Archived from groups: rec.games.roguelike.misc (
More info?)
Darshan Shaligram <darshans@aztec.soft.net> croaked:
> T.Hall@railroad.robin.de (Tina Hall) writes:
>> How do I get out of that Labyrinth now?
>> I killed the minotaur, (I checked, there was a message about the
>> stairs when I moved onto the spot he'd sat on), identified and
>> sorted through all the junk lying around there, saved to post the
>> previous question, restarted, and now there are no more stairs.
> If the game has really eaten the upstairs,
What do you mean 'if'?

They're gone, neither visible nor
usable.
> you can fiddle around with the save files to give yourself a
> brand new staircase up.
Thanks. I hoped someone would come up with something like that.
> The process is somewhat tedious, and you'll need a hex editor
> (the DOS/Windows 'debug' is adequate):
I've got a normal hex-editor that I actually know how to use
(tried to work with debug a while ago, with some other game, and
never quite understood what I was doing wrong).
> 1. First, figure out where your character was on the level. You'll
> need to look at the foo.sav file for this (assuming your character
> is called 'foo').
> The offset into the file where the character's position
> coordinates are stored depends on your character's name: 90 +
> (length of character name). Make a note of the X and Y coordinates
> (x,y). Each coordinate is stored as a two-byte integer.
Hexadecimal 90+ or Decimal 90+?
('Integer' is one of those words that I'll probably never
understand, no matter how often it is explained.)
> 2. Open the level file where your character is stranded (presumably
> foo.lab), and change the byte at offset
> 16 + x * 210 + y * 3
> to 86 (hex 0x56).
Assuming you're talking about decimal in every case except 56
where you explicitely point it out (and hexadecimal doesn't make
much sense looking at those places), it doesn't work.
The name is Searar, so that's offset 96 in searar.sav:
00 18 00 24
That makes:
16 + 24 * 210 + 36 * 3 = 5164
Going to that in searar.lab, there's 43h (changed that to 56h,
still no stairs), the whole row would originally be:
Adress (hex): Data:
001420 43 00 65 02 00 65 02 00 65 02 00 65 43 00 65 02
If those numbers indicate floor space, 02h/43h for wall/floor or
the other way round, and it lists row after row, that doesn't
make sense anyway, as the place looks as follows:
#
#.
#.
#.
#.#########
#.@........
###########
(That's where the stairs - and the minotaur - originally were, I
came from the upwards corridor, to the right is a dead end.)
> That should give you an upstairs where your character is standing.
Not yet. I hope I just got the maths wrong somehow, though.
> Diclaimer: Backing up the save files before doing this is probably a
> good idea,
That I did anyway.
> and this recipe will almost certainly fail when the savefile
> formats change.
<shrug> I just don't want to lose my game to this bug.
(As an aside, of course the Slime Pits had no rune, I wanted to
collect as many as possible, after all. <g>)
--
Tina the Archmage - the Favourite Plaything of the Recommended Necromantic
Genius