Thanks for reaching out to Jon Freeman to see if he recalled anything about Treasure 10 missing from the fourth level of Curse of Ra. Even if he had designed the levels for Curse of Ra himself, I would be very surprised if he remembered the tiny detail of why Treasure 10 is missing, or if it isn't missing, then where it is located. You did give it a great go when you found him-- I respect that!-- and, of course, it was much easier than disassembling the "trilogy's" 6502 game code.
Yes, I agree, after those years they probably remember nothing about the game, but it is worth a try! I will try to reach other members in the nearest time, but disassembling/reviewing source code is worth a try. The greatest possibility I see for now is to use DosBox debugger, which is quite comprehensive (although I am able to do almost nothing there). I downloaded the original DOS version of Curse of Ra, and the interesting thing there is that the level details are almost in plain text:
LEVEL5.LVL (almost in the end there is a non ASCII character) - https://pastebin.com/BPPWH203
LEVEL5.SHP (same here) - https://pastebin.com/chs2u0rQ
However, there is no COM or EXE file, there is only BOOT.BAS file, it probably needs QB64 to run, but I didn't test it yet. However I bet, QB64 doesn't have so comprehensive debug. But, it seems that SHP is the shortcut of SHAPE, so there is probably written room data and LVL is of course shortcut of LEVEL, so probably it has monsters, treasures, doors or other stuff written inside it. I would say, the SHP should tell us if Room 36 and 37 exist and LVL should tell us if Treasure 10 exists.
I also tried to run the Trilogy version in DosBox Debugger and what I found is that level data is no longer written in plain text, but in binary files. There are two files that are responsible for this level:
I was able to read from DosBox debugger that LEV12.BAD is loaded on the start of level 5, however I have to try it on another computer as mine (Surface Pro) does not have Pause button which is quite helpful to switch between game and debugger (this doesn't work for me in DosBox, I am not sure why). I have 10+ years of experience in programming, but I never focused on assembler and debugging such an old games, but I always wanted to learn both of these things, so maybe it is worth a try now!
I realize that these forums are Atari forums, but the game is the cross-platform mystery, let's use everything we have to find or deny the existence of these rooms and treasure.
At first, I will try to find the pattern in this LEVEL5.SHP, as far as I can tell right now, there is no room number inside this file, only some kind of coordinates, however it is very hard to check without running game (with running game I could possibly edit some values and see what they are changing), so I will probably try to run it in this QB64, but I do not even know if the game is complete, as this BOOT.BAS seems too small for the game!
Edited by icetique, Fri Feb 16, 2018 1:24 AM.