the aim of Knight Lore is to put each of the seven items for the potion into the Cauldron. The eighth item (the man) is an extra life.

Location 6FF2 stores the data for these objects and contains 32 rows of 9 bytes. The 9 bytes are: object to use, x pos, y pos, z pos, screen, current x, current y, current z, current screen. Each row represents one of these 8 items. The positions are pixels not cells.

All the data is pre-populated except the first byte (object to use). At the start of a game a random number selects one of the 7 items and places it at the first byte of the first row at 6FF2. It then moves to the next starting byte (i.e. offsets of 9 bytes) and places the next object number, and so on until all 7 items are placed. Next the extra life is placed. Next the 7 objects repeat again in the same order followed by the extra life, and so on. This then fills the object data table with 4 sets of unique positions for all items.

Therefore when playing the game, once one item is found it is known where the other 7 items are.

 

 

 

 

 

 

 

 

The order of the items placed are: boot, bottle, crystal ball, cup, gem, goblet, poison

The aim of Alien 8 is to place each of the 4 plugs into the sockets. The object data is stored the same way as Knight Lore and is located at 76E3. This time there are 36 rows of data. The first 15 are the objects and the sixteenth is an extra life. This gives 2 locations for extra lives and 8 different locations for each item. This is repeated until all 36 rows are filled.

The sockets are located in the rooms where the cryonauts are. Usually, well probably always - I haven't checked them all - a) cryonauts/sockets are located in a room next to a plug, however it is never the one required! b) the objects are clustered together.

Checking the output files or the filmation viewer will show you what object is required by each socket. The location and required object is always fixed and never random.

The order of the items placed are: pie, square, triangle, sphere

As mentioned Pentagram has two stages. The first is to get the four buckets, fill with water from the wells and drench the crumbling obelisks. This makes the Pentagram visible. The second task is to find the 5 runes and place inside the Pentagram.

The locations of the four obelisks are static and can be found in the output files from the filmation viewer or the filmation viewer itself. As are the locations of the wells.

The Pentagram (and therefore the location to place the runes) is always room 82 (I believe).

Location LD312 stores 17 rows of 16 bytes. Each row represents one object in this order: obelisk 1, obelisk 2, obelisk 3, obelisk 4, rune 1, rune 2, rune 3, rune 4, rune 5, pentagram piece 1, pentagram piece ..., pentagram piece.

Bytes 1 to 9 are roughly the same (and work almost the same way) as those in Knight Lore and Alien 8 except that the order is: object to use, x, y, z, width, depth, height, flags, screen.

for the 5 runes, instead of the object being random it is the screen. Location D1A5 stores a sequence of 80 bytes split into groups of 4 bytes (room number, x, y, z). These determine the value to place in the screen/location sections for the 5 runes. Again a random number selects which of the groups to use. The 4 bytes are read for this and holds the screen,x,y,z for the first rune. The next set of 4 bytes do the next rune, and so on for the 5 runes. The sequence (after the starting one is selected) is found to the right. As can be seen, when playing the game, once the first rune is located the others follow.

The method bucket placement is unknown to me at the minute, it definitely is not fixed as it does not appear as a room object and it is not placed with the special items! If you know, I'd love to know :)

The order of the runes placed are left to right, top to bottom (i.e. x first and triangle last)