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Forums > CSDb Entries > Release id #164803 : Star Trek - The Rebel Universe
2019-04-25 00:54
jcompton

Registered: Feb 2006
Posts: 70
Release id #164803 : Star Trek - The Rebel Universe

Attention underemployed trainers looking to be the first to address a long-standing issue! Please consider offering a trainer that neutralizes the effects of the Catastrophe Pods, Mike Singleton's regrettable design decision that makes the game stupidly difficult to play without constant restarting.

https://www.lemon64.com/reviews/view.php?id=990
2019-04-25 08:35
bugjam

Registered: Apr 2003
Posts: 2581
Good idea - I think this game sure deserves a Gold version. I really dig that highres design.
2019-04-25 17:45
jcompton

Registered: Feb 2006
Posts: 70
A worthy project, the motion is seconded.

Now, to find a taker...
2019-04-25 17:46
jcompton

Registered: Feb 2006
Posts: 70
It really is a pretty clever game. The exploration elements of Elite, with more resource management, and planetary missions.
2019-04-25 20:12
AlexC

Registered: Jan 2008
Posts: 298
Quote: A worthy project, the motion is seconded.

Now, to find a taker...


I guess more of challenge is to find an original today than to find a taker ;)
2019-04-25 20:39
jcompton

Registered: Feb 2006
Posts: 70
Nah, both NTSC and PAL originals are in C64PP.
2019-04-26 11:12
Exploding First

Registered: Jul 2007
Posts: 76
In 1989 i got the original tape paid by mother. It was about 50 DM. Really expensive in these days. After this purchase i got no original games anymore. I've still got it.
2019-04-27 18:06
Krill

Registered: Apr 2002
Posts: 2969
Try this:
POKE 4324,173
i.e., freeze the game, set $10e4 to $ad, restart.

This disables the "Catastrophe Pod" countdown so they never explode once you have contracted them.
You don't need to get rid of them now, but you can probably still remove them via an "Orbital Discontinuum", though i haven't tested that.

With that poke, there is technically no need to release a trained version or find the original. This little "project" cost me a few hours to dig into the game and find the magic instruction to nix, though. :)
2019-04-27 18:42
jcompton

Registered: Feb 2006
Posts: 70
Nicely done! Any chance you found the seed for the random galaxy generator while you were poking around in there? :) (Presumably there's a bit more to it than, say, the Elite generator since some planets have fixed characteristics that allow you to satisfy victory conditions...)
2019-04-27 18:47
Krill

Registered: Apr 2002
Posts: 2969
Didn't come across this. I found that at least one system is always close to the starting point and always has the "Catastrophe Pods" on the same planet, and i didn't play the game long enough to notice that there are any variable system/planet properties from one run to the next.

I actually assumed the universe would always be the same.

What's different across runs?
2019-04-27 19:00
jcompton

Registered: Feb 2006
Posts: 70
You're right, it is always the same. In order to fit ~4000 systems into a single-load game, there's gotta be some sort of procedural routine working from a fixed random seed, ala the Elite galaxy generator documented here: http://wiki.alioth.net/index.php/Random_number_generator

(just with Mike Singleton special sauce instead of Bell-and-Braben special sauce.)
 
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