30 сентября 1995 |
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* PART 6 - HACKING GUIDE *
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DOOMDARKS REVENGE
Lords of Midnight and its sequel
Doomdark's Revenge have been in my top
game list ever since I first played them
on my old trusty rubber- keyed 48k
Spectrum. Even by todays standards, they
still rate among the most addictive
computer games ever, at least for the
strategically minded.
Having played and finished them both
several times, I couldn't understand how
Mike had been able to stuff so much into
only 41k. So I plunged into DR's code... I
still have a lot of the original
(handwritten) sheets where I deciphered
most of the Z80 code for this game. And
more important (and useful, probably), the
full format of the DR save game, along
with some tables which are needed to
understand it. Some time ago I posted that
on comp.sys.sinclair, and a lot of people
was very interested. At least a map editor
(by Jan Kapala, email
KAPALA@ichn.ch.pwr.wroc.pl) is based in
this information, and you can find it in
ftp.nvg.unit.no.
Even now I receive some requests for
these tables, so here they are... this is
the original version I posted then (with
some minor corrections, mostly spelling
errors) and I don't think there are any
mistakes. I hope you find it useful.
==========================================
DOOMDARKS'S REVENGE MAP AND TABLES
SITES AND CHARACTERS
--------------------
Example: G Imgarorn: Fortress/Citadel of
Imgarorn the Giant. Exceptions noted
below.
I=Icelord
G=Giant
D=Dwarf
B=Barbarian
F=Fey
S=Special
All site names are created
algorithmically from the map. There's a
fixed seed at the upper left corner of the
map, and the game traces recursively you
position to this point, creating unique
names (the name tables will be shown
later) for each zone (plains, forest and
so on). A citadel or fortress stands as a
zone, and it gets its name the same way.
There are 128 such sites, and 124 owners.
The first 5 sites are special; their owner
is not the character with the site name
(as in all the others). There are 5
persons which receive special treatment:
Luxor the Moonprince, Morkin the Free,
Tarithel the Fey, Rorthron the Wise and
Shareth the Heartstealer. Shareth owns the
City of Imiriel. The other four are
foreigners.
This is the full character table:
0 S Luxor 32 I Berudrarg
64 D Torormarg 96 B Thorthak
1 S Morkin 33 I Imgudrur
65 I Ushangrane 97 F Thormand
2 S Tarithel 34 I Talorthane
66 I Fangrorn 98 B Anvorthun
3 S Rorthron 35 I Morangrim
67 I Carangresh 99 F Imgormand
4 S Shareth 36 G Obortharg
68 G Anvildrak 100 F Carorthorn
5 G Imgarorn 37 G Glortheon
69 I Anvarorn 101 B Imgorad
6 G Ingormad 38 I Ulfangruk
70 D Hagudril 102 F Tororthane
7 I Malisane 39 I Malarorn
71 G Ganigrorn 103 F Imorthorn
8 I Anvireon 40 I Ganormarg
72 D Berangrorn 104 F Berormorn
9 I Talormane 41 G Berorthim
73 G Fenorn 105 B Firak
10 I Imildrorn 42 I Firim
74 G Sildrorn 106 F Morildrane
11 I Carorthad 43 I Glireon
75 D Carorthay 107 F Thigrand
12 I Ushudrarg 44 I Kahangriel
76 B Glortharg 108 B Kahudrarg
13 G Glormeon 45 I Kahudruk
77 B Thortheon 109 F Lorangriel
14 G Thormuk 46 I Lororthane
78 D Glormane 110 F Carorthane
15 I Imgaril 47 I Malirane
79 D Gloruk 111 F Thorthand
16 G Obularg 48 I Kahudrun
80 D Gludreon 112 F Berormane
17 I Thigrim 49 G Ulformane
81 D Thudrun 113 F Ingormiel
18 I Lorelorn 50 D Hagildrorn
82 D Torelorn 114 B Careneon
19 I Kagangrorn 51 I Thildresh
83 D Thatruk 115 B Varangrand
20 I Malirarg 52 I Glormarg
84 B Carormand 116 F Imgorthand
21 G Imatrorn 53 I Carorand
85 D Lorangrarg 117 F Lorangrim
22 G Asorthane 54 G Carangrane
86 D Thelak 118 F Tharand
23 I Imasharg 55 G Thangrorn
87 D Imangruk 119 B Torinarg
24 I Torangrorn 56 I Malormun
88 D Glidril 120 F Imorthesh
25 I Sortharg 57 I Varormane
89 B Thangrad 121 B Anvortheon
26 I Zarashand 58 G Imgenarg
90 D Imulorn 122 F Obireon
27 I Glororn 59 G Thorarg
91 D Thigrak 123 G Obigrorn
28 I Malorthand 60 I Thirium
92 B Lorangrorn 124 I Imgasharg
29 G Varangrim 61 I Fenarg
93 B Varatrarg 125 I Thangrarg
30 I Sigrorn 62 D Imgorarg
94 D Imelorn 126 B Kahudrak
31 I Hagudrak 63 H Torelak
95 D Ulfangrak 127 F Carorthand
The sites are in North-South order. This
may serve as well as a clue to the
distribution of the races.
