Saboteur 1/2

ZXNet echo conference «spbzxnet.games»

From Valery Dorosh To All 4 November 2005

Hello TomCaT > Message from kmatveev > In general, there are enough glitches in it - there is a “teleport through the wall” I don't know what about other glitches, but "teleport through the wall" is not a glitch. There in the machine code there is a check for transitions from room to room, and in if the transition is made from the leftmost room (with the tree), the sequence of rooms is adjusted, and the saboteur is transferred to the very right side of the maze. Yes, there is also a secret red room. If in the leftmost building (the very small building in the game), on the roof of which there is the leftmost tower, go to the lower floor, then you can poke the saboteur down and find a secret passage (of course, there are no stairs drawn there, the saboteur is just passing by through the floor). After visiting it we get a well-deserved and completely honest earned cheat mode!

From Matveev Konstantin To All 7 November 2005

Hello, Valera Yes, I got excited. Teleport is really not a glitch, it’s not like it. Do you have any notes on how Saboteur's code works inside? I'm very interested in the insides of toys, but I don't have enough time for everything. If are there any records of what procedure does which would be very helpful grateful. There is interesting information about the "migrating card". My thoughts: it looks like There was such an idea, but it glitched, and the map does not disappear. Then quite It’s clear why there are 14 places for cards, but you can collect 15

From Valery Dorosh To All 7 November 2005

Hello kmatveev Unfortunately, I don’t have any information about how Saboteur’s code works. I I hacked it only so that I could view all the rooms labyrinth (I was having trouble drawing a map). The total number of rooms in Saboteur2 is 1024 (32*32). You can look in the code, it's there somewhere there must be an addition of HL with DE, and the number 32 was loaded into DE before this (with moving one room down). What's interesting about the game is the sprite storage. Actually, saboteur is stored only in one direction - the game itself is then based on a 256-byte the signs are made by reflection. Also, the saboteur's mask is not stored either - it is taken from a 256-byte table (since each byte uniquely corresponds specific mask). With the way rooms are stored in memory (structure organization), unfortunately, I couldn’t figure it out then. But if there is time, you can happily dig into the code in the near future.

From TomCaT To All 9 November 2005

Hello Robus Rob> 1. There are such punched cards in chests, you take it and throw it in Rob> in the lower right corner of the level into the pillar... Some crap is being typed, right Rob> I think you need to make it 12 or 16, the second number is closer to Rob> to the heart. Then go one screen up from the pillar, and two to the left, right on Rob> at the entrance to the cave, jump into the wall, you must enter it, do not Rob> it is not possible to notice... The door will open... With a visor it can Rob> I'm wrong, maybe it's higher, I don't remember... But nothing special Rob> will happen, the rocket will just disappear and that’s it... It kind of flew away... Maybe someone, or you, Robus, can explain how these recommendations should be understood. From the quote it follows that the punched tape must be “thrown” into the “column” in the right screen lower floor... how and where is this? and the passage into the wall is open, it seems, in the left wing buildings, and the quote speaks of the right... in general, it’s not possible to apply all this and launch a rocket.

From Ruslan Davydov To All 10 December 2005

Hello, Rusik_D While studying forum topics I came across a remake of Saboteur 95 http://www.simion.co.uk/saboteur/ It's a fun game, I recommend you try it!

From Alexander Royt To All 7 October 2006

Hello TomCaT This is one of my favorite games, but I didn't know about all these secrets. You can in more detail? 1) I thought that there were 2 pieces of punched paper tape in one of the drawers. But in fact they infinity? How to get them? 2) What does it mean to “throw the punched paper tape at the post in the lower right corner of the map”? 3) in how many places can you go through the wall? I realized about one of the places: it’s on floor "O" to the left of the secret red room; teleport leads to floor "D" on right wall of the building. Someone, it seems, said that somewhere else you can go to wall (on the right side of the building)? 4) Still, what needs to be done to make the rocket disappear? 5) What is this glitch with the elevator? 6) Valera, do you still have the card you got by hacking the game?

From TomCaT To All 9 October 2006

Hello, Tailnemer 1) a box containing 2 pieces of punched paper tape, obviously this was intended. These 2 pieces make collection easier, because out of 15 pieces then you don’t have to take 1. Without this 8th mission (and only she) would be impassable. Endless collection from this box is available, if you do NOT approach it with EMPTY ROOMS. 2) there is probably an error here, but I still haven’t gotten the correct answer from Robus. 3) only the entrance on the left on 'O' was found (the exit is not on 'D'! but somewhere in the area I-J). The entrance on the right is apparently also a mistake. To use this "shortcut" You don't need endless energy - just caution. 4) again failed, and Robus is silent... :( 5) Obviously, the authors planned the arrival of a motorcycle in the building (post Bike arrived, if the mission says that leaving is on it) when passing through specific floor (somewhere K-N). But using a “slice” allows you to bypass this floor, Accordingly, it is possible to come to the tunnel-garage without the appearance of the corresponding. messages. However, I have not yet checked whether we will find a motorcycle there after such a detour. maneuver?..