Re: [stella] Indenture is a good starting place

Subject: Re: [stella] Indenture is a good starting place
From: Stirling Newberry <stnewberry@xxxxxxxxxxxxx>
Date: Wed, 4 Apr 2001 06:19:19 -0400
At 02:38 PM 4/3/2001 +0100, you wrote:
- Reseting Goldilocks to be faster than Mr Green Jeans, though still slower than Red Riding Hood. Different speed dragons are more of a challenge, since one can't easily dodge separately timed bytes.

You do know the official names of the dragons, don't you?



- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/

Yorgle (Yellow), Grundle (Green) and Rhindle (Red) according to my dog eared Adventure instruction booklet. Colloquially Goldilocks, Mr. Green Jeans and Little Red Riding Hood.


Enclosed is also my current data block, by no means finished.

Changes since last time -

The rooms outside the gold castle are now a "wood" which leads into the dark forest. Note it is the same room, merely that one is reflected and the other is duplicated. This has the side effect of removing the object wall and creating a trap door (see below)

The area up to the white castle isn't graphically satisfying yet, but it is now a mini maze from the catacombs. There is a peer through to the Black castle and a trap door.

The area on the far side of the catacombs is now a maze, and it has a trap door back to the wood outside the white castle (one way only). Useful when you have grabbed the chalice and are making that last run.

Note that the old "side corridor room" is used twice - once reflected, and once duplicated.

It is also possible to have two colored rooms, and rooms which point to any arbitrary block of ROM for their map, incase anyone else has been playing. I haven't used a "deep catacomb" room yet, the white castle being a good candidate. There is also more editing to do on the black castle foyer.

For those editing rooms, the easiest thing to do is point the number screen at the room you are editing, this way, as soon as you compile, you get to see the room you've just edited. This can lead to a couple of unexpected discoveries.

I need to check whether some changes to the stone table room have inadvertently blocked the easter egg. If so I will change them back.

Thanks for all the help everyone, especially the pointer to the source code. One side project is to write a short CRC checker.