SAVE GAME FORMAT
----------------
All the addresses shown from now on are
decimal. The saved data starts at Spectrum
address 39933, and is 9219 bytes long.
This includes:
- Character index 1
- Day counter 2
- 24 tables (128 bytes each) 3072
- Map (64*96) 6144
----
9219
Address 39933 holds the number of the
character you are using. Addresses 39934-5
hold the number of days 'since the
Moonprince rode forth into the Icemark'.
The map and several tables are included
here. That's the reason why when you get
killed, you must load a saved game to
restart (there was no room for two copies
of all these data). I will now list all of
this. The tables are 128 bytes long, and
are indexed by site or character number,
as for the above table.
TABLES 0/1 (39936/40064): Site coordinates
------------------------------------------
Table 0 contains the X coordinates (in
the map) for the 128 sites, and table 1
the Y coords. I will not list them as all
of you have the map or can get it easily
using one of the PD editors.
Each site belongs to the character with
the same name. Exceptions:
0 Fortress of Varenand ->
Lorangrim the Fey (117)
1 City of Carudrium ->
Carorthay the Dwarf (75)
2 Fortress of Thigrorn ->
Lorangriel the Fey (109)
3 Fortress of Finorn ->
Carangrane the Giant (54)
4 City of Imiriel ->
Shareth the Heartstealer
TABLES 2/3 (40192/40320):
Object coordinates
------------------
As tables 0/1, for objects. Unlike tables
0/1, these are not fixed, and are randomly
set at the start of the game. Each object
has an owner, who can use it *once*.
Anyone who has an object but is not its
owner, won't be able to use it, but will
benefit from some minor advantages. They
can also be used to approach new people
(by giving some object to its true owner
you can make him more inclined to join
your side).
Objects 5-128 are weapons, their power is
in Battle, and belong to the character
with the same number. These are Spears
(for Barbarians), Bows (for the Fey), Axes
(for Dwarves), Hammers (for Giants) and
Swords (for Icelords). All of them give
advantages in battle.
Objects 0-4 are special. Here are their
major powers:
0 Crown of Varenand: Used by Luxor brings
all of his men with him.
1 Crown of Carudrium: Used by Morkin
brings Luxor and his men.
2 Spell of Thigrorn: Used by Tarithel
takes everyone to the city of Imiriel.
3 Runes of Finorn: Used by Rorthron... I
don't remember!!!
4 Crown of Imiriel: Used by Shareth
brings Luxor and his men.
Crowns have the minor power of
Persuasion. They make easier to approach
others in peace.
Spells have the minor power of Swiftness
(more moves in a day time).
Runes have the minor power of Protection
in battle. You are less likely to get
killed.
When an object is carried by a character,
his number goes on table 3, and table 2
holds 255.
TABLE 4 (40448):
Enemies killed in the last battle.
TABLE 5 (40576):
Men lost in the last battle.
TABLE 6 (40704): Campaign army size.
TABLE 7 (40832):
Home army size (in city or fortress).
