Jim Norris
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Posts posted by Jim Norris
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Hi Guys,
I'll pin this thread too. What other A8 games do you play?
I pretty much just play these two games. I only play games I have a legal license to play which kinda limits things. I bought a license for Seven Cities of Gold a few years ago from the Ozark people so sometimes I play that.
I'd really like to play Eastern Front. Someone let me play theirs a long time ago and really liked it but I never got it myself. I see Chris Crawford is on here sometimes, so I think I'll try to buy a license from him sometime soon if he's the current copyright holder.
I also play the Ultima games but I do that on the PC since I went and bought that all in one PC version.
I forget what other ones I have.... I bought a bunch off some guy for $50 around 10 years ago which had Eidelon and Lode Runner I think. There were a bunch of cartridges too like Donkey Kong I think... but I don't really play those either. They are all sitting in storage.
I kinda wish I had the Eternal Dagger series. A borrowed a friends and played it and it was a lot of fun.
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Those armor defense numbers don't make any sense compared to how the game actually plays. An Arch Mage has 224 in every category, while a Small Green Dragon only has 10 for Sharp and 3 for everything else? There must be some other huge factor or we are interpreting those numbers incorrectly.
If the monsters and characters use the same calculation, which I think it does, then:
bits 7-5 are special flags used to modify stuff. I'm not looking directly at the disassembly soo I could be making mistakes...
001 = double character's attack
010 = halve character's attack
000 = no modifications
if anything else then if wearing monster armor, character's attack is set to 0 otherwise monster's armor is set to attack value. This is the archmage case I think.
bit 4 is the cursed armor flag. If it is set then character's attack value is doubled.
bits 3-0 are used as the base armor value, (which might actually be added to any previous modifications)
archmage armor pattern is 1110 0000 soo it's the set armor value to attack value case which probably has the effect of nullifying the attack.
dragon's armor is 10 soo maybe the attack/damage roll for that category has to be higher than 10?
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- Is it possible to combat a Spectre or Arch-Mage? There was no effect when I used a Longsword. I eventually disengaged and left.
Specter's stats:
----------------Specter ( directory entry 5684)----------------karma penalty flag = YES (3)alignment flag = evilunused flag = trueability to surprise = 100base strength = 3random strength = 1base skill = 6random skill = 3base chr int = 7random chr int = 7base speed = 3random speed = 9base hitpoints = 8random hitpoints = 8player missiles used = 2armor defense 0 (sharp)? max = 96armor defense 1 (blunt)? max = 0armor defense 2? max = 64armor defense 3? max = 0armor defense 4? max = 64armor defense 5? max = 0armor defense 6? max = 0armor defense 7? max = 32A specter has high armor against sharp, but no blunt defense. Try bare hands or a blunt weapon.Also I'm not sure how the armor values are used... could be 9d6... or 96... or high bit set could have special meaning...Arch Mage's stats:----------------Arch-Mage ( directory entry 55B0)----------------karma penalty flag = YES (3)alignment flag = goodunused flag = falseability to surprise = 120base strength = 8random strength = 7base skill = 18random skill = 7base chr int = 18random chr int = 7base speed = 4random speed = 7base hitpoints = 35random hitpoints = 7player missiles used = 2armor defense 0 (sharp)? max = 224armor defense 1 (blunt)? max = 224armor defense 2? max = 224armor defense 3? max = 224armor defense 4? max = 224armor defense 5? max = 224armor defense 6? max = 224armor defense 7? max = 224a weak spellselect roll level 25base antiparry 255random antiparry max 255number of attack rolls 3attack roll random max 2strength difference affects attack rolla spellselect roll level 45base antiparry 255random antiparry max 255number of attack rolls 3attack roll random max 3strength difference affects attack rolla enchantationselect roll level 65base antiparry 255random antiparry max 255number of attack rolls 4attack roll random max 3strength difference affects attack rolla strong spellselect roll level 85base antiparry 255random antiparry max 255number of attack rolls 4attack roll random max 4strength difference affects attack rolla dazzling spellselect roll level 95base antiparry 255random antiparry max 255number of attack rolls 5attack roll random max 4strength difference affects attack rolla over-powering spellselect roll level 100base antiparry 255random antiparry max 255number of attack rolls 5attack roll random max 5strength difference affects attack rollanimation frame 0 lasts 240 vertical blank interruptsx=119y=117Not sure what 224 means... but if it's really 224 out of 255 then it would be almost impossible to hit an arch-mage in melee.Dragon's stats:----------------Small Green Dragon ( directory entry 5605)----------------karma penalty flag = NO (1)alignment flag = evilunused flag = trueability to surprise = 40base strength = 25random strength = 15base skill = 10random skill = 15base chr int = 20random chr int = 7base speed = 9random speed = 7base hitpoints = 40random hitpoints = 31player missiles used = 3armor defense 0 (sharp)? max = 10armor defense 1 (blunt)? max = 3armor defense 2? max = 3armor defense 3? max = 3armor defense 4? max = 3armor defense 5? max = 3armor defense 6? max = 3armor defense 7? max = 3it's Clawsselect roll level 40base antiparry 12random antiparry max 15number of attack rolls 2attack roll random max 3it's Teethselect roll level 70base antiparry 12random antiparry max 15number of attack rolls 3attack roll random max 3it's Tailselect roll level 80base antiparry 12random antiparry max 15number of attack rolls 4attack roll random max 3a scorching breath of fireselect roll level 100base antiparry 12random antiparry max 15number of attack rolls 4attack roll random max 5animation frame 0 lasts 240 vertical blank interruptsx=109y=83Looks like a blunt weapon will work better against a dragon than a sharp weapon... but again I'm not sure how the armor values are interpreted.-
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Another AR Dungeon character that has never died.