Current Data Block



LFAA0: .byte $FF,$FF,$0F,$FF,$22,$00,$22,$20,$FF,$1e,$E1,$1E,$22,$14,$0f,$F2 ; The stone table room
.byte $00,$00,$FF,$FF,$0F,$22,$01,$01,$22,$27,$33,$22,$23,$23,$FF,$33 ; the forest below gold castle
.byte $00,$00,$30,$00,$FF,$FF,$FF,$FF,$0F,$0F,$00,$20,$19,$FE,$02,$00 ;
.byte $00,$25,$23,$00,$46,$00,$99,$28,$00,$FF,$FF,$0F,$F0,$FF,$0F,$87 ; checker pattern
.byte $00,$00,$30,$43,$56,$30,$30,$87,$30,$43,$56,$87,$00,$00,$F0,$0F
.byte $0F,$04,$24,$FB,$08,$22,$FB,$0C,$20,$FB,$10,$1E,$FB,$14,$1C,$FB
.byte $18,$1A,$FB,$1C,$18,$FB,$20,$1A,$FB,$24,$1C,$FB,$28,$1E,$FB,$2C
.byte $20,$FB,$30,$22,$FB,$FF,$24,$FB,$FE,$AA,$FE,$AA,$FE,$AA,$FE,$AA
.byte $FE,$AA,$FE,$AA,$FE,$AA,$FE,$AA,$00,$F0,$FF,$0F,$30,$00,$00,$30 ; black castle foryer
.byte $00,$22,$30,$22,$55,$30,$00,$00,$30,$00,$00,$F0,$FF,$0F,$F0,$FF
.byte $0F,$00,$0C,$0C,$F0,$0C,$3C,$F0,$0C,$00,$F0,$FF,$3F,$00,$30,$30
.byte $F0,$33,$3F,$F0,$F3,$F3,$00,$00,$00,$F0,$FC,$FF,$F0,$00,$C0,$F0 ;
.byte $3F,$CF,$00,$30,$CC,$F0,$F3,$CC,$F0,$F3,$0C,$00,$30,$0C,$F0,$3F
.byte $0F,$F0,$00,$00,$F0,$F0,$FF,$00,$30,$00,$F0,$0F,$0F,$F0,$33,$3F ; blue maze to catacombs
.byte $00,$30,$3C,$F0,$FF,$3C,$00,$03,$3C,$F0,$33,$3C,$00,$33,$0C,$F0
.byte $F3,$0C,$F0,$F3,$CC,$00,$33,$0C,$F0,$33,$FC,$00,$33,$00,$F0,$F3
.byte $FF,$00,$00,$00,$F0,$FF,$0F,$F0,$FF,$CC,$00,$00,$CC,$F0,$03,$CF
.byte $00,$03,$00,$F0,$F3,$FC,$00,$33,$0C,$F0,$33,$CC,$00,$30,$CC,$00
.byte $3F,$CF,$00,$00,$C0,$00,$3F,$C3,$00,$30,$C0,$F0,$FF,$FF,$F0,$FF ;
.byte $0F,$30,$00,$00,$F0,$30,$FF,$00,$30,$C0,$F0,$F3,$C0,$00,$03,$C0
.byte $F0,$FF,$CC,$F0,$FE,$15,$30,$03,$1F,$30,$03,$FF,$30,$00,$FF,$30
.byte $00,$3F,$30,$00,$00,$F0,$FF,$0F,$11,$4D,$31,$0F,$4D,$31,$10,$4D
.byte $31,$00,$FF,$05,$FC,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; lantern mask -
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; lantern mask
.byte $FF,$FF,$FF,$FF,$FF,$00,$F0,$FF,$FF,$00,$00,$00,$F0,$FF,$0F,$00
.byte $00,$0C,$F0,$FF,$0C,$F0,$03,$CC,$F0,$33,$CF,$F0,$30,$00,$F0,$33
.byte $FF,$00,$33,$00,$F0,$FF,$00,$00,$00,$00,$F0,$0F,$0F,$F0,$FF,$FF ;
.byte $00,$00,$C0,$F0,$FF,$CF,$00,$00,$CC,$F0,$33,$FF,$F0,$33,$00,$F0
.byte $3F,$0C,$F0,$00,$0C,$F0,$FF,$0F,$00,$30,$00,$F0,$30,$30,$17,$30
.byte $00,$F0,$FF,$0F,$30,$FF,$00,$30,$30,$36,$30,$40,$00,$30,$30,$17
