Subject: Re: Sequels to Alternate Reality From: paradise@netcom.com Date: 1995/06/28 Message-Id:Sender: paradise@netcom7.netcom.com References: <199506281405.KAA14499@postbox.acs.ohio-State.edu> Organization: NETCOM On-Line Communication Services (408 261-4700 guest) Newsgroups: comp.sys.atari.8bit In article <199506281405.KAA14499@postbox.acs.ohio-state.edu>, Robert Rumpf wrote: >Just curious...The Dungeon was the last (and only) sequel released to AR: >The City...but there were more modules in the works, right? Like the ones >you run smack into in the City: The Arena, The Palace, The Wilderness, >The Casino...any chance at all that these will ever be made? I mean, is >there a "Dungeon Creation Kit" for AR or is it all coded from scratch? The city had a poster size map printing and an interactive editing program I creating for development purposes. Also the atari 8 bit city allowed bootstrapping the sequels directly from the city without rebooting. In order for someone to trick AR into believing that they had an arena, they would have to define a floppy the fit the expected format for arena and then AR city will blindly load into memory sectors from that disk(assuming again they all are properly formatted/structured) and then jump to a location in memory that is in the loaded area. Its been a long time(and I haven't booted my code disks) so I can give a foggy picture of the required data layout of a sector for the city and any other bootable sequel (This does not apply to the commercially released dungeon because the bootstrap feature was never implement on the c64 conversion of the city and therefore the dungeon did not have it). But the layout went as follows: Byte 1 & 2 Two integer values used for seeds for the encryption algorithm. The rest of the sector was encrypted including the header. The order of the following bytes is not assuredly correct(Hey it's eleven years since I wrote it;D Byte ID of which game in the AR series this disk is part of Byte ID of which disk "side" in the game/sequel this is. Track ID no disk (Used to prevent people copying sectors around to see what that would do) Sector ID on disk Two byte checksum (this is the last thing, I believe it was two, not one byte) 120 Bytes of Data Byte the way one flaw in my simple block-chain cipher I used is that if you have both seeds be zero, then the rest is the same(I think unless I added the last data value into the seed, ugh, been a while) as if there was no cipher:)[It used a simple xor and addition/modulo technique changing the working key as it went]. The encryption and decryption algorithm is also the first thing my VBI worm would consume if it was brought to life by someone flipping on Omnimon into memory. -- Philip Price paradise@netcom.com