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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.
Title and start-up is loaded over Resident engine and loader. The listing shows them together, as the machine holds them; the rows of this part are marked.
The start-up is the program the boot file 2.0 loads from side 1, track 4, logical sector 16: sixteen pages to $7E00-$8DFF, entered at $7E00 (JMP $7F2A) with no load header. It draws the title screen, plays the title sequence until Start or Utils is chosen, and leaves through the engine's load_program (engine $03AD) for the game at T31/L9 or the utilities at T8/L20; it never returns. On the way it reads the logo font to $CA00-$CBFF and unpacks the title picture over its own $8A00, up to $A2FF.
$7E00, and $7E00-$8DFF is side 1's T4/L16 down to T4/L1, byte for byte.| Range | What |
|---|---|
$7E00-$7F29 | the entry jump, the title's sound code and its four sound records |
$7F2A-$8132 | the set-up and the title sequence |
$8133-$8477 | the explosion waits, the waits and polls, the menu, Start, Utils, reading a save, the logo's layout, the typing hook |
$8478-$860A | the packed text |
$860B-$86FF | engine bytes (the game's facts, "Build") |
$8700-$8BFF | five filler sectors, each $4B and 255 bytes of $01 |
$8C00-$8CFF | the death program, whole: T4/L2, equal to the death part's $7E00-$7EFF |
$8D00-$8DFF | the logo font's first page, T4/L1 |
$860B-$89FF: opcodes.py --refs with reach 255 finds none for $860B, $8640, $8680, $86C0, $86FF, $8700, $8780, $8800, $8880, $8900, $8980 or $89FF. $8A00-$8DFF is written over by the title picture ($7FFE), and the logo font is read from the disk again ($7FA4), not taken from $8D00.$80B0, $80EE, $815F, $816E, $8246, $824A, $824E, $8253, $826C, $827B, $8280, $8319, $8425 and $8426, and at the picture's $8A02; nowhere else (every store, increment and decrement with an absolute address in its code blocks).BIT: $7F22 (inside $7F21), $8154 (inside $8153) and $8363 (inside $8362).$02-$FF ($7F30-$7F37), sets $D011 to $37 ($7F55, $7F91), clears the whole screen, sets up the menu bar ($818E), colours rows 1-16, columns 1-36 of the screen matrix $86 ($836C), draws a frame from column 0, row 0 to column 37, row 17 ($7F89) and the gauge empty ($7F8C).$CA00-$CBFF ($7F96-$7FA4), swapped with the font's glyphs $20-$5F at $C600-$C7FF ($838B), the layout at $83AD printed at column 33, row 1 in colour $86, and the fonts swapped back ($7FA7-$7FD7). The layout is glyph codes $20-$5F, four to a row, sixteen rows. After the set-up $CA00-$CBFF is T4/L1-L0 (play-title.vsf).$CE = 20: T5/L16 down to L0, then T4/L20-L18), unpacked to $8A00 with the limit $A300 ($7FDA-$7FFE). Decoded offline, the twenty sectors give the 6,400 bytes of play-title.vsf's $8A00-$A2FF but for $8A02.$8A02, the picture's last column, unpacks as $24 and is set to $20 ($8001-$8003), so that a redraw stops at column 32, short of the logo. Run from play-title.vsf, the redraw (engine $0586, through $041F) reads $8A00-$91F4 and leaves the logo's 432 non-zero bitmap bytes at columns 33-36 as they were; with $24 it reads to $91FA and clears all 432.$AC = 1 turns the picture's animation on before the sequence starts ($800A).The sequence ($800E-$8130) repeats until a menu item loads a program. Waits are in units of 255 menu polls ($8156).
