Difference between revisions of "No Escape/Hidden content"

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(Created page with "{{back}} ==Uncompiled source code== {{HiddenContent | noimage=yes | desc=A significant amount of uncompiled source code exists at the end of the ROM, followed by a list of EXE...")
 
 
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{{HiddenContent
 
{{HiddenContent
 
| noimage=yes
 
| noimage=yes
| desc=A significant amount of uncompiled source code exists at the end of the ROM, followed by a list of EXE files:
+
| desc=Uncompiled source code exists at the end of the ROM (starting at {{hex|001FD205}}), followed by a list of EXE files:
 
<pre>00000000 =FFFF09A7                  joy2Drelease rs.b 1
 
<pre>00000000 =FFFF09A7                  joy2Drelease rs.b 1
 
00000000 =FFFF09A8                  joy2Lrelease rs.b 1
 
00000000 =FFFF09A8                  joy2Lrelease rs.b 1

Latest revision as of 07:32, 8 April 2023

Back to: No Escape.

Uncompiled source code

Uncompiled source code exists at the end of the ROM (starting at 001FD205), followed by a list of EXE files:

00000000 =FFFF09A7                  joy2Drelease	rs.b	1
00000000 =FFFF09A8                  joy2Lrelease	rs.b	1
00000000 =FFFF09A9                  joy2Rrelease	rs.b	1
00000000 =FFFF09AA                  joy2Brelease	rs.b	1
00000000 =FFFF09AB                  joy2Crelease	rs.b	1
00000000 =FFFF09AC                  joy2Arelease	rs.b	1
00000000 =FFFF09AD                  joy2Srelease	rs.b	1
00000000                            

00000000                            *********************************
00000000                            * SEAN'S SPRITE ATTRIBUTE TABLE *
00000000                            *********************************
00000000                            

00000000 =FFFF09AE                  spratttab	rs.b	512	;8 bytes per sprite
00000000                            

00000000                            **********
00000000                            * STATUS *
00000000                            **********
00000000                            

00000000 =FFFF0BAE                  energy	rs.w	1	;0 - 100
00000000                            

00000000 =FFFF080E                  lives	equ	NoOfLives ;SEE FVARS.68K (.w)
00000000                            

00000000 =FFFF0BB0                  NE_timeperiod	rs.w	1
00000000 =FFFF0BB2                  NE_time	rs.w	1
00000000                            

00000000 =FFFF0BB2                  CLOCK	equ	NE_time
00000000                            

00000000 =FFFF080C                  level	equ	Level_Number ;SEE FVARS.68K (.w)
00000000                            

00000000 =FFFF0BB4                  crossbowammo	rs.w	1
00000000 =FFFF0BB6                  molotovammo	rs.w	1
00000000 =FFFF0BB8                  rugerammo	rs.w	1
00000000                            

00000000 =FFFF0BBA                  continues	rs.w	1
00000000 =FFFF0BBC                  continueperiod	rs.w	1
00000000 =FFFF0BBE                  continuetime	rs.w	1
00000000                            

00000000 =FFFF0BC0                  pausewait	rs.w	1
00000000                            

00000000                            ************
00000000                            * AI STUFF *
00000000                            ************
00000000                            

00000000 =FFFF0BC2                  explosionflag	rs.w	1
00000000                            

00000000 =FFFF0BC4                  robbinsstatus	rs.w	1
00000000                            

00000000 =FFFF0BC6                  Rweaponenergy	rs.w	1 ;current energy value of Robbins weapon to take from enemy energy
00000000                            

00000000                            

00000000 =FFFF0BC8                  disable_cjump	rs.b	1
00000000                            	rs.b	1 ;padding
00000000                            

00000000                            * SIMON's stuff
00000000                            	include	c:\genesis\noescape\levels\l04\bgcol.tab
00000000                            

00000000                            

00000000 =0000004F                  BGCol_ResetL		EQU $4F	;Reset Cords to Left Edge of block
00000000 =0000004C                  BGCol_StopL		EQU $4C
00000000                            

