- Amiga
- Arcade
- Atari2600
- CoCo
- Hardware
- Early Work
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- Bedlam
- Madness & Minotaur
- Walk Through
- after_start.txt
- after_start.cas
- after_1.txt
- after_1.cas
- after_2.txt
- after_2.cas
- after_3.txt
- after_3.cas
- after_4.txt
- after_4.cas
- after_5.txt
- after_5.cas
- after_6.txt
- after_6.cas
- after_7.txt
- after_7.cas
- after_8.txt
- after_8.cas
- after_9.txt
- after_9.cas
- after_10.txt
- after_10.cas
- after_11.txt
- after_11.cas
- after_12.txt
- after_12.cas
- after_13.txt
- after_13.cas
- after_14.txt
- after_14.cas
- after_15.txt
- after_15.cas
- after_16.txt
- after_16.cas
- after_17.txt
- after_17.cas
- after_18.txt
- after_18.cas
- after_19.txt
- after_19.cas
- after_20.txt
- after_20.cas
- after_21.txt
- after_21.cas
- after_22.txt
- after_22.cas
- after_23.txt
- after_23.cas
- after_24.txt
- after_24.cas
- after_25.txt
- after_25.cas
- RAMUse
- Code
- SaveGameViewer
- Journal
- Mega-Bug
- Daggorath
- Downland 5%
- Audio Analyzer 5%
- Doubleback
- NES
- Gameboy
- TRS80
- Virus
- Tools
Madness and the Minotaur Save-Game Viewer
Paste the text of your save-game text file into the box below and click the "Show" button.
Leave the box blank to show the game-independent map.
The map is SVG -- you can scroll in and out.
<h2>Engine Memory (0000-00FF stored in save game file 0000-00FF)</h2> 0000: <span class="sg_value">{{value1}}</span> ; current room 0001: <span class="sg_value">{{value1}}</span> ; last room 0002: <span class="sg_value">{{value1}}</span> ; direction command bit pattern 0003: <span class="sg_value">{{value1}}</span> ; length of user input 0004: <span class="sg_value">{{value1}}</span> ; weight of pack 0005: <span class="sg_value">{{value1}}</span> ; physical condition 0006: <span class="sg_value">{{value1}}</span> ; bulk of pack 0007: <span class="sg_value">{{value1}}</span> ; decoded object number from noun 0008: <span class="sg_value">{{value1}}</span> ; Accumulated odds of falling (0, 1/8, 2/8, 3/8 ... with each step in the dark) 0009: <span class="sg_value">{{value1}}</span> ; Scorpion sting (0=not, not-zero=number of times) 000A: <span class="sg_value">{{value1}}</span> ; 0 if lamp is off, not 0 is on 000B: <span class="sg_value">{{value1}}</span> ; Count of spaces at the end of the row in print routine 000C: <span class="sg_value">{{value1}}</span> ; Set by BetweenRoomACDE if a climb-down failed ... abort the movement 000D: <span class="sg_value">{{value1}}</span> ; pushed back flag (nobody reads this) 000E: <span class="sg_value">{{value1}}</span> ; HydraStatus: AA = tied up, 1 = dead, 0 = free 000F: <span class="sg_value">{{value1}}</span> ; HydraPushedUsBack (must be set to TIE HYDRA) 0 = not, 1 = hydra blocked last move (cleared every direction command) 0010: <span class="sg_value">{{value1}}</span> ; 1 if "pile of rocks" has been moved to us 0011: <span class="sg_value">{{value1}}</span> ; 1 if "pile of rocks" has been exposed with OKKAN 0012: <span class="sg_value">{{value1}}</span> ; 1 if south passage in room 9 is open. 0 if closed. (open with drapes) 0013: <span class="sg_value">{{value1}}</span> ; Count down timer until we can walk through aura and heal again (10 seconds each time) 0014: <span class="sg_value">{{value1}}</span> ; 1 if lamp has been blown from pack by entering room routine or failed jump 0015: <span class="sg_value">{{value1}}</span> ; 1 if treasure "$0B" has been released 0016: <span class="sg_value">{{value1}}</span> ; NEVER USED 0017: <span class="sg_value">{{value1}}</span> ; Random number for passage-description printing 0018: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{value2}}</span> ; Rolling pointer to BASIC rom for random numbers 001A: <span class="sg_value">{{value1}}</span> ; Number of times advice has been given 0-13 001B: <span class="sg_value">{{value1}}</span> ; Object 0 001C: <span class="sg_value">{{value1}}</span> ; Object 1 001D: <span class="sg_value">{{value1}}</span> ; Object 2 001E: <span class="sg_value">{{value1}}</span> ; Object 3 Advice table. Object number is stored here. Upper 001F: <span class="sg_value">{{value1}}</span> ; Object 4 bit set if advice has already been given for this 0020: <span class="sg_value">{{value1}}</span> ; Object 5 protected object. 