares | List | Words | Records |
|---|---|---|---|---|
| 0 plain | 218 | |||
| 1 message | 4 | $3A5C | 4, 1 null | 3 |
| 2 check | 579 | $3A6A | 8, 1 null | 7 |
| 3 encounter | 17 | $3B29 | 25 | 25 |
| 4 tile | 0 | $3C87 | 5 | 5 |
| 5 loot bag | 0 | $3CA1 | 15 | 15 |
| 8 question | 0 | $3D48 | 2 | 2 |
| 10 exit | 2 | $3D5A | 3 | 3 |
| 11 blocking | 203 | $3D6F | 11 | 11 |
| 12 remote change | 1 | $3DA3 | 6 | 6 |
| total | 1,024 | 77 |
$3A26, holds $3D48, the address at which the class 6, 7 and 8 lists begin, and the map has no action records to run code through.$3EFF (select_map_text, engine $1E4F): an alphabet of 60 characters, a table of 20 group offsets at $3F3B, and messages 0 to 75 in groups of four, $3F63-$4652. Message 75 is the last that a record, the map's code or a combat phrase names, and none of them names a message in the 173 bytes after it, $4653-$46FF.$3E74 (header word 1; print_monster_name, game $9E5D, reads it at game $9E78) and their eight-byte records at $3EC7, monster n at $3EC7 + 8*n* (header word 2; monster_record, game $9EA4, reads it at game $9EA7): 1 Glowing Slime, 2 Sniper, 3 Guard, 4 Auto Laser Turret, 5 Bloodbeast and 6 Blood Priest.$3A28, holds 0.$3D5A; square_exit, game $89A3): to Temple of Blood, map 27 (exit 0, to (1,2), asking first); 2 within the map (exits 1 and 2; all relative to the party's square).$3A68) at (1,1) shows message 4: "Grafitti is scratched into the wall here. It says, "The launch code is MOTEKIM."", the answer that map 27's question square 5 (map-27 $3CD5) waits for.$3A7A) on the 70 squares next to the island and check square 3 ($3A94) on 505 more, with the same bytes. On arrival they test Swim 2 for every conscious member (flags $E1), and each member who fails takes 1d6 of CON, armour ignored, with message 1, "You find that inhaling murky moatscum isn't very fun.". Either way the square becomes check square 1 ($3A87), which runs at once, since alter_square returns carry set for a square it writes (engine $0A3D) and run_square_action loops on it (game $ACCE-$ACD1): LK 3, and 1d6 of CON less the member's armour roll (flag bit 0 clear, game $90AF-$90B4) with "The fish are biting today. Ouch!" (message 2) for each member who fails. Its $FD change puts the water square back (engine $0A38-$0A3C).$3AA1) at (15,8) and (16,8), "A large wooden gate." (message 11). Its flags, $08, run no check when the party walks into it and give each pair its own change (game $8F4C). Picklock 5 or ST 7 gives remote-change square 1 ($3DD0: message 14, "What SKILL! The gates swing open at your mere touch."); a Plastic explosive, Grenade, LAW rocket, Mangler, Sabot rocket, RPG-7 or TNT gives remote-change square 0 ($3DAF: message 13, "BOOM!!! (So much for THAT gate!)"), which also puts encounters 10 and 11 ($3BD3, $3BDF: message 25, "A patrol spots you.") on (14,9) and (17,9). Both make the gate check square 5 ($3AD0) and the two squares behind it, (15,9) and (16,9), remote-change square 3 ($3E12), the pressure plate.$E4): "You notice a pressure plate just inside the main gate." (message 3), and remote-change square 2 ($3DF1) makes the plate tile square 4 ($3C9D, tile 52) and the squares north and south of it question squares 0 ($3D4C) and 1 ($3D53): "Do you want to jump across the pressure sensitive plate? (Y/N)" (message 17). Y makes the square exit 1 ($3D65) or exit 2 ($3D6A), which move the party two rows south or north, over the plate.$3BC7), one Auto Laser Turret (monster 4), on (15,12) in place of check square 6 ($3ADD), the turret at rest: "An automatic laser turret (currently inactive)." (message 21). A Plastic explosive, TNT or LAW rocket used on check square 6 gives remote-change square 4 ($3E37: message 22, "BOOM!! Rest assured this turret will never function again."), which makes the six squares of the gate and the plate, (15,8) to (16,10), message square 1 ($3A64, which shows nothing) and the turret's square tile square 0 ($3C91: "You stomp on the twisted wreckage of the turret", message 24, tile 53). Wiping out encounter 9 leaves the same tile square.$3AEE) at (15,18), "A heavy wooden door." (message 29). Picklock 2 makes it tile square 1 ($3C94: "The door is open.", message 30); ST 3, a Crowbar, Pick ax or Sledge hammer tile square 2 ($3C97) and an explosive tile square 3 ($3C9A), both "The shattered remains of a door hang on loose hinges." (message 31).$3E58) at (15,17) shows message 26, "Read paragraph 60.", and puts encounter 20 ($3C4B) on (16,14), encounters 21 and 22 ($3C57, $3C63) on (15,15) and (16,16), and encounters 23 and 24 ($3C6F, $3C7B) on (16,15) and (17,17). Encounter 20 is one Blood Priest (monster 6): "A robed man wielding a bloodstaff has a thirsty look on his face." (message 28). Encounters 21 and 22 are three lines of 1 to 4 Bloodbeasts (monster 5) each, and 23 and 24 are 1 to 4 Guards (monster 3).$3B97, $3BA3, $3BAF, $3BBB), one Sniper (monster 2) each, stand at the island's corners, (8,23), (23,23), (23,8) and (8,8), seen within 30 feet and engaging within 60 (three and six squares); wiped out, they leave loot bags 11 to 14, each a gun and its clips.$3D8B): "Moss covered walls rise into the darkness above." (message 15). Each bump moves a square on to the next of blocking squares 4 to 10 ($3D8E-$3DA2, game $918F), whose messages 35 to 41 read "You've", "got", "your", "balls", "to", "the", "wall.", and then to blocking square 0, message 15 with no further change.print_item_name (engine $0BDC) prints message n + 36 for item n. Their eight-byte item records are the same, DC 05 00 90 01 00 01 00 (game $32F8, game $3300).$3CBF: 00 00 BE 01 FF, game $BA71-$BA78), which holds one item 62 and becomes a plain square when emptied.$3D0A), which a patrol, encounter 17 ($3C27) at (21,20), leaves, and in loot bag 13 ($3D38), which the sniper of encounter 7 leaves.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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