Guys, can you tell me what these numbers mean?
Posted: Fri Aug 07, 2015 4:18 pm
OK Guys, as you know, I've been working tirelessly on my Vulcan expansion pack. It has developed over a period of many years. I released a 'beta,' and since then I have ironed out all the bugs except 2. I've had to stop work at version 5, because I'm really stumped on how to resolve the last two bugs. If I hadn't already fried my brain working really hard on it myself, I would certainly not be asking for help!
Problem 1: I don't know how to disable/erase from view the '1begin new game,' '2load old game,' '3save gamem' and '4abandon game,' options on the menu screen.
Problem 2: Roads. I don't need anyone to program any roads for me. Just solve a riddle that has been a pain in my butt for 8 years.
When a game unit is over a road, you can press 'T,' choose a destination, press enter, then during the 'Forces Moving' part of the game, the unit will move along the road. I can create junctions, and they work just fine.
The problem is creating more than one road, (rather than just weaving one long road over itself a few times to make junctions.)
After you program in a road, you can instruct the computer to 'teleport' to a new location, to begin a brand new piece of road which does not just carry on where the first road left off. Its a new road.
To do this 'teleport,' you first close off the old road with a 5. Then, you need to input a mystery number, followed by the two number map co-ordinates the new road will begin from, then a 6 to begin the new road program. Along the road program, when you want a junction you put 255, followed by a two number distance marker, and another 255 before continuing that road. Rinse and repeat.
It is this mystery number I can't work out what it refers to in RT Smith's original game.
Can anyone enlighten me? What do these 'mystery numbers' mean, and what do they do? Once I know, I can program much better maps, and fix the roads on existing maps.
In 'Vulcan,' the roads are programmed between memory addresses 61862 and 62562.
The 'mystery numbers' are 90, 19, 218, 70, 50 etc, as listed below.
Address 61862 is a 90, before the road beginning at co-ordinates 0 5.
61952 is a 19, before the road beginning at co-ordinates 19 9.
61971 is a 218, before the road beginning at co-ordinates 23 10.
62189 is a 70, before the road beginning at co-ordinates 0 12.
62259 is a 50, before the road beginning at co-ordinates 0 25.
62309 is a 78, before the road beginning at co-ordinates 30 20
62387 is a 45, before the road beginning at co-ordinates 33 20
62432 is a 24, before the road beginning at co-ordinates 37 12
62456 is a 77, before the road beginning at co-ordinates 9 27
62533 is a 30, before the road beginning at co-ordinates 11 39
Please note you can only take a look at these addresses on a non-modded version of 'Vulcan,' or if you do download my expansion pack, they only apply to 'The Tunisian Campaign,' which still uses RT Smith's original road layout.
Just so you guys know, I think its something to do with distance of the road segment, as the numbers do match the order of how long the forthcoming road will be. But why they are what they are, and what they should be in alternate road networks, is a mystery.
If anyone can solve this, you will have solved an 8 year riddle for me! Its probably something silly and simple I missed.
Problem 1: I don't know how to disable/erase from view the '1begin new game,' '2load old game,' '3save gamem' and '4abandon game,' options on the menu screen.
Problem 2: Roads. I don't need anyone to program any roads for me. Just solve a riddle that has been a pain in my butt for 8 years.
When a game unit is over a road, you can press 'T,' choose a destination, press enter, then during the 'Forces Moving' part of the game, the unit will move along the road. I can create junctions, and they work just fine.
The problem is creating more than one road, (rather than just weaving one long road over itself a few times to make junctions.)
After you program in a road, you can instruct the computer to 'teleport' to a new location, to begin a brand new piece of road which does not just carry on where the first road left off. Its a new road.
To do this 'teleport,' you first close off the old road with a 5. Then, you need to input a mystery number, followed by the two number map co-ordinates the new road will begin from, then a 6 to begin the new road program. Along the road program, when you want a junction you put 255, followed by a two number distance marker, and another 255 before continuing that road. Rinse and repeat.
It is this mystery number I can't work out what it refers to in RT Smith's original game.
Can anyone enlighten me? What do these 'mystery numbers' mean, and what do they do? Once I know, I can program much better maps, and fix the roads on existing maps.
In 'Vulcan,' the roads are programmed between memory addresses 61862 and 62562.
The 'mystery numbers' are 90, 19, 218, 70, 50 etc, as listed below.
Address 61862 is a 90, before the road beginning at co-ordinates 0 5.
61952 is a 19, before the road beginning at co-ordinates 19 9.
61971 is a 218, before the road beginning at co-ordinates 23 10.
62189 is a 70, before the road beginning at co-ordinates 0 12.
62259 is a 50, before the road beginning at co-ordinates 0 25.
62309 is a 78, before the road beginning at co-ordinates 30 20
62387 is a 45, before the road beginning at co-ordinates 33 20
62432 is a 24, before the road beginning at co-ordinates 37 12
62456 is a 77, before the road beginning at co-ordinates 9 27
62533 is a 30, before the road beginning at co-ordinates 11 39
Please note you can only take a look at these addresses on a non-modded version of 'Vulcan,' or if you do download my expansion pack, they only apply to 'The Tunisian Campaign,' which still uses RT Smith's original road layout.
Just so you guys know, I think its something to do with distance of the road segment, as the numbers do match the order of how long the forthcoming road will be. But why they are what they are, and what they should be in alternate road networks, is a mystery.
If anyone can solve this, you will have solved an 8 year riddle for me! Its probably something silly and simple I missed.