0021: <span class="sg_value">{{value1}}</span> ; Object 6 0022: <span class="sg_value">{{value1}}</span> ; Object 7 0023: <span class="sg_value">{{value1}}</span> ; Object 8 0024: <span class="sg_value">{{value1}}</span> ; Object 9 0025: <span class="sg_value">{{value1}}</span> ; Object 10 0026: <span class="sg_value">{{value1}}</span> ; Object 11 0027: <span class="sg_value">{{value1}}</span> ; Object 12 0028: <span class="sg_value">{{value1}}</span> ; Calculated score 0029: <span class="sg_value">{{value1}}</span> ; NEVER USED 002A: <span class="sg_value">{{value1}}</span> ; Verb command number 002B: <span class="sg_value">{{value1}}</span> ; Noun word number 002C: <span class="sg_value">{{value1}}</span> ; Trigger object to make packrat drop treasure 002D: <span class="sg_value">{{value1}}</span> ; NEVER USED 002E: <span class="sg_value">{{value1}}</span> ; Holder value for BetweenRoomACDE 002F: <span class="sg_value">{{value1}}</span> ; General use lots of places 0030: <span class="sg_value">{{value1}}</span> ; Used in InPack 0031: <span class="sg_value">{{value1}}</span> ; Used in InPack 0032: <span class="sg_value">{{value1}}</span> ; Set by EnteringRoomAction_q (MYSTERIOUS FOG) 0033: <span class="sg_value">{{value1}}</span> ; Current room of HYDRA 0034: <span class="sg_value">{{value1}}</span> ; Number of times more ISHTAR can be used. Random init to 1-4. 0035: <span class="sg_value">{{value1}}</span> ; Room for small pit in corner of room 0036: <span class="sg_value">{{value1}}</span> ; Room of LEDGE 0037: <span class="sg_value">{{value1}}</span> ; Room of "pile of rocks" (OKKAN spell) 0038: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{value2}}</span> ; Oil level of lamp (0 is empty) 003A: <span class="sg_value">{{value1}}</span> ; Number of times lamp can be filled (init to $34 + 4) 003B: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{value2}}</span> ; Pointer to start of input on screen 003D: <span class="sg_value">{{value1}}</span> ; Used in Random-between-0-and-B 003E: <span class="sg_value">{{value1}}</span> ; Time until we can drink from bottle to heal again (16 seconds) 003F: <span class="sg_value">{{value1}}</span> ; Interrupt divisor count (seconds) 0040: <span class="sg_value">{{value1}}</span> ; Interrupt sub divisor (minutes) 0041: <span class="sg_value">{{value1}}</span> ; Minotaur state timer 0042: <span class="sg_value">{{value1}}</span> ; Troglodyte state timer 0043: <span class="sg_value">{{value1}}</span> ; Satyr state timer 0044: <span class="sg_value">{{value1}}</span> ; Scorpion state timer 0045: <span class="sg_value">{{value1}}</span> ; Fog clock runs in room MYSTERIOUS FOG. At 6 seconds we get warned. At 10 we die. 0046: <span class="sg_value">{{value1}}</span> ; Minutes of immunity left (AKHIROM gives 3 minutes) 0047: <span class="sg_value">{{value1}}</span> ; Count of times entering room with EnteringRoomAction_r. 3 times and treasure drops. 0048: <span class="sg_value">{{value1}}</span> ; NEVER USED 0049: <span class="sg_value">{{value1}}</span> ; NEVER USED 004A: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{value2}}</span> ; Continual second counter (nobody uses it) 004C: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{value2}}</span> ; Counts the time in a room. Once 15, no going BACK 004E: <span class="sg_value">{{value1}}</span> ; NEVER USED 004F: <span class="sg_value">{{value1}}</span> ; NEVER USED 0050: <span class="sg_value">{{value1}}</span> ; NEVER USED 0051: <span class="sg_value">{{value1}}</span> ; Used in Oracle advice 0052: <span class="sg_value">{{value1}}</span> ; Used in killing Hydra 0053: <span class="sg_value">{{value1}}</span> ; Used in sound effects 0054: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{value2}}</span> ; Used in tape-write ; ; 16 byte for decode and word wrap 0056: <span class="sg_value">{{mvalue_16}}</span> ; ; Not used 0066: <span class="sg_value">{{mvalue_10}}</span> 0070: <span class="sg_value">{{mvalue_16}}</span> 0080: <span class="sg_value">{{mvalue_16}}</span> 0090: <span class="sg_value">{{mvalue_16}}</span> 00A0: <span class="sg_value">{{mvalue_16}}</span> 00B0: <span class="sg_value">{{mvalue_16}}</span> 00C0: <span class="sg_value">{{mvalue_16}}</span> 00D0: <span class="sg_value">{{mvalue_16}}</span> 00E0: <span class="sg_value">{{mvalue_16}}</span> 00F0: <span class="sg_value">{{mvalue_3}}</span> ; 00F3: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{decode}}</span> ; 00F4: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{decode}}</span> ; 00F5: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{decode}}</span> ; 00F6: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{decode}}</span> ; 00F7: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{decode}}</span> ; Shifting buffer of rooms blocked by Shaking Ground. 