Difference between revisions of "No Escape/Hidden content"
From Sega Retro
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{{HiddenContent | {{HiddenContent | ||
| noimage=yes | | noimage=yes | ||
− | | desc=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 | |
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