| Step | What | Where |
|---|---|---|
| 1 | gauge emptied, message area cleared, credits (messages 1-4) shown | $800E-$802A |
| 2 | picture redrawn, a wait of 64 | $802D-$803B |
| 3 | messages 5, 6 and 7 typed over the picture at column 1, rows 1, 3 and 5, 10 apart; a wait of 50 | $803E-$8061 |
| 4 | picture redrawn, message area cleared, message 8 shown; 30 with the animation off, 70 with it on | $8064-$8082 |
| 5 | message area cleared, messages 9-12 shown, the siren | $8085-$809F |
| 6 | animation on; the gauge at $40, $38, $30, $28, $20, $18 (a wait of 4 each), $10, a whistle, a wait of 4, 8 (a wait of 4), 1, a whistle | $80A2-$80D9 |
| 7 | fourteen explosions, each after its wait in $8133: 4 5 2 3 6 5 1 3 4 3 4 2 4 3, ended by $FF | $80DC-$80F0 |
| 8 | animation off, message area cleared, messages 13-17 typed at column 1, rows 1-5 (a wait of 10 after the first), a wait of 100, back to step 1 | $80F5-$8130 |
play-title.vsf with no interrupts, a unit takes 62,249 cycles with the animation off and 66,730 with it on, about a sixteenth of a second, and one pass from $800E back to $800E 53,112,447 cycles, 53.9 seconds at the PAL clock (985,248 Hz) before the time the raster interrupt takes. In that run the siren starts at 20.6 s and ends at 31.6 s, and the explosions run from 34.1 s to 38.3 s.$8164: engine $022A, then $02DE), so Start and Utils act at any point. The siren polls once a step ($7E96, $7EBD) and typing once a character ($8438); the siren's pause at its top ($7EA9-$7EB1, about 1.3 seconds) and its fade ($7ECE-$7EDA, about 1.0 second), the whistle ($7EFA-$7F10) and the explosion's own sound ($7F13-$7F1C) poll nothing. A key pressed then waits in $EC for the next poll.$D400-$D7FF are at $7E05-$7E47, $7ED1, $7EE2-$7EF2, $7F03 and $7F26 (every code block decoded; its indirect stores go through $12, $66 and $E9, none of them at the SID).start_sound ($7E03) turns voice 1 (Y = 0) or voice 2 (Y = 7) off, writes an 11-byte record from $7E4B (attack/decay, sustain/release, control, pulse width, three bytes for $D415+Y, frequency, volume) and writes the control byte last. With Y = 7 the three filter bytes land at $D41C-$D41E ($7E1D, $7E23, $7E29).| Record | Sound | Voice | Control | Frequency | Attack/decay, sustain/release | Volume |
|---|---|---|---|---|---|---|
0 ($7E4B) | explosion | 1 | $85: noise, gate, bit 2 | $0320 | $1A, $00 | $0F |
1 ($7E56) | siren, lower | 1 | $21: sawtooth, gate | $1C31 | $BF, $FF | $0A |
2 ($7E61) | whistle | 1 | $15: triangle, gate, bit 2 | $FD2E | $09, $00 | $0F |
3 ($7E6C) | siren, upper | 2 | $21: sawtooth, gate | $2187 | $BF, $FF | $0A |
$C9BC), at frequency $0320 where the engine's is $2000.$7E77): voice 2 sounds $0556 above voice 1 ($7EE2-$7EF2). The pitch rises one step at a time from $1C31 to $2186, a delay_a($19) and a poll a step; then a pause of eight delay_a($FF) ($7EAD); then it falls from $2187 to $1839 ($7EB2-$7ECC); then the master volume counts down from 10 to 0 with delay_a($C0) between ($7ECE-$7EDA), and both voices are turned off.DEX, BNE, DEY ($7EB5-$7EB8) lowers the high byte when the low byte reaches 0 rather than when it wraps: after $2101 comes $2000, then $20FF. The pitch drops 256 for one step at each of the nine high bytes from $21 down to $19. The rise's INX, BNE, INY ($7E8E-$7E91) has no such step.$7EFA): record 2, then $D401 from $FD down to $0B with delay_a(8) between, played twice ($80C7, $80D9).$7F13): record 0, then delay_a($80).$C9BC (noise at $1000), through $04D2, then waits delay_a($A0) ($8427-$842C).$3A = 1, $81A6), no hidden keys ($81D6) and the handlers Start $81FA and Utils $81DB ($81D7).$82F8), checks side 1 as the game's facts describe and loads T8/L20 ($81EF-$81F7).