00F8: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{decode}}</span> ; As new rooms are blocked at random, they go on the 00F9: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{decode}}</span> ; end of the list. Rooms are pulled off of the front 00FA: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{decode}}</span> ; of the list and unblocked completely. This keeps 00FB: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{decode}}</span> ; lots of shaking from blocking up the floors over 00FC: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{decode}}</span> ; time. 00FD: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{decode}}</span> ; 00FE: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{decode}}</span> ; 00FF: <span class="sg_value">{{value1}}</span> <span class="sg_value">{{decode}}</span> ; <h2>Screen State</h2> ; Text screens stored in save file 0100-03BF ; Only the last 6 rows of the 1st screen 0340: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 0360: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 0380: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 03A0: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 03C0: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 03E0: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> ; ; All 16 rows of the 2nd screen 0400: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 0420: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 0440: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 0460: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 0480: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 04A0: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 04C0: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 04E0: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 0500: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 0520: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 0540: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 0560: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 0580: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 05A0: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 05C0: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> 05E0: <span class="sg_value">{{value}}</span> ; <span class="sg_value">{{decode}}</span> <h2>Game Data (3BC1-3FFF stored in save game file 03C0-07FE)</h2> <h3>Spells</h3> ; Spell data ; AA BB CC DD ; AA = 1st required object to learn spell ; BB = 2nd required object to learn spell ; CC = room spell is in (not learned) ; DD = $80 if learned, 0 if not ; ; Spell Must have to learn 3BC1: 09 01 <span class="sg_value">{{value1}}</span> <span class="sg_value">{{value2}}</span> ; VETRA: MUSHROOM and FOOD <span class="sg_value">{{decode}}</span> 3BC5: 0E 37 <span class="sg_value">{{value1}}</span> <span class="sg_value">{{value2}}</span> ; MITRA: PARCHMENT and VETRA <span class="sg_value">{{decode}}</span> 3BC9: 11 38 <span class="sg_value">{{value1}}</span> <span class="sg_value">{{value2}}</span> ; OKKAN: TALISMAN and MITRA <span class="sg_value">{{decode}}</span> 3BCD: 18 39 <span class="sg_value">{{value1}}</span> <span class="sg_value">{{value2}}</span> ; AKHIROM: ROPE and OKKAN <span class="sg_value">{{decode}}</span> 3BD1: 0B 3A <span class="sg_value">{{value1}}</span> <span class="sg_value">{{value2}}</span> ; NERGAL: SCEPTER and AKHIROM <span class="sg_value">{{decode}}</span> 3BD5: 0F 3B <span class="sg_value">{{value1}}</span> <span class="sg_value">{{value2}}</span> ; BELROG: VIAL and NERGAL <span class="sg_value">{{decode}}</span> 3BD9: 0A 3C <span class="sg_value">{{value1}}</span> <span class="sg_value">{{value2}}</span> ; CROM: PENDANT and BELROG <span class="sg_value">{{decode}}</span> 3BDD: 23 3D <span class="sg_value">{{value1}}</span> <span class="sg_value">{{value2}}</span> ; ISHTAR: SPELLBOOK and CROM <span class="sg_value">{{decode}}</span> <h3>Jump Info</h3> ; Describes places where you can JUMP. Everything but one byte is static (same every game). ; The room number of the last jump is set to the room with Enter Room Action _203. ; AA BB CC DD EE ; AA = Starting room ; BB = Compared to (Phys-weight) AND (Phys-bulk) ... see below ; CC = Fail action (see below) ; DD = Target room of jump ; EE = Word of thing to jump (or FF for just JUMP) ; ; If Phys-weight is less than BB, you fail the jump as CC describes. ; Otherwise if Phys-bulk is less than BB, you fumble (make the jump but ; drop the heaviest object). ; ; CC = 0x00 ... a failed jump (BB condition) is death ; CC = 0x80 ... a failure is a fumble. You make the jump but drop the ; heaviest object object. There is a 1/8th chance that ; the fumbled object is lost (unless it is required). ; CC = N ... a failure is a stumble. You don't make the jump and ; take N damage. ; 3BE1: 8F 80 00 97 6D ; From 143 "JUMP PIT" to 151. Required=128 or DEATH 3BE6: 97 80 80 8F 6D ; From 151 "JUMP PIT" to 143. Required=128 or FUMBLE 3BEB: 10 80 80 11 2C ; From 16 "JUMP POOL" to 17. Required=128 or FUMBLE 3BF0: 11 80 80 10 2C ; From 17 "JUMP POOL" to 16. Required=128 