+Propane13 Posted June 28, 2021 Share Posted June 28, 2021 I haven't played Desert Falcon in a while, but I remember: 1) as the levels progressed, they got longer 2) as the levels progressed, you got faster I was curious if they're all a consistent length per level, and if perhaps there's an ending or a "you've topped out" length/speed. Quote Link to comment Share on other sites More sharing options...
gambler172 Posted June 28, 2021 Share Posted June 28, 2021 I guess it never ends. Quote Link to comment Share on other sites More sharing options...
BydoEmpire Posted June 28, 2021 Share Posted June 28, 2021 (edited) I'm definitely not good enough to know whether it ever ends... I'd kind of assume not, but that's 100% speculation. Edited June 28, 2021 by BydoEmpire Quote Link to comment Share on other sites More sharing options...
TrekMD Posted June 28, 2021 Share Posted June 28, 2021 As far as I know, it ends only when you lose your lives. 1 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted June 28, 2021 Share Posted June 28, 2021 15 minutes ago, TrekMD said: As far as I know, it send only when you lose your lives. Unfortunately, this is how it’s always ended for me. Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted June 29, 2021 Author Share Posted June 29, 2021 Looking at some of the source code: In SMCP.S: *** DO PROGRESSION EVERY COARSE SCROLL *** JSR LANDPROG LDA PHASE BMI GRBONUS BNE GRBRTS *** CHECK FOR SPHINX *** LDX PLAYER LDA RACK,X CLC ADC DIFCULTY ;Range 0-3 CMP #8 BCC SPHXD1 LDA #7 SPHXD1: ASL TAX LDA HDIST CMP SPHXDIST,X BCC GRNDFOO LDA DISTANCE CMP SPHXDIST+1,X BCC GRNDFOO LDA PHASE BMI GRNDFOO * BRING OUT SPHINX * The above is interesting. RACK is defined in PATCH.S as follows: ; RACK = round number (0 is the first round). The CMP #8 / LDA #7 forces everything to be in the zero-seven range, making it appear that there are a max of 8 levels. It's interesting that in theory if you play on novice mode and wrap to level 256, it should suddenly be short level 1 all over again. Also, some info in ZERODEF.S that should shed more light on the above code-- you have 2 bytes that determine your coarse position: DISTANCE: .ds.b 1 ;NUMBER OF COARSE SCROLLS HDIST: .ds.b 1 ;HIGH BYTE OF DISTANCE And, finally in SMCP.S, there's one other interesting table: SPHXDIST: .dc.b $00,$60,$00,$C0,$01,$20,$01,$80 .dc.b $01,$E0,$02,$40,$03,$A0,$04,$00 So we can conclude (converting those table numbers from hex to decimal): 96 coarse scrolls for level 1 / novice 192 coarse scrolls for level 2 / novice OR level 1 / standard 288 coarse scrolls for level 3 / novice OR level 2 / standard OR level 1 / advanced 384 coarse scrolls for level 4 / novice OR level 3 / standard OR level 2 / advanced OR level 1 / expert 480 coarse scrolls for level 5 / novice OR level 4 / standard OR level 3 / advanced OR level 2 / expert 576 coarse scrolls for level 6 / novice OR level 5 / standard OR level 4 / advanced OR level 3 / expert 928 coarse scrolls for level 7 / novice OR level 6 / standard OR level 5 / advanced OR level 4 / expert (that's quite a jump!!) 1024 coarse scrolls for level 8 / novice OR level 7 / standard OR level 6 / advanced OR level 5 / expert AND ON I *think* there may be a random number seed in there, added to those blocks, but it's at least kind of interesting to note the GIANT change in the above table where the size suddenly almost doubles in the later levels. 5 Quote Link to comment Share on other sites More sharing options...
Trebor Posted June 29, 2021 Share Posted June 29, 2021 No ending - but it can be separated into different 'missions': Levels generate 'randomly', but they do repeat in a sense, after 8 of them. Don't forget about the "Hieroglyph Combinations" guide! 9 1 Quote Link to comment Share on other sites More sharing options...
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