------------------------------------------
All of these tables store the number
divided by 5. Thus, 15 means 75 men and
255 (the maximum) means 1275 men.
TABLE 8 (40960):
Warrior type (based on table 13)
------------------------------------------
0-5: Moonguard
6-7: Fey
8-9: Barbarian
10, 11, 14: Iceguard
13: Giant
15: Dwarf
The remaining values are unused.
TABLE 9 (41088): Owner of each site
-----------------------------------
The initial owners are explained
somewhere above. This table holds the
actual owners each time.
TABLES 10/11 (41216/41344):
Character coordinates
---------------------
X and Y respectively. Initially, each one
is in his home site. Exceptions:
Luxor: Gate of Varenorn.
Morkin: City of Imiriel.
Tarithel: Forest of Fangrim.
Rorthron: Gate of Varenorn.
Shareth: City of Imgaril.
TABLE 12 (41472): Miscellaneous I
---------------------------------
a) The 5 upper bits hold the daytime left:
0: Night
1: An hour
2-9: Two hours
10-12: Three hours
13-16: Four hours
17-20: Five hours
21-24: Six hours
25-27: Seven hours
28-30: Eight hours
31: Dawn
(these days are short!)
b) The 3 lower bits hold the direction of
sight:
0: North 2: East
4: South 6: West
1: Northeast 3: Southeast
5: Southwest 7: Northwest
TABLE 13 (41600): Character types
---------------------------------
This table is used mainly to select a
graphic representation:
0: Luxor (mounted)
1: Luxor (on foot)
2: Morkin (mounted)
3: Morkin (on foot)
4: Rorthron (mounted)
5: Rorthron (on foot)
6: Fey (mounted)
7: Fey (on foot)
8: Barbarian (mounted)
9: Barbarian (on foot)
10: Icelord (mounted)
11: Icelord (on foot)
12: Tarithel (always mounted)
13: Giant (always on foot)
14: Shareth (always mounted)
15: Dwarf (always on foot)
There are other codes which are not used
in this table, but I include them for
completeness. See below for incident
codes.
16: Dragon
17: Wolf
18: Troll
19: Skulkrin
20: Horse
TABLE 14 (41728): Miscellaneous II
----------------------------------
Bits 0-2: Allegiance 0=Luxor
1=Shareth
2=Fey
3=Barbarians
4=Giants
5=Dwarves
(6, 7 unused)
Bit 3: Killed enemy in his last battle.
Bit 4: Fought battle (bits 3 and 5 are
meaningless if 4 is not set).
Bit 5: Won victory in his last battle.
Bit 6: In a tunnel.
Bit 7:Used his object (only once allowed).
TABLE 15 (41856): How tired
---------------------------
Utterly: 000-031
Extremely: 032-062
Very: 064-095
Quite: 096-127
Somewhat: 128-159
Slightly: 160-191
Not: 192-223
Not at all: 224-255
TABLE 16 (41984): Last battle
-----------------------------
In his last battle, this character fought
whoever's number is here.
TABLE 17 (42112): Foe
---------------------
This character's foe. If bit 7 is set,
none.
TABLE 18 (42240): Liege
-----------------------
This character's liege. If bit 7 is set,
none.
TABLE 19 (42368): How reckless
------------------------------
See table 15. 0 means DEAD.
TABLE 20 (42496): Object/Slayer
-------------------------------
This table has two meanings:
a) If alive, then it holds the number of
the carried object, or 255 for nothing.
b) If dead, then it holds the number of
the character who has killed him. If no
character (i.e. dragons, trolls...), then
bit 7 is set and the lower bits hold an
incident code. See below for incident
codes.
TABLE 21 (42624): Positive attributes
-------------------------------------
Bit Meaning
7 Loyal
6 Swift
5 Brave
4 Stubborn
3 Generous
2 Forceful
1 Strong
0 Good
TABLE 22 (42752): Negative attributes
-------------------------------------
Bit Meaning
7 Treacherous
6 Slow
5 Cowardly
4 Fawning
3 Greedy
2 Reticent
1 Weak
0 Evil
( ...note that it's possible to be
simultaneously good and evil!)