or FUMBLE 3BF5: 4E 40 80 56 41 ; From 78 "JUMP CHASM" to 86. Required=64 or FUMBLE 3BFA: 56 40 80 4E 41 ; From 86 "JUMP CHASM" to 78. Required=64 or FUMBLE 3BFF: 2C 0A 0A B6 6D ; From 44 "JUMP PIT" to 182. Required=10 or STUMBLE(10) 3C04: B6 14 14 2C 6D ; From 182 "JUMP PIT" to 44. Required=20 or STUMBLE(20) 3C09: A4 A0 00 CA 6D ; From 164 "JUMP PIT" to 202. Required=160 or DEATH 3C0E: 85 C0 80 CB 6D ; From 133 "JUMP PIT" to 203. Required=192 or FUMBLE 3C13: 90 14 14 85 FF ; From 144 "JUMP" to 133. Required=20 or STUMBLE(20) 3C18: CB 80 1E CA 6D ; From 203 "JUMP PIT" to 202. Required=128 or STUMBLE(30) 3C1D: D5 46 14 D4 6B ; From 213 "JUMP MIST" to 212. Required=70 or STUMBLE(20) 3C22: D4 46 14 D5 6B ; From 212 "JUMP MIST" to 213. Required=70 or STUMBLE(20) 3C27: 23 96 28 22 9F ; From 35 "JUMP HOLE" to 34. Required=150 or STUMBLE(40) 3C2C: 22 78 14 23 6D ; From 34 "JUMP PIT" to 35. Required=120 or STUMBLE(20) 3C31: 80 64 80 40 05 ; From 128 "JUMP UP" to 64. Required=100 or FUMBLE 3C36: A6 50 80 66 05 ; From 166 "JUMP UP" to 102. Required=80 or FUMBLE 3C3B: 66 A0 80 26 05 ; From 102 "JUMP UP" to 38. Required=160 or FUMBLE 3C40: 5C 96 1E 9C 06 ; From 92 "JUMP DOWN" to 156. Required=150 or STUMBLE(30) 3C45: 46 50 14 8C 06 ; From 70 "JUMP DOWN" to 140. Required=80 or STUMBLE(20) 3C4A: 5E 5A 0A 9E 06 ; From 94 "JUMP DOWN" to 158. Required=90 or STUMBLE(10) 3C4F: 40 1E 00 80 6D ; From 64 "JUMP PIT" to 128. Required=30 or DEATH 3C54: CA 1E 14 A2 06 ; From 202 "JUMP DOWN" to 162. Required=30 or STUMBLE(20) ; 3C59: <span class="sg_value">{{value}}</span> 8C 80 27 06 ; From <span class="sg_value">{{decode}}</span> "JUMP DOWN" to 39. Required=140 or FUMBLE ; 3C5E: 00 <h3>Name Table</h3> ; Read by the code to place objects, but never changed. 3C5F: 19 ; Sprite 3C60: 1A ; Troglodyte 3C61: 1B ; Scorpion 3C62: 1C ; Nymph 3C63: 1D ; Satyr 3C64: 1E ; Minotaur 3C65: 01 ; Crypt 3C66: 02 ; Crypt of kings 3C67: 03 ; Entering-room-u 3C68: 04 ; Entering-room-aa 3C69: 05 ; Small pit 3C6A: 06 ; Ledge 3C6B: 07 ; Hydra 3C6C: 08 ; Pile of glowing rocks 3C6D: 09 ; Eerie glow 3C6E: 0A ; Packrat <h3>Who Holds What</h3> ; Held-by table. Treasures are carried by creatures or "held" by a room. This ; table maps the holder to the treasure. ; AA BB ; A = owner (see object list below) ; B = held object ; ; Objects by number: ; 1=crypt, 2=crypt-kings, 3=_u, 4=_33, 5=pit, 6=ledge, 7=hydra, ; 8=pile-of-rocks, 9=_s, 10=_t(rat), 11=_r, ; Greater than 12: creature number ; 3C6F: <span class="sg_value">{{value}}</span> 2E ; 46 "OPAL" Held by <span class="sg_value">{{decode}}</span> 3C71: <span class="sg_value">{{value}}</span> 2F ; 47 "SAPPHIRE" Held by <span class="sg_value">{{decode}}</span> 3C73: <span class="sg_value">{{value}}</span> 12 ; 18 "SCROLL" Held by <span class="sg_value">{{decode}}</span> 3C75: <span class="sg_value">{{value}}</span> 15 ; 21 "SCARAB" Held by <span class="sg_value">{{decode}}</span> 3C77: <span class="sg_value">{{value}}</span> 16 ; 22 "JEWLBOX" Held by <span class="sg_value">{{decode}}</span> 3C79: <span class="sg_value">{{value}}</span> 17 ; 23 "TABLET" Held by <span class="sg_value">{{decode}}</span> 3C7B: <span class="sg_value">{{value}}</span> 20 ; 32 "GOLD" Held by <span class="sg_value">{{decode}}</span> 3C7D: <span class="sg_value">{{value}}</span> 21 ; 33 "SILVER" Held by <span class="sg_value">{{decode}}</span> 3C7F: <span class="sg_value">{{value}}</span> 22 ; 34 "DIAMOND" Held by <span class="sg_value">{{decode}}</span> 3C81: <span class="sg_value">{{value}}</span> 24 ; 36 "RUBY" Held by <span class="sg_value">{{decode}}</span> 3C83: <span class="sg_value">{{value}}</span> 25 ; 37 "FLEECE" Held by <span class="sg_value">{{decode}}</span> 3C85: <span class="sg_value">{{value}}</span> 26 ; 38 "TIARA" Held by <span class="sg_value">{{decode}}</span> 3C87: <span class="sg_value">{{value}}</span> 27 ; 39 "POWDER" Held by <span class="sg_value">{{decode}}</span> 3C89: <span class="sg_value">{{value}}</span> 28 ; 40 "AMULET" Held by <span class="sg_value">{{decode}}</span> 3C8B: <span class="sg_value">{{value}}</span> 29 ; 41 "POTION" Held by <span class="sg_value">{{decode}}</span> 3C8D: <span class="sg_value">{{value}}</span> 2D ; 45 "CROWN" Held by <span class="sg_value">{{decode}}</span> <h3>Enter Room Actions</h3> 3C8F: <span class="sg_value">{{value}}</span> 1B 6D ; Room <span class="sg_value">{{decode}}</span> _a ; Cave in to next floor if pack heavier than 192. If so move _a and _b to random rooms. 3C92: <span class="sg_value">{{value}}</span> 1B 70 ; Room <span class="sg_value">{{decode}}</span> _b ; Cave in to next floor if pack heavier than 128. If so move _a and _b to random rooms. 