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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: 33
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
 
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2019-04-28 11:26
Krill

Registered: Apr 2002
Posts: 1223
Ok, i dug a little deeper and found that no, there does not appear to be any kind of handy little seed value to play with.

Instead, there is some kind of star map with 512 byte-sized entries at $f623 plus a global "Quarantine Zone" map with 20 entries at $f60f.
System coordinates and properties seem to be derived from the entries in those maps, and the systems' names are generated from their coordinates.

The maps are readily there in memory after loading/depacking, and i haven't found any code to generate them.

So for playing around with alternative universes, you'd have to create those maps yourself, with all the unknown constraints. So... =)
2019-04-28 17:27
jcompton

Registered: Feb 2006
Posts: 33
Still very cool information. Not surprising that with all of the constraints (like multiple specific paths to winning the game) they'd have to give over more data than just a six-byte seed. Thanks for digging in!

(meanwhile I have been enjoying tweaking the Artefacts seed at $1bcd, although have yet to come up with anything nearly as good as the one it ships with. Occasionally there's one where the artifact is just a rectangular slab with very little detail in sky or ground, that's kind of interesting...)
2019-04-28 18:49
Krill

Registered: Apr 2002
Posts: 1223
Not sure about the constraints in this case, though.

I overwrote the star map once with the same value all over the place, and then the wireframe rebel ship was quite broken. So it could be that they actually re-used other data (namely the ship wireframe vectors) for the star map. :)
2019-04-28 18:54
Krill

Registered: Apr 2002
Posts: 1223
And as for tweaking the seed in Artefacts, there are only 256 different values, iirc, at least once it's running (you can set the seed to any 16-bit pointer value, but only the low byte is increased).

The routines would just linearly read one value whenever they need some randomness and advance the read pointer, until the low byte wraps. Some runs look pretty bad then for a given routine. Mind that the re-purposed program code is not that random, after all.

There should still be more than 256 different variations as the loops keep progressing, but i have never checked the amount of read random numbers per loop, or if it is prime. :D
2019-05-01 01:57
jcompton

Registered: Feb 2006
Posts: 33
I think there's another source (Local Zone?) of map data somewhere. As an experiment I filled the $f60f Quarantine Zone area with 20 bytes from random.org and the $f623 with another 512 bytes from the same site.

The Quarantine Zone was totally different, but the Local Zone still had very recognizable names, like Dizok at 53.46.03 05 LY away. (It's one of the first planets "above" your start location on the Local Zone map.)

(bytes for the curious:

$f60f: 1b 0f ca 10 f7 54 2c 32 15 10 b5 a6 1d ac d5 46 60 52 69 07

$f623: 3a 8b 03 84 aa 97 e4 5a b1 14 4a 94 49 d2 f7 ad c9 47 60 c2 92 bf 81 73 38 3d f9 ab 0f 6e 6b 59 fe 32 cf b5 db 36 17 91 06 4b f3 1d f8 84 a5 14 ca ff 43 5d 8f 40 9a 50 71 46 84 df a0 40 bb 80 4b 76 c3 4f 5f a7 d2 13 06 fe 3f ee d1 d0 c9 75 e0 f7 94 7a 3f 59 25 5f ac 24 67 eb b0 9c 5d 78 25 4e e8 68 c8 3b 9b 02 40 e1 a3 97 c5 33 d8 63 7a f0 11 10 6b 30 b9 ab f2 43 71 f9 1a c1 63 0f d4 a4 ed 25 39 a7 62 ea a4 01 e6 a8 f8 ee e6 40 27 99 8b 2b 65 f2 b6 5b b3 ca 8b 60 dc 1d 58 a8 95 76 4c 2e 99 29 78 63 bb bc 24 5e ec 10 a3 11 eb 05 c5 9e 72 0f 00 ea 65 d6 64 95 25 75 ce 4d a8 d3 1c d2 ea 44 6e b7 66 75 bf d7 2c b4 f0 a9 9b 1a 3c bb bd e8 9b 8a aa 89 71 ae 72 c0 e9 c8 9f dc 01 23 98 80 68 b9 2c 68 00 8f 78 b9 d1 52 4d 98 a4 73 4f b2 ec 01 f0 49 02 49 83 1f 81 f1 27 8f 85 b8 45 32 70 bc 23 87 f2 38 99 99 62 33 1d 35 a8 fc 1b 11 02 27 44 e8 f7 a8 82 9a 06 9e 04 f8 ff 96 39 86 a2 02 66 3a 11 fb 24 77 b0 3b 62 0e e5 9f bb 84 12 86 ac 48 d7 4b 4f 62 d7 b0 11 d2 d1 5a 1d 97 9f c6 3e f3 d2 33 e8 5b 5b 82 fa 25 b7 f9 c0 ba e9 59 66 28 53 8d a2 a5 4d be d6 33 9a 88 48 62 bf 7a cd af 22 e9 95 db 7c 8e fe ee 3d 12 91 f2 32 d9 c3 71 40 0f 00 ec 50 9d b1 c5 e8 67 20 62 9f a4 c2 00 71 7a 8b 53 10 9e
b8 f6 01 e8 a3 27 cb a0 fa 31 b4 a0 a8 1a 47 50 5a 86 76 ad dc e1 10 d5 76 72 6f 16 35 6e 30 c4 c5 c8 55 a5 bc bd 84 10 cf a7 d3 e2 c1 fd 42 99 2b 43 74 47 eb 1a 27 01 c4 f9 f9 44 9f bc b3 f0 02 ed 9e 55 87 c9 97 50 06 9a 3e f9 0b 30 3b a4 38 3c 2a 76 dc 4e 90 d8 d1 cc 47 41 17 d9 b9 88 f4 19 de 7e 48 fe ad c7 d2 26 01 d5 e2 28 e0 e6
2019-05-01 07:59
Krill

Registered: Apr 2002
Posts: 1223
Quoting jcompton
the Local Zone still had very recognizable names, like Dizok at 53.46.03 05 LY away. (It's one of the first planets "above" your start location on the Local Zone map.)
Quoting Krill
and the systems' names are generated from their coordinates.
It's not surprising that systems at (approximately?) the same position always have the same name, regardless of the actual star map.
2019-05-06 17:28
Krill

Registered: Apr 2002
Posts: 1223
Quoting jcompton
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
Quoting Krill
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.
jcompton: Maybe you could add the POKE somewhere in your Lemon review or another prominent place where other users with your gripe would find it? :)
2019-05-06 20:51
jcompton

Registered: Feb 2006
Posts: 33
Reasonable idea, I PM'ed a moderator, let's see what happens.
2019-05-07 15:17
jcompton

Registered: Feb 2006
Posts: 33
They put the info on the Lemon game profile page: https://www.lemon64.com/games/details.php?ID=2456
2019-05-08 08:46
Krill

Registered: Apr 2002
Posts: 1223
Excellent! =)
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