.byte $00,$00,$51,$00,$47,$00,$F0,$FF,$0F,$F0,$F0,$FF,$00,$00,$03,$F0 ; upper cul de sac room.
.byte $FF,$03,$00,$00,$00,$30,$3F,$FF,$00,$30,$00,$F0,$F0,$FF,$30,$00
.byte $00,$30,$3F,$FF,$00,$30,$00,$F0,$F0,$FF,$30,$00,$03,$F0,$F0,$FF
.byte $F0,$FF,$FF,$00,$00,$C0,$F0,$FF,$CF,$00,$00,$0C,$F0,$0F,$FF,$00
.byte $0F,$C0,$30,$CF,$CC,$00,$C0,$CC,$F0,$FF,$0F,$00,$00,$00,$F0,$FF
.byte $0F,$00,$00,$00,$F0,$FF,$0F,$00,$FF,$DB,$FC,$C3,$C3,$C3,$C3,$42
.byte $42,$42,$42,$42,$42,$42,$42,$42,$42,$42,$42,$42,$42,$42,$42,$C3
.byte $C3,$C3,$C3,$00,$04,$0C,$04,$04,$04,$04,$0E,$00,$00,$FF,$00,$FD
.byte $07,$FD,$A7,$00,$0E,$11,$01,$02,$04,$08,$1F,$00,$0E,$11,$01,$06
.byte $01,$11,$0E,$00,$03,$1A,$FD,$FF,$22,$FD,$81,$81,$C3,$C3,$FF,$5A
.byte $66,$00,$01,$80,$01,$80,$3C,$5A,$66,$C3,$81,$81,$81,$00,$00,$3A
.byte $FD,$01,$66,$FD,$02,$3A,$FD,$FF,$4F,$FD,$06,$0F,$F3,$FE,$0E,$04
.byte $04,$1E,$3F,$7F,$E3,$C3,$C3,$C7,$FF,$3C,$08,$8F,$E1,$3F,$00,$80
.byte $40,$26,$1F,$0B,$0E,$1E,$24,$44,$8E,$1E,$3F,$7F,$7F,$7F,$7F,$3E
.byte $1C,$08,$F8,$80,$E0,$00,$0C,$0C,$0C,$0E,$1B,$7F,$CE,$80,$FC,$FE
.byte $FE,$7E,$78,$20,$6E,$42,$7E,$00,$00,$FF,$7C,$FD,$20,$40,$FF,$40
.byte $20,$00,$00,$FF,$86,$FD,$80,$00,$F0,$80,$80,$80,$F4,$04,$87,$E5
.byte $87,$80,$05,$E5,$A7,$E1,$87,$E0,$01,$E0,$A0,$F0,$01,$40,$E0,$40
.byte $40,$40,$01,$E0,$A0,$E0,$80,$E0,$01,$20,$20,$E0,$A0,$E0,$01,$01
.byte $01,$88,$A8,$A8,$A8,$F8,$01,$E0,$A0,$F0,$01,$80,$E0,$8F,$89,$0F
.byte $8A,$E9,$80,$8E,$0A,$EE,$A0,$E8,$88,$EE,$0A,$8E,$E0,$A4,$A4,$04
.byte $80,$08,$0E,$0A,$0A,$80,$0E,$0A,$0E,$08,$0E,$80,$04,$0E,$04,$04
.byte $04,$80,$04,$0E,$04,$04,$04,$00,$1E,$50,$69,$00,$FF,$88,$FD,$00
.byte $FF,$F3,$FD,$81,$81,$C3,$7E,$7E,$3C,$18,$18,$7E,$00,$00,$FF,$01
.byte $FE,$00,$00,$FF,$40,$01,$F4,$FC,$03,$04,$FD,$FF,$0C,$FD,$00,$FF ; gate, game level number stuff, offset being amusing.
.byte $12,$FE,$3C,$7E,$E7,$C3,$C3,$C3,$C3,$C3,$00,$DC,$FA,$FC,$0A,$21 ; Magnet mask - start of room colour and maze description
.byte $00,$00,$00,$00,$b2,$fa,$c6,$0A,$24,$08,$02,$80,$03,$B2,$FA,$C6 ; Game room, left room, $00,$00,$00,$00,$B2,$FA,$66,$0A,$A1,$08,$02,$80,$03,$B2,$FA,$C8
.byte $0A,$21,$11,$03,$83,$01,$A0,$FA,$00,$63,$61,$06,$01,$86,$02,$3E ; $0A,$21,$11,$03,$83,$01,$A0,$FA,$E8,$0A,$61,$06,$01,$86,$02,$3E