3C95: <span class="sg_value">{{value}}</span> 1B 73 ; Room <span class="sg_value">{{decode}}</span> _c ; Cave in to next floor if pack heavier than 95. If so move _a and _b to random rooms. 3C98: <span class="sg_value">{{value}}</span> 1B 9C ; Room <span class="sg_value">{{decode}}</span> _d ; If we have VETAR make the pile-of-rocks appear in this room (it stays here). 3C9B: <span class="sg_value">{{value}}</span> 1B B3 ; Room <span class="sg_value">{{decode}}</span> _e ; Play sound effect. If we play the flute and have the parchment then the LEDGE appears here. 3C9E: <span class="sg_value">{{value}}</span> 1B B7 ; Room <span class="sg_value">{{decode}}</span> _f ; Powerful gust blows lamp out of grasp. 3CA1: <span class="sg_value">{{value}}</span> 1B F9 ; Room <span class="sg_value">{{decode}}</span> _g ; Hydra is here. If it is free it pushes us back to last room. 3CA4: <span class="sg_value">{{value}}</span> 1C 15 ; Room <span class="sg_value">{{decode}}</span> _h ; If we know VETAR or have the SCEPTER, nothing happens. Otherwise we RUN. 3CA7: <span class="sg_value">{{value}}</span> 1C 2C ; Room <span class="sg_value">{{decode}}</span> _i ; Pushed back if we don't have VETAR. 3CAA: <span class="sg_value">{{value}}</span> 1C 2F ; Room <span class="sg_value">{{decode}}</span> _j ; Pushed back if we don't have MITRA. 3CAD: <span class="sg_value">{{value}}</span> 1C 32 ; Room <span class="sg_value">{{decode}}</span> _k ; Pushed back if we don't have OKKAN. 3CB0: <span class="sg_value">{{value}}</span> 1C 35 ; Room <span class="sg_value">{{decode}}</span> _l ; Pushed back if we don't have AKHIROM. 3CB3: <span class="sg_value">{{value}}</span> 1C 38 ; Room <span class="sg_value">{{decode}}</span> _m ; Pushed back if we don't have NERGAL. 3CB6: <span class="sg_value">{{value}}</span> 1C 3B ; Room <span class="sg_value">{{decode}}</span> _n ; Pushed back if we don't have BELROG. 3CB9: <span class="sg_value">{{value}}</span> 1C 3E ; Room <span class="sg_value">{{decode}}</span> _o ; Pushed back if we don't have CROM. 3CBC: <span class="sg_value">{{value}}</span> 1C 41 ; Room <span class="sg_value">{{decode}}</span> _p ; Pushed back if we don't have ISHTAR. 3CBF: <span class="sg_value">{{value}}</span> 1C 68 ; Room <span class="sg_value">{{decode}}</span> _q ; Start the poison clock (we can't stay here long). 1/3 of the time we give the clock an extra tick. 3CC2: <span class="sg_value">{{value}}</span> 1C 7A ; Room <span class="sg_value">{{decode}}</span> _r ; When we enter this room 3 times the treasure is released. 3CC5: <span class="sg_value">{{value}}</span> 1C 68 ; Room <span class="sg_value">{{decode}}</span> _q ; see above 3CC8: <span class="sg_value">{{value}}</span> 1C 68 ; Room <span class="sg_value">{{decode}}</span> _q ; see above 3CCB: <span class="sg_value">{{value}}</span> 1C 8D ; Room <span class="sg_value">{{decode}}</span> _s ; If we have the lamp and it is off then the room drops its treasure. (Strange color walls) 3CCE: <span class="sg_value">{{value}}</span> 1C A9 ; Room <span class="sg_value">{{decode}}</span> _t ; If we are holding the packrat's trigger treasure (randomized at start) then the packrat drops his treasure. 3CD1: <span class="sg_value">{{value}}</span> 1C 68 ; Room <span class="sg_value">{{decode}}</span> _q ; see above 3CD4: <span class="sg_value">{{value}}</span> 1C CC ; Room <span class="sg_value">{{decode}}</span> _u ; If we can see you instantly get the treasure. 3CD7: <span class="sg_value">{{value}}</span> 1C F0 ; Room <span class="sg_value">{{decode}}</span> _v ; Print POOL OF OIL if the lamp can be refilled. 3CDA: <span class="sg_value">{{value}}</span> 1B B7 ; Room <span class="sg_value">{{decode}}</span> _f ; see above 3CDD: <span class="sg_value">{{value}}</span> 1C E0 ; Room <span class="sg_value">{{decode}}</span> _32 ; (Same as 32 below) 3CE0: <span class="sg_value">{{value}}</span> 1D 00 ; Room <span class="sg_value">{{decode}}</span> _x ; Add 40 to health and move us a short distance away. 10 minutes must pass before again. 3CE3: <span class="sg_value">{{value}}</span> 1D 00 ; Room <span class="sg_value">{{decode}}</span> _x ; see above 3CE6: <span class="sg_value">{{value}}</span> 1D 22 ; Room <span class="sg_value">{{decode}}</span> _203 ; Print "SMALL PIT IN CORNER OF ROOM" 3CE9: D5 1D 27 ; Room 213 _213 ; Print "LAYER OF MIST EAST WALL" 3CEC: 20 1C E0 ; Room 32 _32 ; If we can't see we take 30 damage. 3CEF: 21 1C D6 ; Room 33 _33 ; If we can see you instantly get the treasure. 3CF2: CB 1D 22 ; Room 203 _203 ; Print SMALL PIT IN CORNER OF ROOM. 3CF5: <span class="sg_value">{{value}}</span> 1B B4 ; Room <span class="sg_value">{{decode}}</span> _z ; Room with music (init to room 16 to 39). The sprite can't move objects here. 3CF8: E8 1D 2D ; Room 232 _232 ; _232 If we came south to this room and carrying pendant move us near start and random room for pendant. 