$AC and turns the animation off, and prints "Use last saved game (Y/N)?" at column 0, row 23 with the Y in inverse ($81FA-$8214, text $82DA). RETURN or Y takes side 1's save whatever its age, N searches the four sides, back-arrow returns to the title with $AC as it was ($827F), and other keys are ignored ($8217-$8226).$82A1, text $82B3) only waits for RETURN or space, or back-arrow to return to the title. The side is checked afterwards by the engine (engine $1897), which repeats "INSERT SIDE n. (RETURN)" with no way out: it ignores its wait's carry and reads the side again (engine $18DE-$18E7). After N, a player without all four sides cannot go back.$8228-$827C) clears the best so far, reads the saves of sides 1, 2, 3 and 4 in turn and compares each side's 32-bit count $04, $05, $06, $F4FD (low byte first) with the best; a count not smaller becomes the best and its side is kept ($8243-$826D), so ties go to the later side. The best side's save is then read again and the game loaded ($827A).$BB), and a play side made by Copy starts with it, so on four fresh sides N takes side 4. The saves on all 24 disk images of the run (the four originals and the copies made of them, some after play) match their checksum when run through the engine's own scramble_save and save_checksum (engine $04E7, $04EA).DEC $76 ($828E) makes the engine's load_item_table load item file $75 = 0, which zero page's clearing left; then side 1 is checked ($8293) and T31/L9 loaded ($8296-$829E).$82F8), the animation goes off, the message area is cleared, $92 = 1 (tested by the game's entry, game $7E5C), $5BFB = 1 and $B8, $AC and $C5 = 0.BCS at $8316) is never taken: the engine's sector read prints its error, waits and reads again until the read works, and returns with the carry clear (engine $2806-$283E).$832F-$834C): each byte 0-254 of the eight pages is EORed again with twice its offset, which leaves it as stored EOR $F4FF, and the start-up goes on to load the game.$F478-$F485 goes back to zero page $02-$0F ($834E-$8359) and the line buffer is cleared ($835B).$8478 ($846F). Its group table ($84B4) has five words, so twenty slots: message 0 is empty, 1-17 are the title's text, and slots 18 and 19 would decode from the engine bytes after $860A; nothing asks for them (the program's message numbers are 1-17). Alphabet codes 33-59 ($8499-$84B3) are all $7F.$8522); 8 "Computer defense initiative activated." ($8547); 9-12 "Diplomatic solutions to the world's problems fail and war erupts as some madmen press ahead with their insane dreams." ($8561); 13-17 "Current condition: / High concentrations of / radiation produce random storms / and mutations. Somehow life / continues in the Wasteland!" ($85B5).show_message ($8464). Messages 5-7 and 13-17 are typed ($83FD): the start-up finds the engine's print_char jump (engine $1DF8) through the jump table's entry at engine $0323 ($8455), keeps its target in the JSR at $8424 and points it at $8424, so each character is printed, then clicked, delayed and followed by one poll ($8424-$8454).$82DA) and "Insert side 1. (RETURN)" ($82B3).JSR $7F22 at $80F2: the explosion loop leaves on the table's $FF through the BMI at $80E4, and its INX, BNE always loops.$8460-$8463, an entry that sets the cursor and goes on into $8464: no instruction calls or loads $8460, and no immediate in the code is $60.$8173-$818D: 27 bytes of glyph codes $8B-$9C, two to a row in the layout $83AD uses. The one instruction that can reach them is LDA $8133,X at $80E1 with X = $40, which the $FF at $8141 stops at 14.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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