| Subject: |
<no subject> |
| Author: |
Mark Wieczorek <tengard--usa.net> |
| Date: |
24-Oct-2000 19:40:04 |
I never did find the "dapper" value - it may be located, like many of the
hidden stats in the section after the visible stats. Once I thought I found
it, but it just turned out to be body temperature (it moved with the clothing
you wore...). There are a few variables that move in mysterious ways that I am
not able to account for.
If we find the dapper stat, we can also determine the dapper value of various
pieces of clothing - the floppy leather hat, for example. Finally, a criteria
for the Clothes Horse!
There are one of two possibilites I see for the dapper stat:
It is, like the "Current" stat the sum of a number of other values.
It is, like the stat modifiers, affected by a sub-routine that, if
interrupted, may or may not act on it again.
If it is the first case, then we will not be able to modify this stat, only
observe it, as it will self-update from time to time. If it is the second
case, then perhaps Noblemen will stop telling me to take a bath!!
Is there any place in the dungeon that we can observe the dapper value in
action? The Clothes Horse only looks for the value of the highest piece of
clothing you are wearing, I do not think it looks for your over-all dapper
value.
Mark
"Robert Hagenström" <robert.hagenstrom--ebox.tninet.se> wrote:
Have you also managed to find the "dapper" stat Dan Pinal mentioned?
The one which goes up and down depending on what apparel you wear?
Also, I checked the first City disk image and saw the code fragment you
mentioned, but there is much more than what you pasted... I don't know
if we have anyone who knows assembly or reverse engineering here, I
mean, this might just be a checksum, crack or something unrelevant but:
Protection From Paradise-
(mumbo jumbo lines)
LDX #0
ASSERT [END RAM SHR 12]=[TEST SHR 12]
STX TSTDAT
STX TRAMSZ
LDX RAMSIZ
CPX #$90
BCS END BCK
INC TSTDAT ENDBCK LDX RAMSIZ
CPX #$C0
BCS ENDACK
INC TRAMSZ ENDACK RTS
AD LDY #0
LDA ($FE),Y
CLC
ADC #$80
STA ($FE),Y
INY
LDA ($FE),Y
ADC #0
STA ($FE),Y
LDY #6
LDA ($FE),Y
CLC
ADC #1
STA ($FE),Y
INY
LDA ($FE),Y
ADC #0
STA ($FE),Y
(mumbo jumbo lines)
CKSUM-143 DEVICE DONE-144
CHECK PRINTER
TEST SECTORS
NO ERRORS
DOUBLE-SECTORED Press drive or RETURN for menu
DENSITY INCOMPATIBLE
DRIVE X UNABLE DOUBLE DENSITY
123 FREE SECTORS
(mumbo jumbo lines and same code as above repeated)
cracked by glenn the 5200 man
supplied by mr. micro
NE RTS
NEG3 LDY #0 Q LDA EF,Y
SEC
SBC BOOT
(mumbo jumbo lines and all of the above repeated)
While looking, I also managed to find symbols of a sword, shield,
armor, timepiece, gold, scroll and spells... so it may be evidence that
The City was going to use icons and stuff in it's menus. It's trivial,
but still. :)
/Robert
>I've updated some minor stuff in the Dungeon Hex section of my webpage
- it's
>formatted so Rob can grab it and paste it into the FAQ whole or in
part.
>
>I found a stat I'm calling "Stomach" that deterimines how full you
are,
>finally confirmed that the two spaces after current/base stat are plus
/minus
>modifiers, and left a few holes that I can see a relationship to the
game, but
>can't quite define yet. For example:
>
>6385 is alignment, 6386 is mood. For every evil action (it seems) 6387
goes
>up, and I believe for every good action, 6384 goes up. Could this
possibly be
>a running total of your deeds? Maybe there is no relationship and I'm
>halucinating it. Does anyone know what the effects (or where they
might felt)
>of doing nasty stuff is? I know it's mentioned somewhere that in
addition to
>alignment there was stuff that's just culturally considered bad, such
as
>killing healers and paupers, and it could have an effect on the game.
>
>Anyway, have fun.
>
>Mark
>
>E-Mail: Tengard--usa.net
>ICQ: 16332158
>
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