3CFB: 00 <h3>Object Data</h3> ; AA BB bsdp_PPxy ; A = Current room number ; B = Display name to use ; ; b=1 if in backpack ; s=1 if spell or creature ; d=1 if object is required in game (can't get permanently lost in a failed jump) ; p=1 if "protected" ; ; PP is bottle/urn fill status ; x=1 if spell or dead creature ; y=1 if carried object or creature ; ; Objects are not accessible to the player (noun) if x or y are set. ; 3CFC: <span class="sg_value">{{value1}}</span> 01 <span class="sg_value">{{value2}}</span> ; 1 "FOOD" <span class="sg_value">{{decode}}</span> 3CFF: <span class="sg_value">{{value1}}</span> 02 <span class="sg_value">{{value2}}</span> ; 2 "BOTTLE" <span class="sg_value">{{decode}}</span> 3D02: <span class="sg_value">{{value1}}</span> 03 <span class="sg_value">{{value2}}</span> ; 3 "DAGGER" <span class="sg_value">{{decode}}</span> 3D05: <span class="sg_value">{{value1}}</span> 04 <span class="sg_value">{{value2}}</span> ; 4 "MACE" <span class="sg_value">{{decode}}</span> 3D08: <span class="sg_value">{{value1}}</span> 05 <span class="sg_value">{{value2}}</span> ; 5 "AX" <span class="sg_value">{{decode}}</span> 3D0B: <span class="sg_value">{{value1}}</span> 06 <span class="sg_value">{{value2}}</span> ; 6 "SWORD" <span class="sg_value">{{decode}}</span> 3D0E: <span class="sg_value">{{value1}}</span> 07 <span class="sg_value">{{value2}}</span> ; 7 "SHIELD" <span class="sg_value">{{decode}}</span> 3D11: <span class="sg_value">{{value1}}</span> 08 <span class="sg_value">{{value2}}</span> ; 8 "FLUTE" <span class="sg_value">{{decode}}</span> 3D14: <span class="sg_value">{{value1}}</span> 09 <span class="sg_value">{{value2}}</span> ; 9 "MUSHROOM" <span class="sg_value">{{decode}}</span> 3D17: <span class="sg_value">{{value1}}</span> 0A <span class="sg_value">{{value2}}</span> ; 10 "PENDANT" <span class="sg_value">{{decode}}</span> 3D1A: <span class="sg_value">{{value1}}</span> 0B <span class="sg_value">{{value2}}</span> ; 11 "SCEPTER" <span class="sg_value">{{decode}}</span> 3D1D: <span class="sg_value">{{value1}}</span> 0C <span class="sg_value">{{value2}}</span> ; 12 "LAMP" <span class="sg_value">{{decode}}</span> 3D20: <span class="sg_value">{{value1}}</span> 0D <span class="sg_value">{{value2}}</span> ; 13 "BASKET" <span class="sg_value">{{decode}}</span> 3D23: <span class="sg_value">{{value1}}</span> 0E <span class="sg_value">{{value2}}</span> ; 14 "PARCHMENT" <span class="sg_value">{{decode}}</span> 3D26: <span class="sg_value">{{value1}}</span> 0F <span class="sg_value">{{value2}}</span> ; 15 "VIAL" <span class="sg_value">{{decode}}</span> 3D29: <span class="sg_value">{{value1}}</span> 10 <span class="sg_value">{{value2}}</span> ; 16 "URN" <span class="sg_value">{{decode}}</span> 3D2C: <span class="sg_value">{{value1}}</span> 11 <span class="sg_value">{{value2}}</span> ; 17 "TALISMAN" <span class="sg_value">{{decode}}</span> 3D2F: <span class="sg_value">{{value1}}</span> 12 <span class="sg_value">{{value2}}</span> ; 18 "SCROLL" <span class="sg_value">{{decode}}</span> 3D32: <span class="sg_value">{{value1}}</span> 13 <span class="sg_value">{{value2}}</span> ; 19 "GOBLET" <span class="sg_value">{{decode}}</span> 3D35: <span class="sg_value">{{value1}}</span> 14 <span class="sg_value">{{value2}}</span> ; 20 "SKULL" <span class="sg_value">{{decode}}</span> 3D38: <span class="sg_value">{{value1}}</span> 15 <span class="sg_value">{{value2}}</span> ; 21 "SCARAB" <span class="sg_value">{{decode}}</span> 3D3B: <span class="sg_value">{{value1}}</span> 16 <span class="sg_value">{{value2}}</span> ; 22 "JEWELBOX" <span class="sg_value">{{decode}}</span> 3D3E: <span class="sg_value">{{value1}}</span> 17 <span class="sg_value">{{value2}}</span> ; 23 "TABLET" <span class="sg_value">{{decode}}</span> 3D41: <span class="sg_value">{{value1}}</span> 18 <span class="sg_value">{{value2}}</span> ; 24 "ROPE" <span class="sg_value">{{decode}}</span> 3D44: <span class="sg_value">{{value1}}</span> 19 <span class="sg_value">{{value2}}</span> ; 25 "SPRITE" <span class="sg_value">{{decode}}</span> 3D47: <span class="sg_value">{{value1}}</span> 1A <span class="sg_value">{{value2}}</span> ; 26 "TROGLODYTE" <span class="sg_value">{{decode}}</span> 3D4A: <span class="sg_value">{{value1}}</span> 1B <span class="sg_value">{{value2}}</span> ; 27 "SCORPION" <span class="sg_value">{{decode}}</span> 3D4D: <span class="sg_value">{{value1}}</span> 1C <span class="sg_value">{{value2}}</span> ; 28 "NYMPH" <span class="sg_value">{{decode}}</span> 3D50: <span class="sg_value">{{value1}}</span> 1D <span class="sg_value">{{value2}}</span> ; 29 "SATYR" <span class="sg_value">{{decode}}</span> 