00000000 =0000008F                  BGCol_ResetR		EQU $8F
00000000 =0000008C                  BGCol_StopR		EQU $8C
00000000                            

00000000 =00000060                  BGCol_Baddie_TR		EQU $60	;	Baddie Turn Rgt 	
00000000 =00000070                  BGCol_Baddie_TL		EQU $70	;	Baddie Turn Lft		
00000000 =00000061                  BGCol_Baddie_1		EQU $61	;	Baddie AI (Specific)
00000000 =00000062                  BGCol_Baddie_2		EQU $62	;	
00000000 =00000063                  BGCol_Cjump_Disable	EQU $63	;	Disable Crouch Jump	
00000000 =00000063                  BGCol_Cjump_Disable	EQU $63	;	Disable Crouch Jump	
00000000                            	EVEN
00000000                            

00000000 =00000002                  word	equ	2
00000000                            

00000000                            ;hotel_switch2	rs.w	1
00000000                            ;explosion_occured	rs.w	1
00000000                            

00000000                            

00000000                            ***************
00000000                            * FADE IN/OUT *
00000000                            ***************
00000000                            

00000000 =FFFF0BCA                  fadeduration	rs.w	1	;number of frames between colour change
00000000 =FFFF0BCC                  valuedivisions	rs.w	16	;stores base fractions for rgb values 0-f
00000000                            

00000000                            ******************
00000000                            * PALETTE BUFFER *
00000000                            ******************
00000000                            

00000000 =FFFF0BEC                  paletteflag	rs.w	1	;0=no need to DMA palette
00000000 =FFFF0BEE                  palettebuffer	rs.w	64
00000000                            

00000000                            ****************
00000000                            * WARDEN STUFF *
00000000                            ****************
00000000                            

00000000                            	EVEN
00000000                            

00000000 =FFFF0C6E                  Wthumbdelay	rs.b	1
00000000 =FFFF0C6F                  Wmode	rs.b	1	;0=village, 1=tunnel, 2=hotel, 3=tree, 4=techno, 5=main map
00000000                            

00000000 =FFFF0C70                  Woldlevel	rs.b	1
00000000 =FFFF0C71                  Wnewlevel	rs.b	1	;0=village, 1=tunnel, 2=hotel, 3=tree, 4=techno
00000000                            

00000000 =FFFF0C72                  Wminipicon	rs.b	1	;0=no minipic on display, -1=yes
00000000 =FFFF0C73                  Wsquareson	rs.b	1	;0=little main map squares not on, -1=on
00000000                            

00000000 =FFFF0C74                  Wvillage	rs.b	1	;0=father, 1=hawkins, 2=dysart, 3=killian, 4=stephano, 5=king, 6=robbins
00000000 =FFFF0C75                  Wtunnel	rs.b	1	;0=tunnel, 1=hotel exit, 2=tree exit, 3=techno exit, 4=boatescape
00000000 =FFFF0C76                  Whotel	rs.b	1	;0=section 1, 1=sec 2, 2=sec 3
00000000 =FFFF0C77                  Wtree	rs.b	1	;0=section 1, 1=sec 2, 2=sec 3
00000000 =FFFF0C78                  Wtechno	rs.b	1	;0=section 1, 1=sec 2, 2=sec 3
00000000                            	rs.b	1	;padding
00000000                            

00000000 =FFFF0C7A                  Wpulseper	rs.b	1
00000000 =FFFF0C7B                  Wpulsecntr	rs.b	1
00000000                            

00000000 =FFFF0C7C                  Wonceonly	rs.b	1
00000000                            	rs.b	1
00000000                            

00000000 =FFFF0C7E                  levels_completed	rs.l	1
00000000 =FFFF0C82                  Wlevelaccess	rs.l	1
00000000                            

00000000 =FFFF0C86                  Wspriteson	rs.w	1
00000000                            

00000000                            ********************************
00000000                            * FRANKENSTEIN INVENTORY STUFF *
00000000                            ********************************
00000000                            

00000000                            	EVEN
00000000                            

00000000 =FFFF0C88                  FIsync	rs.l	1	;address of routine to use as V blanking sync
00000000 =FFFF0C8C                  FIrts	rs.l	1	;return address to use when exiting inventory
00000000                            

00000000                            ;FIoldcursorrow	rs.b	1	;0 = top row, 1 = bottom row
00000000                            ;FIoldcursor	rs.b	1	;0 - 4 = previous cursor box number
00000000                            ;FInewcursorrow	rs.b	1	;0 = top row, 1 = bottom row
00000000                            ;FInewcursor	rs.b	1	;0 - 4 = current cursor box number
00000000                            

00000000                            ;FIaccept	rs.b	1	;0=accept result message not printed, -1=message printed
00000000                            ;FIacceptcntr	rs.b	1	;duration of printed text
00000000                            ;FIflashflag	rs.w	1	;0=print description, -1=print accept
00000000                            

00000000                            ;FIpulseper	rs.b	1	;frame rate of cursor colour pulse
00000000                            ;FIpulsecntr	rs.b	1	;colour lookup table counter
00000000                            

00000000                            ;FIarrowcntr	rs.b	1	;number of plus signs to draw (0-3)
00000000                            ;FIchainend	rs.b	1	;pos in select table of end of chain (0-3)
00000000                            

00000000                            ;Ipocket	rs.b	10	;holds object numbers which are in player's pocket
00000000                            

00000000                            ;FIselect	rs.b	4	;holds object numbers which are in selection boxes
00000000                            

00000000                            ;FIresult	rs.b	1	;holds object number of result
00000000                            ;FIthumbdelay	rs.b	1	;delay before thumbpad repeat accepted
00000000                            

00000000                            ;Iuse	rs.w	1	;holds object number of usuable object
00000000                            

00000000                            ;Ipickup	rs.w	1	;ALAN puts required object number to pickup in here
00000000                            

00000000                            ;Ipickupstatus	rs.w	1	;SEAN puts 0 for successful pickup, -1 for unsuccessful pickup
00000000                            

00000000                            ;FIused	rs.b	8	;object numbers that have been used in successful combinations (level resolution)
00000000                            

00000000                            ;FIbook	rs.b	1	;used for arrow override
00000000                            ;	rs.b	1	;padding to keep it EVEN
00000000                            

00000000                            *******
00000000                            * HUT *
00000000                            *******
00000000                            	EVEN
00000000                            

00000000 =FFFF0C90                  Hthumbdelay	rs.b	1
00000000 =FFFF0C91                  Hpocketpntr	rs.b	1
00000000                            

00000000 =FFFF0C92                  Hhutpntr	rs.b	1
00000000 =FFFF0C93                  Hpntr	rs.b	1
00000000                            

00000000 =FFFF0C94                  Holdcursorrow	rs.b	1	;0 = top row, 1 = bottom row
00000000 =FFFF0C95                  Holdcursor	rs.b	1	;0 - 4 = previous cursor box number
00000000 =FFFF0C96                  Hnewcursorrow	rs.b	1	;0 = top row, 1 = bottom row
00000000 =FFFF0C97                  Hnewcursor	rs.b	1	;0 - 4 = current cursor box number
00000000                            

00000000 =FFFF0C98                  Hwhichmenu	rs.b	1	;0=top menu, -1=bottom
00000000 =FFFF0C99                  Hsize	rs.b	1	;either player or hut pocket size
00000000                            

00000000                       
SOL     EXE 
NOTEPAD EXE 
SOUNDRECEXE 
REGEDIT EXE 
PRINTMANEXE 
CLIPBRD EXE 
PBRUSH  EXE 
TERMINALEXE 
PIFEDIT EXE 
CONTROL EXE 
EXPAND  EXE 
PROGMAN EXE 
SMARTDRVEXE 
EMM386  EXE 
WINHELP EXE 
FIDA    EXE 

"Sean", "Simon" and "Alan" are BITS programmers Sean Conran, Simon Kimberley and Alan Barton, respectively.

References


No Escape

NoEscape title.png

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