I was rolling for high intelligence but missed and he started with an intelligence of 8, which is the lowest possible I think. But he had a high dexterity so I kept him.
He had a very hard time getting crystals, including getting 0 off the ancient wyrm... so his weapons weren't enhanced like Pinky's weapons. In spite of that he seems to be very good at dishing out damage, especially unarmed.
Phil also managed to hang on to the amber staff and razor ice. Unfortunately a master thief managed to get his winged sandals. Somehow losing the winged sandals didn't leave Phil with the stat boost.
Phil currently is wearing 2 crystal belts, and has strength, and dexterity active.
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I have found some additional pokes, which are not in AR faq file:
I couldn't find the ones for potions and treasure finding.I also have some questions to all you more advanced AR people:- Is it possible to combat a Spectre or Arch-Mage? There was no effect when I used a Longsword. I eventually disengaged and left.
- How to successfully combat a Small Green Dragon? I remember slaying it back in the old days, no chances this time.
- Which mobs can get you a Crystal Plate Mail? I remember getting it in the old days, but not this time.
- Ditto for the best weapon? What was the name of this magical sword superior to Longsword?
Here is a more complete list of pokes for Alternate Reality the City for the Atari 8-bit:
Alternate Reality City Character Statsaddress stat0x8900 d1d2 os game file 1 init address0x8902 d1s2 os game file 1 load address0x8904 d1s2 os game file 1 end of load address0x8906 d1s2 os game file 1 start sector0x8908 d1s2 os game file 2 init address [called if not 0]0x890C d1s2 os game file 2 load address0x890E d1s2 os game file 2 end of load address0x8910 d1s2 os game file 2 start sector0x8912 d1s2 os game files 1 and 2 run address0x8914 ability to surprise or notice0x8915 encounter rareness [player must roll 0 out of this number for encounter]0x8916 hour [0-23]0x8917 day [0-29]0x8918 month [0-11]0x8919 year low byte [0xA8 is 0 and 0xA7 is 255]0x891A year high byte not used in inns0x891B wind blowing counter0x891C current soundtrack playing shadow I think0x891D weather flag [1 = raining]0x891E no wind blowing flag when not 00x891F old random character id [2 bytes]0x8921 new random character id [2 bytes changed every save]0x8921 temporary character flag [0=no 0x54=yes]0x8923 character save slot [0-3]0x8924 current location y0x8925 current location x0x8926 last location y0x8927 last location x0x892A fractional location [0x24 - 0x48]0x892B direction you are moving [0-3] for position calcs0x892C how big character steps are0x892D auxilary hour counter [0-23]0x892E strength10x892F strength20x8930 strength30x8936 fractional strength0x8937 intelligence10x8938 intelligence20x8939 intelligence30x893F fractional intelligence0x8940 wisdom10x8941 wisdom20x8942 wisdom30x8948 fractional wisdom0x8949 skill10x894A skill20x894B skill30x8951 fractional skill0x8952 stamina10x8953 stamina20x8954 stamina30x895A fractional stamina0x895B charisma10x895C charisma20x895D charisma30x8963 fractional charisma0x8964 speed10x8965 speed20x8966 speed30x896C fractional speed0x896D evilness level [0-3] [0 = 0 1 = <3 2 = <0x1b 3 = >0 0x1b]0x896E evilness0x896F rounds of paralysis left when not 00x8970 poison resist - [monster attack chance for effect must be >= to have any effect]0x897D potions0x897E active poisons flag [each bit represents one entry in poison table]0x897F poison table [8 entries of 5 bytes per entry -- +00=time between damage applications +01=damage - +03=count down timer - rest unused]0x8A0D 2 byte counter flags0x8A0E 8 entry table of 0x0a bytes per entry [ [+00 +01]=2 byte count down timer -- rest unused?]0x8AA6 current experience points [4 bytes hi to lo]0x8AAA current level0x8AAE experience needed for next level [4 bytes hi to lo]0x8AB2 experience needed from previous level [4 bytes hi to lo]0x8AB6 hit points [4 bytes hi to lo]0x8ABA maximum hit points [4 bytes hi to lo]0x8ABE gold [4 bytes hi to lo]0x8AC2 silver [4 bytes hi to lo]0x8AC6 copper [4 bytes hi to lo]0x8ACA jewelry [4 bytes hi to lo]0x8ACE gems [4 bytes hi to lo]0x8AD2 character magical defense values 8 bytes I think0x8ADF currently readied armor name string 20 bytes0x8AFF armor stats 8 bytes0x8B08 not wearing armor when not 0 flag I think0x8B09 armor cursed when not 0 flag0x8B0A pointer to primary weapon name0x8B0C pointer to primary weapon stats0x8B0E which weapon is primary [0-4] [4 is bare hands]0x8B0F pointer to secondary weapon name0x8B11 pointer to secondary weapon stats0x8B13 which weapon is secondary [0-4] [4 is bare hands]0x8F1D disease name table [16 bytes per entry] [character 0 is set to inverted space to make name invisible]0x8F1E disease name [15 bytes long in table 8 16 byte entries]0x8FA2 intoxication level0x8FA6 treasure finding level0x8FAB food packets0x8FAC water flasks0x8FAD hunger - visible at 70x8FAE thirst - visible at 40x8FAF fatigue - visible at 0x110x8FB1 saved character file checksum low [8900 - 8EFF]0x8FB2 saved character file checksum high [8900 - 8EFF]To melee the small green dragon I think you just need massive strength and a lot of hit points :-)or... invulnerability sharp, invulnerability blunt, and invulnerability fire and time.The chance to get a weapon/armor of any kind is all that is in the monster tables and it rolls for that first.This chance seems to go up every time you get that monster until it resets somehow but I'm not sure about that...Once the game determines you are getting a weapon or armor, the roll for the individual item seems to be the sameregardless of which monster initiated the roll... which means there is a small chance to get these items.If I have time I'll look at the weapon/armor roll code again and see if I can figure out the true percent chancesfor each individual item.Just from my experiences playing it seems knights drop a lot of weapons/armor.-
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I've always been too scared to get more than what I listed above before leveling beyond level 0. Maybe I'll make a character where I try for the crystal plate on level 0...
I've found level 2 to be the hardest level.... so I use the doppleganger in the well lit area to get through it as quickly as possible. I unready my weapon first though :-)
I gotta agree with you on the gradually adding more monsters thing. It would have made the lower levels of the game a little less ridiculous. Or at least have grouped the monsters by area a little better.
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Maybe I set the bar too high...
But honestly, if your character survives the run for the amythest rod and the amber staff, it will probably survive to get the golden apple. After that he/she just needs to make it back to the well lit area and figure out a way to get enough levels and cash to get the shield spell. Once your character has shield up and some armor... it probably won't fall to a critical hit from something like a mercenary or sage swinging at your character's legs.
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Knock, knock? Anyone still here?
Got my AR sim char to level 9 yesterday (longsword, plate mail, started stuffing my granite bank account etc.). It's a blast. It's been 30 years.
I'm still here. I started a thread in the high score club for dungeon characters that have never died and posted a character I made that is currently level 10.
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We have a topic for Alternate Reality the City characters who never died, why not one for Dungeon characters?
In that spirit, here is a Dungeon character who has never died.
I also did not knowingly use any cheats, except a master thief surprised the character and stole a silver sash and got away clean. This left the character with a silver sash's worth of extra dexterity. I say knowingly because it's so easy to accidently gain free stats from spells and magic items that don't terminate or drop normally.
I rolled for skill. Everything else was average or lower except for strength. I got lucky on the strength roll and liked that the character matched it's name.
Pinky made a run for the saurian brandy, amethyst rod, amber staff, golden apple, and whetstone. After Pinky had those, he made a run for the razor ice. He avoided fights as much as possible during this run because while your character is level 0, you get easier encounters.
Then Pinky stayed in the well lit area and only fought the fights he could easily win. When he had enough gold, he would buy armor from the D&P. Fortunately, a full set of armor was available for Pinky. Unfortunately, a couple of sages showed up and knocked the razor ice and amber staff out of Pinky's hands. Since sages were beyond his abilities, he ran and was never able to find these weapons again. So he had to make due with lit torches and a staff from the D&P.
As soon as Pinky found an eye, he challenged the valkyrie and 3 wraith thingies near the well lit area to obtain the winged sandals and Morganna's tiara. (Note for anyone wanting to try this: the valkyrie is invulnerable to one of the eyes... the amber eye I think.)
At this point things were looking better for Pinky. He stayed in the well lit area and leveled to 6.
At this point Pinky made a run to the thieves guild and attempted to learn the luck spell. Unfortunately Pinky had already helped too many paupers and was turned away. He was a little disappointed but immediately headed to their arch enemies, the guild of law and learned some important spells like shield, strength, and vigor. Then, except for a run to pick up an ice axe and the sword of the adept, it was back to the well lit area until level 8. At level 8 Pinky would be able to learn the protection spell from the light wizards guild and have enough levels to have 8 base spells.
After getting 8 base spells, Pinky obtained the all important temporal fugue spell. Then he spent his time training his spells up to near 95%.
He also achieved a level of great goodness and was invited into the garden where he obtained St. Percival's mace and the dispell evil spell. After donning a couple heavy leather jackets from the D&P, along with Morgana's tiarra and the winged sandals, he headed over to the enchantress and gave her nearly all the crystals he had to add some extra damage. In hindsight, increasing effectiveness might have been better... Once that happened he ventured out and began completing the quests, including getting the mirrored shield, killing the basilisk and the ancient wyrm. Killing the ancient wyrm was worth a crazy amount of xp and put him well over level 10. In hindsight, Pinky probably should have done the ring quest before killing the dragon because the Oracle gave Pinky 5 stamina which would have translated into some more hit points. Somewhere before the ancient wyrm, a devourer showed up and slurped up his crystal plate armor. No problem though, the truesilver coat guarded the by the dwarves near the well lit area was still available.
After killing the dragon, Pinky grabbed as many jewels as he could, put on the heavy leather jackets again and headed to the dwarven smithy. They were more than happy to take Pinky's 1200 gems and jewels to make him the Pinkinator sword! He made two more trips to the dragon's lair to carry gems and jewels to his guild locker and then went on to other quests. He probably could have kept grabbing jewels since he knows that the Dungeon remembers 16 things on the ground. If he doesn't drop anything or kill anything that drops something, for some reason the dragon's lair seems to stay full of loot.... Or maybe its based on time?
Pinky went on questing, returning the remaining staff pieces and obtaining the portal access card. He also defeated the undead knights wielding the ebon blades for some additional stats and hit points. Once Pinkinator was ready, Pinky took it and the crystals obtained from the ancient wyrm and had the enchantress increase it's effectiveness. Then Pinky went on to complete the game. The robots and alien sentries on the bottom level fell easily to the mighty Pinkinator as evidenced by the puddles of green goo and piles of gears strewn about the hallway floors.
Feeling invulnerable, Pinky ran around gathering further items, including cloak of levitation. Then Pinky ran into a doppleganger and quickly came to the realization that if the Pinkinator could crit for more hit points than Pinky had, a doppleganger holding a Pinkinator could kill him. Pinky lived and after this kept St. Percival's mace as his primary weapon and only pulled out the Pinkinator when absolutely necessary.
Pinky Muscles still lives, searching for a way to escape.... Alternate Reality.
On a side note, when I first played this game on version 1.0... I seem to remember surviving the alien control room without the mirrored shield and having to fight an alien outside the room just like the ancient wyrm.... If you are wondering how I got past Acrinimiral's puzzle in version 1.0, I edited the map... Did anyone else have a similar experience?
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The ribbon connector to the keyboard on the Atari 130-XE wears out where it rubs the metal shroud unless you put something there to protect it... like electrical tape. Newer 130XEs came with a piece of plastic to protect the ribbon cable I think.
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Wow! Those two shrink wrapped Dungeons actually sold for a little less than $400 each! I knew they would not sell for $500-$600, but never would have expected anywhere near $400 either.
Sold for $367.32 + $12 Shipping - ALTERNATE REALITY THE DUNGEON sealed für Atari 400, 800, XL und XE von Datasoft
Sold for under $400 ($350?) + $10 Shipping - ALTERNATE REALITY (The Dungeon) - ATARI - NEW IN BOX - CULT ! (This is the one originally listed for $530 above)
If Phillip Price had a box of those lying around his house, he could autograph them and they'd probably sell for a lot more. Maybe in the thousands?
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I did some more disassembling and came up with this:
"Master of Chronos": allows user to use two of [select option start] keys to affect speed of something during character roll... Im guessing hit points stats roll. There may be a cascade effect... so that multiple stat wheels are affected.
"sempiternal": changes character's second status flag in directory header to S which will make character display as status Immortal on character selection screen.
"cela saute aux yeux": changes character's second status flag in directory header to D which will make character display as status Demo on character selection screen.
"unseen": changes character's second status flag in directory header to I which will make character not display on character selection screen. (You should still be able to choose character and play it.)
I have not been able to determine if the character status flag gets passed to the game after the character selection screen or how it is used during game play.
I did some more checking and it looks like the character status flag is thrown away when you make a new character... The flag is in the section used to init character disks I think. Maybe if you abort making a new character and then init a character disk the sanction would be used for the whole disk?.
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Regarding Hail. One of the secret codes is Master of Chronos (master of time?), which results in, "Hail all Master of Chronos. But power is fleeting." I guess that could be interpreted two ways. Either that all should hail Master of Chronos, or that a Master of Chronos should hail all. Of course, it could be describing the effect of the secret code on the game.
I did some more disassembling and came up with this:
"Master of Chronos": allows user to use two of [select option start] keys to affect speed of something during character roll... Im guessing hit points stats roll. There may be a cascade effect... so that multiple stat wheels are affected.
"sempiternal": changes character's second status flag in directory header to S which will make character display as status Immortal on character selection screen.
"cela saute aux yeux": changes character's second status flag in directory header to D which will make character display as status Demo on character selection screen.
"unseen": changes character's second status flag in directory header to I which will make character not display on character selection screen. (You should still be able to choose character and play it.)
I have not been able to determine if the character status flag gets passed to the game after the character selection screen or how it is used during game play.
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Here is the information on Alignment from the latest Official Adventurer's Survival Handbook (1987) for the 8-bit City:

http://mocagh.org/datasoft/arcity-hintbook8bit-book.pdf
If the Handbook is wrong on tricking and charming then it's wrong in multiple places and multiple versions. If your alignment is zero, then doesn't that mean you are evil? That is what the handbook is saying.
Regarding Hail. One of the secret codes is Master of Chronos (master of time?), which results in, "Hail all Master of Chronos. But power is fleeting." I guess that could be interpreted two ways. Either that all should hail Master of Chronos, or that a Master of Chronos should hail all. Of course, it could be describing the effect of the secret code on the game.
Well it looks like the guidebook is right on good and evil creatures, and starting off good (0). It's wrong in that you can attack, trick, or charm neutral creatures and the game treats them as evil for the purposes of alignment penalty.
In the City code, good is '0'. If you interpret 'alignment 0' as an evilness of 255, then the guildbook is right on that too.
I disassembled the 'Hail Master of Chronos section, but did not know what the variable is changed did. I'll look again sometime soon.
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I have put quite a bit of grandiose thought into this project far beyond what is listed here, but I am intentionally leaving out details in hopes to see some great ideas shine through on this open source type project. Let me know what you think!
Well, a simple solar powered radio transmitter with a computer to hold a days worth of broadcast would be easy. You'd just upload your next days broadcast when the moon was in position over you. The biggest problems are probably:
1) What language would you broadcast in?
2) What frequency of AM would you use that wouldn't conflict with what's already in use and/or regulated?
3) How do you teach everyone to make the simple radio and/or give them an AM radio?
4) How much power would it take for a radio signal to reach the earth from the moon that was spread out over your target area? I'm guessing you would use a cone shape to reach the earth soo the power level would probably drop at the distance squared... well... with a narrow beam you might get 1/distance but realistically you could expect something proportional to distance squared power loss....
There really isn't any convenient way to do interactive internet. The travel time of the signal... i.e. ping would be horrendous and the power requirements would be enormous on both ends. I think it's 30 seconds one way... I mean if you just wanted to do downloads, you could have a bunch of info up there but there is no way you could get it to Earth I think without some serious power on the moon for the transmitter, and the people receiving it would need computers. If they already have a computer, having them build a crystal am receiver would be more difficult than buying something ready made that interfaces with the computer. The difficult part in being... 1) obtaining a crystal for the 'diode' (much easier to obtain a commercial diode nowadays) and 2) converting the am radio signal into a digital signal the computer can use. And 3, and probably the most important part.... what power level would it take for the earth based transmitter to reach the moon? Laser would be the lowest power but very difficult to aim and probably hard to build.... I can't see people building a transmitter with that power in their back yards... and then not getting cancer or fried innards from it. You could make the antenna very directional... have to actually or use a satellite dish but those are hard to build and position too.
It would be interesting to see someone actually figure out the engineering for all this along with detailed instructions which include how to obtain and build the parts from scratch. If you do it, please include safety information. If you use lead solder for the connections keep in mind it is very toxic. Radio crystal rocks are not found everywhere I think soo you'd have to actually research where to find them and put that in the instructions too. Making the parabolic reflector at the frequency you are talking about is a challenge also.... I mean even at 10cm wavelength.... it's gonna be huge. Need lots of careful measurements.
I wonder if the cost of printing the instruction book for making this thing would be more than the cost of a satellite wifi connection?
It would have to be in a ton of different languages too.
Good luck.
P.S. Probably the most practical way (and this is just a wild guess) to exchange information with a moon based repository is to use a satellite in orbit above the atmosphere as an intermediary. That way the satellite could use a low power laser to reach the moon. If the satellite was in a geosynchronous orbit, it would also simplify positioning the ground based satellite dishes. Only the satellite in orbit would have to track the moon. But if you are gonna do that, why not just have the information on the satellite... except for the fact that the satellite will eventually fall and you could probably build a much bigger repository on the moon.
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There are also a few more ways Newbinator could die. One is by getting careless and wandering into the death traps. No matter how powerful a character is, the death traps don't care.
Regarding your alignment, do you Trick or Charm humans or good creatures at any time? Is the official Cluebook wrong regarding this? What is your alignment score? Does anything besides thief and fighter types attack? I wonder if you can get to the point where even thieves and fighters stop attacking? Sometimes when fighters or thieves surprise my character they simply leave rather than engaging. I do Hail them when I surprise them and have the option and I always wait for them to attack first. In fact, I Hail all creatures except the evil when given the option. I wonder what would start happening if a character Hailed evil creatures too?
As for Brown Mold, it looks you have have uncovered evidence that in AR The CIty characters actually develop resistance or immunity to diseases! That has got to be a first! If I understand what you wrote then the first time a character contracts Brown Mold disease there is a 100% chance of infection, but thereafter the character develops resistance and there is only a 1% chance? Characters have an immune system!
I was just joking about the Wilderness disks - I WISH! Plaid was also a reference to the fact that the AR FAQ is pretty extensive and detailed, yet after all this time I discovered a new color line of clothing that had never been documented in the FAQ before. Thus, maybe Plaid exists too, although I've never seen it.
Wow, a lot of questions.
I never go to the side of the town near the death traps soo... That will likely not happen.
I never trick or charm 'good' creatures, or attack them.
I do trick or charm humans that are non good such as warriors, fighters, and the like. In particular I will attempt
to trick warriors since it seems to work. (Although the code shows there is a 50% chance of failing on next charm automatically.)
The official cluebook is wrong on tricking and charming always being an evil act, unless as Phillip Price said, I might be misinterpreting the code.
Tricking and charming non good creatures is actually a good act 1/256th of the time.
The rest of the time tricking and charming non good creatures has no effect on your goodness levels.
In the Dungeon, I think tricking and charming is always evil. So is attacking neutral creatures before they attack you.
Does anything besides thief/fighter types attack? I'm guessing you mean during the day when it's not raining, and the answer is no. All the other
stuff plays the good music and does not attack unless you attack first or are evil.
I could look at the hail code. If I see anything interesting I'll post it. From playing, it doesn't look like it has any effect.
On the diseases, I'm not sure how the 'you've been already diseased' thing works. There are only 5 creatures with a disease attack,
and it looks like after you've had each disease, or even just rolled for the chance to get the disease, the chance drops to 1%. I'd have to
look at the combat code again. I disassembled that section years ago for Acrin1.
On the wilderness disks, you had me secretly hoping you were Phillip Price in disguise and you kept working on AR and really did have a set of
wilderness disks prototypes lying around. LOL.
I looked at my character's evil level in the emulator and it is at 0.
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Congratulations, Jim Norris! You're now #1. It looks like you've got a character that will likely survive indefinitely if played carefully. Although, I suppose complacency, or a bad combination of potions, diseases, cursed items, and encounters could also spell the end. What is the alignment of your character? If you're bored with The City I'll let you borrow my Wilderness disks.
Thoreandan's Hit Points are also half of Daodan's, yet they share a similar STA stat. Was he unlucky in HP rolls?
Or, maybe his character is just Tired, injured or Delusional? If that were the case though, then wouldn't his CHR and INT be suffering too? Going back through old posts it sounds like Chunder's Thoreandan suffered from Brown Mold for a while, and was eventually killed by something (screenshot link dead). I wonder if Brown Mold mostly affects STR?
Wilderness disks? I didn't know such a thing existed. Is this for the Atari 8-bit version? Where did they come from?
On the hit point rolls... you get a random amount between 0 and your stamina added to your max hit points each level up... So if you have around 20 stamina, you should get about 10 hit points per level on average or in 9 level ups you would get around 90 hit points added to your starting value. Thoreandan got a little less than average. Daodan got way more than average and is about 3/4 the way to the max possible hit points for his character.
About brown mold... from the disassembly project brown mold works like this:
----------------Brown Mold ( directory entry 562F)----------------karma penalty flag = YES (3)alignment flag = evilunused flag = trueability to surprise = 30base strength = 15random strength = 15base skill = 6random skill = 7base chr int = 0random chr int = 0base speed = 1random speed = 2base hitpoints = 20random hitpoints = 31player missiles used = 1armor defense 0 (sharp)? max = 96armor defense 1 (blunt)? max = 0armor defense 2? max = 0armor defense 3? max = 32armor defense 4? max = 0armor defense 5? max = 0armor defense 6? max = 96armor defense 7? max = 64a burst of spores.select roll level 100base antiparry 3random antiparry max 3number of attack rolls 1attack roll random max 1A hit with this attack has a chance to disease character.first time %chance - 1 (10=11%) then its 1% 99base incubation duration high byte 0random incubation duration high byte 0 to 0base incubation duration low byte 0random incubation duration low byte 0 to 0unknown 100time between damage applications (fixed) 8damage to random of hit points or stat (fixed) 1unknown 100disease name Brown Moldanimation frame 0 lasts 240 vertical blank interruptsx=123y=134So if I interpreted it correctly, the disease affects a random stat or your hit points every application. I'm not sure if that isyour max hit points that is affected... but it probably is.Looking at the monster stats I'm tempted to dig into the disassembly more...I see there is a 100% chance of being infected the first time brown mold hits you. After that, the chance drops to 1% I think.Is that for the life of the character? Or for all characters? Or until you enter an establishment? Or just until the fight is over?Looks like it takes affect immediately.Ohh another interesting thing. It looks like it is very hard to hit brown mold with a sharp weapon. Probably better off witha blunt weapon or your bare hands.P.S. I have never seen plaid. Although I also never go into the shops... so technically I never see any of them :-)P.P.S. Going into shops could get me killed. I went into that Sunset Shop on N Main and when I came out.... it was sunset!I coulda sworn I had plenty of daylight left so I'm wonderin if there was some sort of time warp involved. I have not beenable to duplicate the effect.-
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Actually, now that you're wealthy, Jim, you need to dress the role. In AR The City, achieving the highest level of fashion is the most difficult and expensive task of the game. Let's see if you can obtain a full set of Fine Gold Dragonskin clothing:
Awesome, I now have something to do :-)
As far as dying goes... with the elfin chain Newbinator has permanent invulnerability sharp. This renders him invulnerable to all the daytime opponents as long as he does not lunge, charm, or trick, or get sneak attacked.
He is unlikely to get diseased as he does not go out at night. If it rains there is a chance, but a trip to the healer will fix it before it sets in.
A bad potion could do it, like deadly poison, but with the decent wisdom he has, I think he would identify it before he drank it. And hopefully he'd make it to the healer before it got too bad. What he could do though, is just not drink potions unless he does get poisoned.
About the only way he could die is a sneak attack by an assassin that hits and delivers a one shot kill. But those only come out at night I think... I'd have to check the encounter tables but I'm guessing that encounter is pretty high difficulty and to get it, it probably has to be night, raining, and you probably have to be standing on the more difficult squares.
About Thoreandan's strength: I'm guessing he doesn't melee and relies on trick and charm to dispatch foes.
P.S. My character is good.
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I played Skyrim this way. I "godded up" my character, maxed out gold and armor, and took the guided tour. I don't claim any accomplishment, but I did get to enjoy a truly excellent storyline, while limiting the real-life time commitment I had to make to do so.
I heard Skyrim's world changes. Rivers wander. Trees grow? That sort of thing. I was wondering what that was like.
If I ever get a better job so I can afford it, I hope to play it someday.
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> I managed to get it up and running under Vista and Mysql 5.2ish.
> It is available from http://www.rainbarrel.com/ardisassembly30dec2012.zip
I found the version of the Diaperglu script engine that comes with the AR Disassembly Project has an issue
under Vista where it cuts off the page after about 64 characters. The latest version of Diaperglu available on
my website rainbarrel.com does work, but has pathing issues under IIS. I've managed to get it to work under
Apache, but I had to add shebangs to all the .dglu files. (Shebang is a line that goes at the beginning of script
files running under Apache that point to the script engine, so e.g. you'd have to add this on the first line:
#! c:\Program Files\Apache Group\Apache2\cgi-bin\ardisassembly\diaperglu.exe
and yes you need the space after #!)
If anyone wants an updated version, please let me know and I'll see about releasing one.
That should be 'about 64k characters' instead of 64 characters.
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Phil, how do you feel about the Kickstarter idea?
Making games has not been financially rewarding for you in the past and it looks like there might be a legal fight.
In addition, you have a fiance. Game programming is very time intensive and could cause some work versus personal life balance issues.
Also, wouldn't Gary Gilbertstein have to be involved too or at least give his permission? I wonder how he'd feel about giving games another try.
I just had a thought... what if you switched roles and instead of being the programmer, you were the game company, where you did the math for the team of programmers working under you?
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So, how would this explain me finding a Longsword on a Mugger, and then minutes later finding a Jewel and Gem on a Fighter? Could it be a result of me Hailing, Disengaging, and Leaving multiple thief and fighter types without killing them? Then when I finally did, the chance for those creatures was high? Or is it specific to the exact creature type?
I also visited all the guilds, so that should have actually lowered my chances of finding good loot, right?
I have no idea. Looking at the data tables for the monsters is not a problem. I made a script once that printed out all their known stats... if I can find it I could add stuff to print out the base probability and number of items found for each monster.
On the potions and weapons, what I see in the code up above must not be the whole story. The potion handling and weapon handling code is not disassembled yet. Maybe something in there does further modification of the chances to find those items, otherwise you'd get to a point where you can't find them at all. The asla instruction shifts zeros in from the right... so eventually all the ones shift off the left and you end up with 0.
There may also be some tinkering with these values in the main walking around code but that doesn't seem likely.
Also, the inn and tavern code is not disassembled. Might be something in there that adjusts things while you eat and sleep? Maybe Phil remembers.... Also might be stuff in there like the Beta Lyra game where is remembers from game to game. I think there is a section on disk 2 side 1 that is written back to disk.
I also found some code where the monster's armor value is adjusted from one combat to another... might be more things are adjusted too...
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> You pose an interesting theory about loot being close to banks. I think I might do some loitering soon.