3D53: <span class="sg_value">{{value1}}</span> 1E <span class="sg_value">{{value2}}</span> ; 30 "MINOTAUR" <span class="sg_value">{{decode}}</span> 3D56: <span class="sg_value">{{value1}}</span> 1F <span class="sg_value">{{value2}}</span> ; 31 "ORACLE" <span class="sg_value">{{decode}}</span> 3D59: <span class="sg_value">{{value1}}</span> 20 <span class="sg_value">{{value2}}</span> ; 32 "GOLD" <span class="sg_value">{{decode}}</span> 3D5C: <span class="sg_value">{{value1}}</span> 21 <span class="sg_value">{{value2}}</span> ; 33 "SILVER" <span class="sg_value">{{decode}}</span> 3D5F: <span class="sg_value">{{value1}}</span> 22 <span class="sg_value">{{value2}}</span> ; 34 "DIAMOND" <span class="sg_value">{{decode}}</span> 3D62: <span class="sg_value">{{value1}}</span> 23 <span class="sg_value">{{value2}}</span> ; 35 "SPELLBOOK" <span class="sg_value">{{decode}}</span> 3D65: <span class="sg_value">{{value1}}</span> 24 <span class="sg_value">{{value2}}</span> ; 36 "RUBY" <span class="sg_value">{{decode}}</span> 3D68: <span class="sg_value">{{value1}}</span> 25 <span class="sg_value">{{value2}}</span> ; 37 "FLEECE" <span class="sg_value">{{decode}}</span> 3D6B: <span class="sg_value">{{value1}}</span> 26 <span class="sg_value">{{value2}}</span> ; 38 "TIARA" <span class="sg_value">{{decode}}</span> 3D6E: <span class="sg_value">{{value1}}</span> 27 <span class="sg_value">{{value2}}</span> ; 39 "POWDER" <span class="sg_value">{{decode}}</span> 3D71: <span class="sg_value">{{value1}}</span> 28 <span class="sg_value">{{value2}}</span> ; 40 "AMULET" <span class="sg_value">{{decode}}</span> 3D74: <span class="sg_value">{{value1}}</span> 29 <span class="sg_value">{{value2}}</span> ; 41 "POTION" <span class="sg_value">{{decode}}</span> 3D77: <span class="sg_value">{{value1}}</span> 2A <span class="sg_value">{{value2}}</span> ; 42 "POWERRING" <span class="sg_value">{{decode}}</span> 3D7A: <span class="sg_value">{{value1}}</span> 2B <span class="sg_value">{{value2}}</span> ; 43 "LIGHTRING" <span class="sg_value">{{decode}}</span> 3D7D: <span class="sg_value">{{value1}}</span> 2C <span class="sg_value">{{value2}}</span> ; 44 "TRUTHRING" <span class="sg_value">{{decode}}</span> 3D80: <span class="sg_value">{{value1}}</span> 2D <span class="sg_value">{{value2}}</span> ; 45 "CROWN" <span class="sg_value">{{decode}}</span> 3D83: <span class="sg_value">{{value1}}</span> 2E <span class="sg_value">{{value2}}</span> ; 46 "OPAL" <span class="sg_value">{{decode}}</span> 3D86: <span class="sg_value">{{value1}}</span> 2F <span class="sg_value">{{value2}}</span> ; 47 "SAPPHIRE" <span class="sg_value">{{decode}}</span> 3D89: <span class="sg_value">{{value1}}</span> 30 <span class="sg_value">{{value2}}</span> ; 48 "NORTH" <span class="sg_value">{{decode}}</span> 3D8C: <span class="sg_value">{{value1}}</span> 31 <span class="sg_value">{{value2}}</span> ; 49 "NORTH" <span class="sg_value">{{decode}}</span> 3D8F: <span class="sg_value">{{value1}}</span> 32 <span class="sg_value">{{value2}}</span> ; 50 "NORTH" <span class="sg_value">{{decode}}</span> 3D92: <span class="sg_value">{{value1}}</span> 33 <span class="sg_value">{{value2}}</span> ; 51 "NORTH" <span class="sg_value">{{decode}}</span> 3D95: <span class="sg_value">{{value1}}</span> 34 <span class="sg_value">{{value2}}</span> ; 52 "NORTH" <span class="sg_value">{{decode}}</span> 3D98: <span class="sg_value">{{value1}}</span> 35 <span class="sg_value">{{value2}}</span> ; 53 "NORTH" <span class="sg_value">{{decode}}</span> 3D9B: <span class="sg_value">{{value1}}</span> 36 <span class="sg_value">{{value2}}</span> ; 54 "NORTH" <span class="sg_value">{{decode}}</span> 3D9E: <span class="sg_value">{{value1}}</span> 37 <span class="sg_value">{{value2}}</span> ; 55 "VETAR" <span class="sg_value">{{decode}}</span> 3DA1: <span class="sg_value">{{value1}}</span> 38 <span class="sg_value">{{value2}}</span> ; 56 "MITRA" <span class="sg_value">{{decode}}</span> 3DA4: <span class="sg_value">{{value1}}</span> 39 <span class="sg_value">{{value2}}</span> ; 57 "OKKAN" <span class="sg_value">{{decode}}</span> 3DA7: <span class="sg_value">{{value1}}</span> 3A <span class="sg_value">{{value2}}</span> ; 58 "AKHIROM" <span class="sg_value">{{decode}}</span> 3DAA: <span class="sg_value">{{value1}}</span> 3B <span class="sg_value">{{value2}}</span> ; 59 "NERGAL" <span class="sg_value">{{decode}}</span> 3DAD: <span class="sg_value">{{value1}}</span> 3C <span class="sg_value">{{value2}}</span> ; 60 "BELROG" <span class="sg_value">{{decode}}</span> 3DB0: <span class="sg_value">{{value1}}</span> 3D <span class="sg_value">{{value2}}</span> ; 61 "CROM" <span class="sg_value">{{decode}}</span> 3DB3: <span class="sg_value">{{value1}}</span> 3E <span class="sg_value">{{value2}}</span> ; 62 "ISHTAR" <span class="sg_value">{{decode}}</span> ; 3DB6: 00 FF ; End of list marker <h3>Natural Passages</h3> ; Read by the code but never changed (these are the passages on the map above). ; Floor 1 3DB8: 11 04 07 06 06 03 01 12 ; .D...S ...E.. ...EWS ...EW. ...EW. ....WS .....S .D..W. 3DC0: 0C 06 2F 06 07 0E 0B 01 ; ..NE.. ...EW. U.NEWS ...EW. ...EWS ..NEW. ..N.WS .....S 3DC8: 01 08 09 04 0B 01 0D 0B ; .....S ..N... ..N..S ...E.. ..N.WS .....S ..NE.S ..N.WS 3DD0: 19 14 06 03 0D 0E 0A 09 ; .DN..S .D.E.. ...EW. ....WS ..NE.S ..NEW. ..N.W. ..N..S 3DD8: 0C 06 03 0C 0E 06 12 08 ; ..NE.. ...EW. ....WS ..NE.. ..NEW. ...EW. .D..W. ..N... 3DE0: 35 37 37 37 37 37 37 37 ; UD.E.S UD.EWS UD.EWS UD.EWS UD.EWS UD.EWS UD.EWS UD.EWS 3DE8: 3F 3F 3F 3F 3F 3F 3F 3F ; UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS 3DF0: 3E 3E 3E 3E 3E 3E 3E 3A ; UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDN.W. ; Floor 2 3DF8: 24 03 24 03 25 06 03 38 ; U..E.. ....WS U..E.. ....WS U..E.S ...EW. ....WS UDN... 3E00: 0D 0E 06 0E 0A 09 08 01 ; ..NE.S ..NEW. ...EW. ..NEW. ..N.W. ..N..S ..N... .....S 3E08: 09 04 06 27 07 0B 05 0B ; ..N..S ...E.. ...EW. U..EWS ...EWS ..N.WS ...E.S ..N.WS 3E10: 09 30 04 0B 08 0C 0A 09 ; ..N..S UD.... ...E.. ..N.WS ..N... ..NE.. ..N.W. ..N..S 3E18: 0C 16 06 0E 06 06 10 18 ; ..NE.. .D.EW. ...EW. ..NEW. ...EW. ...EW. .D.... .DN... 3E20: 35 3F 37 37 37 37 37 37 ; UD.E.S UDNEWS UD.EWS UD.EWS UD.EWS UD.EWS UD.EWS UD.EWS 3E28: 3F 3F 3F 3F 3F 3F 3F 3F ; UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS 3E30: 3E 3E 3E 3E 3E 3E 3E 3A ; UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDN.W. ; Floor 3 3E38: 01 04 27 06 06 02 05 20 ; .....S ...E.. U..EWS ...EW. ...EW. ....W. ...E.S U..... 3E40: 09 05 07 06 06 03 0B 02 ; ..N..S ...E.S ...EWS ...EW. ...EW. ....WS ..N.WS ....W. 3E48: 08 09 09 05 03 09 28 01 ; ..N... ..N..S ..N..S ...E.S ....WS ..N..S U.N... .....S 3E50: 05 2F 0B 0C 2F 0E 10 09 ; ...E.S U.NEWS ..N.WS ..NE.. U.NEWS ..NEW. .D.... ..N..S 3E58: 0C 0F 0F 07 07 03 02 09 ; ..NE.. ..NEWS ..NEWS ...EWS ...EWS ....WS ....W. ..N..S 3E60: 35 37 37 37 37 37 37 3F ; UD.E.S UD.EWS UD.EWS UD.EWS UD.EWS UD.EWS UD.EWS UDNEWS 3E68: 3F 3F 3F 3F 3F 3F 3F 3F ; UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS 3E70: 3E 3E 3E 3E 3E 3E 3E 3E ; UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. ; Floor 4 3E78: 05 06 06 06 06 03 05 03 ; ...E.S ...EW. ...EW. ...EW. ...EW. ....WS ...E.S ....WS 3E80: 0D 03 10 04 03 0C 0A 09 ; ..NE.S ....WS .D.... ...E.. ....WS ..NE.. ..N.W. ..N..S 3E88: 0D 0B 05 06 0A 05 07 0B ; ..NE.S ..N.WS ...E.S ...EW. ..N.W. ...E.S ...EWS ..N.WS 3E90: 0C 0B 09 05 07 0F 0F 0B ; ..NE.. ..N.WS ..N..S ...E.S ...EWS ..NEWS ..NEWS ..N.WS 3E98: 05 0E 0A 0C 0E 0E 0E 0A ; ...E.S ..NEW. ..N.W. ..NE.. ..NEW. ..NEW. ..NEW. ..N.W. 3EA0: 35 37 37 3F 37 37 37 37 ; UD.E.S UD.EWS UD.EWS UDNEWS UD.EWS UD.EWS UD.EWS UD.EWS 3EA8: 3F 3F 3F 3F 3F 3F 3F 3F ; UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS 3EB0: 3E 3E 3E 3E 3E 3E 3E 3A ; UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDN.W. <h3>Blocked Passages</h3> ; These appear on the map above ; Floor 1 3EB8: <span class="sg_value">{{mvalue}}</span> 3EC0: <span class="sg_value">{{mvalue}}</span> 3EC8: <span class="sg_value">{{mvalue}}</span> 3ED0: <span class="sg_value">{{mvalue}}</span> 3ED8: <span class="sg_value">{{mvalue}}</span> 3EE0: <span class="sg_value">{{mvalue}}</span> 3EE8: <span class="sg_value">{{mvalue}}</span> 3EF0: <span class="sg_value">{{mvalue}}</span> ; Floor 2 3EF8: <span class="sg_value">{{mvalue}}</span> 3F00: <span class="sg_value">{{mvalue}}</span> 3F08: <span class="sg_value">{{mvalue}}</span> 3F10: <span class="sg_value">{{mvalue}}</span> 3F18: <span class="sg_value">{{mvalue}}</span> 3F20: <span class="sg_value">{{mvalue}}</span> 3F28: <span class="sg_value">{{mvalue}}</span> 3F30: <span class="sg_value">{{mvalue}}</span> ; Floor 3 3F38: <span class="sg_value">{{mvalue}}</span> 3F40: <span class="sg_value">{{mvalue}}</span> 3F48: <span class="sg_value">{{mvalue}}</span> 3F50: <span class="sg_value">{{mvalue}}</span> 3F58: <span class="sg_value">{{mvalue}}</span> 3F60: <span class="sg_value">{{mvalue}}</span> 3F68: <span class="sg_value">{{mvalue}}</span> 3F70: <span class="sg_value">{{mvalue}}</span> ; Floor 4 3F78: <span class="sg_value">{{mvalue}}</span> 3F80: <span class="sg_value">{{mvalue}}</span> 3F88: <span class="sg_value">{{mvalue}}</span> 3F90: <span class="sg_value">{{mvalue}}</span> 3F98: <span class="sg_value">{{mvalue}}</span> 3FA0: <span class="sg_value">{{mvalue}}</span> 3FA8: <span class="sg_value">{{mvalue}}</span> 3FB0: <span class="sg_value">{{mvalue}}</span> <h3>Protection Lists</h3> 3FB8: