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Ordered by value.
MAUPITI1.EXE game
logicThe structure and text path are known (The two programs, Text
and fonts). Next: Map Game_MainLoop, what bank and
string numbers call sites use, and which strings belong to rooms and
characters. The top callers, such as 0x2016F
(Rec2A_GetEntry, 283 calls) show record 0x2A
matters most. Next: Game_Turn EA 0x1E220, and
what each remaining 0x2A table means. Game logic lists the code not yet read. Many
of the 223 functions are still unnamed.
scenes/ has the picture area only).
Compare dawn, dusk and night with screenshots.15 services are still named only SvcNN. Their
MAUPITI1 stubs and maup.exe targets are both
known.
Read the page-to-screen copy, the full Vid_Sprite*
routines, and what uses wPage2Seg.
G7.CON: confirm the low-density floppy
explanation.FontBlock2 and FontBlock3 (EA
0x1C877, 0x1CA3D): FontBlock3 is
word-swapped at load, so it's probably image or font data. Not
decoded.SAUP.MAU fields beyond the first five (The two programs). Its last 8 bytes map to
maup.exe DS:2835.MUS event format and sound playback.DS: references.| Old question | Answer |
|---|---|
| How strings are selected | Seven banks, chosen by MAUPITI1 through a class
map |
| Room record format | Palettes plus a normal image at +0x40 |
SAUP.MAU |
The starting game state |
Whether MAUPITI1.olz is MAUPITI1.EXE |
Yes, identical image |
sub_14930 |
Image decoder |
| Chunked decoding | Not a real format |
| Runtime snapshot for the alphabet | Not needed; alphabet is solved |
| Why tiles looked striped | A run-length bug in the port, now fixed: see File formats, scenes and palettes |
| Room records' sub 1 | Overlay images for zones and objects: see File formats, scenes and palettes |
Rec 0x2B and 0x2C |
Speech samples and phrases: see Speech |
bConDiskLayoutVariant |
Media descriptor: F9h, F8h, other |
sub_116EB, sub_11A20 as dialogue
frame |
Widget blits from the sheet; a dialogue link is unproven |
| Remap aliasing | Applies with no sound card; exact purpose still inferred |