***SPOILER!***
Stop reading if you don't want to know :-)
I disassembled the treasure calculation and came up with this:
roll for treasure
multiply chance to find potion for this monster by 4
(I think this will eventually get set to 0)819 ldy 1B
81B lda(()+y) 83 monster subtype data ptr lo
81D asla
81E asla
81F sta(()+y) 83 monster subtype data ptr loroll for potions found
821 jsr 895 roll for treasure using monster table value at y
824 beq 82E
826 jsr 8E5 draw potions found and do potions submenu
gain 78 exp
829 lda 78
82B jsr 2C1B gain experience in register amultiply chance to find weapons for this monster by 2
82E ldy 1D
830 lda(()+y) 83 monster subtype data ptr lo
832 asla
833 sta(()+y) 83 monster subtype data ptr loroll for weapons (and armor) found
835 jsr 895 roll for treasure using monster table value at y
838 beq 83D
83A jsr 1450 draw weapons found and do weapons found submenuroll for jewels found
83D ldy 1F
83F jsr 895 roll for treasure using monster table value at y
842 beq 84C
844 jsr 1DD1 draw message jewels found and add to inventory
gain 255 exp
847 lda FF
849 jsr 2C1B gain experience in register aroll for gems found
84C ldy 21
84E jsr 895 roll for treasure using monster table value at y
851 beq 85B
853 jsr 1E0C draw message gems found and add to inventorygain 128 exp
856 lda 80
858 jsr 2C1B gain experience in register a
85B ldy 23 not currently used, was probably going to be 'chests'roll for gold found
85D ldy 25
85F jsr 895 roll for treasure using monster table value at y
862 beq 86C
864 jsr 1E5E draw message pieces of gold and add to inventorygain 9 times gold found exp I think
867 ldx 09
869 jsr 887roll for silver found
86C ldy 27
86E jsr 895 roll for treasure using monster table value at y
871 beq 87C roll for coppers found
873 jsr 1EA8 draw message pieces of silver and add to inventorygain 1 exp for each silver found
876 lda() 8D9 number of items found
879 jsr 2C1B gain experience in register a
roll for coppers found
87C ldy 29
87E jsr 895 roll for treasure using monster table value at y
881 beq 886
883 jsr 1EF4 draw message pieces of copper and add to inventory
886 rts
roll for treasure using monster table value at y895 jsr 8DA roll 0 to 100
add treasure finding level to monster's base chance of finding this treasure
898 lda(()+y) 83 monster subtype data ptr lo
89A clc
89B adca() 8FA6 treasure finding level
89E bcs 8A4if you roll less then you find treasure
(carry flag backwards on 6502... always confuses me)
8A0 cmpa() AE result of roll = [af] + rnd 0 to [b0]
8A2 bcc 8D6get max number possible to find for this monster and item
8A4 iny
8A5 lda(()+y) 83 monster subtype data ptr lo
8A7 sta() B0 roll max
8A9 lda() 8FA6 treasure finding level
8AC beq 8B8if you have treasure finding, you automatically get the max number of items
but your treasure finding level goes down 1
8AE dec() 8FA6 treasure finding level
8B1 lda() B0 roll max
8B3 sta() 8D9 number of items found
8B6 bne 8C0otherwise roll for number of items found 0 to max
8B8 jsr 2C30 roll -- [ae] <= [af] + rnd[0 to [b0]]
8BB lda() AE result of roll = [af] + rnd 0 to [b0]
8BD sta() 8D9 number of items foundif you found treasure, you always get at least 1
8C0 bne 8C7 draw treasure found screen
8C2 lda 01
8C4 sta() 8D9 number of items found
draw treasure found screen
8C7 lda 92
8C9 sta() 8C ar game script pointer
8CB lda 1F
8CD sta() 8D
8CF jsr 2C06 init screen and do script [8c 8d] points to
return number of items found (and set/clear z flag)
8D2 lda() 8D9 number of items found
8D5 rtsWhat this means is, your chances of finding treasure are based solely
on the monster you fought and your treasure finding level.It is not based on wisdom, character level, or your character's location.
Each monster has a data table containing values for each treasure type
of the chance to find that kind of treasure and how many you find.If you have treasure finding, your chance to find treasure is
increased by your treasure finding level, if you find that treasure
you will get the maximum number of items possible for that monster,
or at least 1 item in the event the maximum possible is 0. Then your
treasure finding level drops by one.This means with treasure finding you have a chance to find stuff on monsters
that normally don't have a chance to give that stuff, but you'll likely
get only 1 :-)I may not be interpreting this next part correctly :-)
It looks like the chances to find potions and weapons on monsters is
modified during the game, but if it's already 0, it will always be 0.
However, I'm not sure if this data is saved back to disk and it looks
like the monster tables share the same area as tavern and guild songs...
so going into taverns and guilds may reset the chances of finding
potions and weapons back to the original values. Probably other
places too. I think what this means is, lets say you have a 1/100
chance to find a weapon off a thief to start. If you stay out all day and
get several thieves, on thief 2 the chance is 2/100... up to thief 8
which has a chance of 128/100 which means you will get a weapon. But
on thief 9 the chance goes to 0/100 and stays there.-
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AtariAge welcomes Philip Price, creator/coder of 'Alternate reality'
in Atari 8-Bit Computers
Posted
Mr Price,
If you are still around, I was wondering if you could talk about what it was like to work on Alternate Reality the City before Datasoft got involved. I've read you were homeless and know you managed to team up with Gary Gilbertson, but I'm wondering if any memories you have of that time were happy ones?
For some reason I'm thinking about the story of Pandora's box...