TABLE 23 (42880): How despondent
--------------------------------
See table 15.
TABLE 24 (43008):
MAP (this one is not 128 bytes long!)
-------------------------------------
The map is 64 squares wide and 96 squares
tall. The position at (X,Y) is in address
43008+64*Y+X. Every byte has the following
meaning:
Bits 0-3: Surface attributes
0 Plains 8 Fortress
1 Mountains 9 Hall
2 Forest 10 Hut
3 Hills 11 Tower
4 Gate 12 City
5 Temple 13 Fountain
6 Pit 14 Stones
7 Palace 15 Frozen Wastes
Bits 4-7: Flags
Bit 4: Incident
Bit 5: Army (only graphical information:
you could see an army which isn't really
there, or vice versa, by poking this bit!)
Bit 6: Mist.
Bit 7: There's tunnel below. If the
surface type is 4-7, there's a tunnel
entrance.
So far the saved information. Other
tables:
Table 29508: how does terrain (table 24)
affect time (table 12a)
Plains: 1
Mountains: 8
Forest: 4
Hills: 3
(All the rest): 2
Table 29540: how does character type
(table 13) affect time (table 12a)
(mounted/afoot)
Luxor: 3/6
Morkin: 3/6
Rorthron: 2/4
Fey: 3/6
Barbarians: 5/8
Icelords: 3/5
Tarithel: 2/-
Giants: -/5
Shareth: 2/-
Dwarves: -/5
Table 29317: how does character type
(table 13) affect tiredness (table 15)
(mounted/afoot)
Luxor: 1/2
Morkin: 2/4
Rorthron: 0/1
Fey: 2/3
Barbarians: 2/4
Icelords: 1/2
Tarithel: 1/0
Giants: -/2
Shareth: 0/-
Dwarves: -/3
Table 29009: Four incident types for each
possible terrain
(only on empty squares; repeated values
increase probability)
Plains: 0,3,1,4 Fortress: 0,1,6,6
Mountains:0,0,2,1 Hall: 2,6,6,10
Forest: 0,3,1,1 Hut: 3,1,6,6
Hills: 0,2,1,1 Tower: 5,5,5,5
Gate: 0,7,8,10 City: 0,6,6,12
Temple: 8,9,10,11 Fountain: 3,12,12,12
Pit: 2,1,9,12 Stones: 0,8,8,11
Palace: 0,4,7,10 Fr. Wastes:0,3,3,2
Incident types:
0 Dragons
1 Wolves
2 Trolls
3 Skulkrin
4 Horses
5 Guidance
6 Shelter
7 Claws of Night (time left = 0)
8 Flames of Dawn (time left = 31)
9 Thorns of Despair (despondent = 0)
10 Blood of Courage (despondent = 255)
11 Languor of Death (tired = 0)
12 Springs of Life (tired = 255)
NAME TABLES (24839)
-------------------
All names (except the first five, which
are hardcoded) contain three parts, which
are fetched more or less randomly (with
the map as a seed) by the name generator
from three tables. These are:
Prefixes (25):
Img Dol Lor Ush Mor Tal Car Ulf As Tor Ob
F Gl S Th Gan Mal Im Var Hag Zar Anv Ber
Kah Ash
Midwords (16):
ar or ir en orth angr igr ash el in ul atr
orm udr is ildr
Suffixes (16):
orn il iel im uk ium ia eon ay ak arg and
ane esh ad un
The name generator has a fixed seed at
position (0,0) of the map. This position
holds the fortress of Imgarorn the Giant.
As you can see Img-ar-orn is (0,0,0) in
the tables above. Any other position is
recursively traced down to (0,0),
generating a pseudorandom seed for the
three tables. The algorithm takes care of
any contiguous squares of the same terrain
type having the same name.
Note that the map has 6144 positions.
6144=24*16*16, so there is more possible
names than squares in the map. So the
algorithm also guarantees that there will
be no different places with the same name,
That's all for now! Enjoy!
Ruben Martinez
Email: Ruben.Martinez@rediris.es
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