.byte $FB,$08,$08,$25,$10,$05,$07,$06,$53,$FB,$08,$08,$25,$1D,$06,$08 ; offset colour pairs $FB,$86,$0A,$21,$10,$05,$07,$06,$53,$FB,$86,$0A,$21,$1D,$06,$08
.byte $04,$68,$FB,$00,$0A,$21,$07,$04,$03,$05,$7D,$FB,$00,$0A,$21,$04
.byte $08,$06,$08,$92,$FB,$00,$0A,$21,$05,$07,$01,$07,$A7,$FB,$08,$08
.byte $25,$0A,$0A,$0B,$0A,$CE,$FB,$08,$08,$25,$03,$09,$09,$09,$B9,$FB
.byte $08,$08,$25,$09,$0C,$1C,$0D,$C7,$FA,$98,$0A,$21,$1C,$0D,$1D,$0B
.byte $C7,$FA,$B8,$0A,$24,$0F,$0B,$0E,$0C,$74,$FC,$A8,$0A,$21,$0D,$10
.byte $0F,$10,$E3,$FB,$0C,$0C,$21,$0E,$0F,$0D,$0F,$E3,$FB,$00,$02,$21
.byte $01,$1C,$04,$1C,$E3,$FB,$1A,$0A,$21,$06,$03,$02,$01,$DC,$FA,$1A
.byte $0A,$21,$12,$12,$12,$12,$89,$FC,$08,$08,$25,$15,$14,$15,$16,$B0
.byte $FC,$08,$08,$24,$16,$15,$16,$13,$9B,$FC,$08,$08,$24,$13,$16,$13
.byte $14,$C2,$FC,$08,$08,$25,$14,$13,$1B,$15,$26,$FC,$36,$0A,$21,$19
.byte $18,$19,$18,$4D,$FC,$36,$0A,$21,$1A,$17,$1A,$17,$38,$FC,$36,$0A
.byte $21,$17,$1A,$17,$1A,$5F,$FC,$36,$0A,$21,$18,$19,$18,$19,$29,$FB
.byte $36,$0A,$21,$89,$89,$89,$89,$DC,$FA,$66,$0A,$21,$1D,$07,$8C,$08
.byte $74,$FC,$36,$0A,$21,$8F,$01,$10,$03,$B2,$FA,$66,$0A,$21,$06,$01
.byte $06,$03
LFF32: .byte $10,$0F,$0F,$05,$11,$11,$1D,$0A,$0A,$1C,$16,$16,$1B,$0C,$0C,$03
.byte $0C,$0C
LFF44: .byte $D9
LFF45: .byte $00
LFF46: .byte $01
LFF47: .byte $FC
LFF48: .byte $02
LFF49: .byte $FC
LFF4A: .byte $28
LFF4B: .byte $0C
LFF4C: .byte $07,$F8,$FB,$C8,$00,$F1,$FA,$00,$00,$00,$FB,$FB,$C9,$00,$F1,$FA ; Gate placement
.byte $00,$00,$00,$FE,$FB,$CA,$00,$F1,$FA,$00,$00,$00,$E8,$FD,$EB,$FD ; Gate size - each castle is customisable
.byte $EC,$FD,$CB,$00,$00,$02,$FE,$DD,$00,$05,$FE,$C8,$00,$00,$A4,$00 ;
.byte $A8,$00,$2E,$FD,$36,$0E,$00,$A9,$00,$AD,$00,$2E,$FD,$1A,$06,$00
.byte $AE,$00,$B2,$00,$2E,$FD,$C8,$00,$00,$B6,$00,$78,$FD,$79,$FD,$1A
.byte $06,$00,$BC,$00,$D7,$FC,$D8,$FC,$66,$02,$07,$BF,$00,$FC,$FC,$FD
.byte $FC,$1A,$06,$00,$C2,$00,$FC,$FC,$FD,$FC,$0E,$0E,$00,$C5,$00,$FC
.byte $FC,$FD,$FC,$00,$00,$00,$CB,$00,$CF,$00,$14,$FD,$00,$00,$00,$A1
.byte $00,$82,$FD,$83,$FD,$08,$08,$00,$B9,$00,$EF,$FD,$F0,$FD,$CB,$06
.byte $00,$B3,$00,$0E,$FE,$0F,$FE,$00,$06,$00,$BC,$00,$FD,$FD,$FE,$FD
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$F0
.byte $00,$F0,$00,$F0
--
Stirling Newberry
stnewberry@xxxxxxxxxxxxx
http://www.mp3.com/ssn


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