Alternate Reality:The Dungeon Computer Generated Maps (release 1.0) Here are some maps from Alternate Reality the Dungeon 8-bit. These were made directly from the Dungeon memory data. These make execellent printed maps when printed at 100dpi. They are also usable on screen (but a bit large). These were made from memory dumps from an instrumented emulator. I have attempted to reverse as much information as the map contains but I have given up without actually enumerating all the fixed encounters and fixed treasures and all the module numbers. If someone has too much time on their hands and wants to teleport to all these map squares and write down the resulting encounter, treasure or module this would be nice (and way over the top :-). Map Information: The Dungeon has four logical levels but the first level is broken up into four 32x32 quadrants. These are numbered as follows, the upper left is 0 (or 1.1), UR is 1 (or 1.2), LL is 2 (or 1.3) and LR is 3 (or 1.4). Levels 2-4 map to 4-6. Whenever teleporting (explained below) use the logical map number (i.e., X=10, Y=10, MAP=2 will take you to 10,10 in level 1.3). Each map square has four sides each with a potentially different "wall". Each square also has one or two hex numbers in it. The top number is the "description" code (match it up with the .txt file for each level). Squares with a description code are solid and you shouldn't be in them (you are "toast"). The bottom number if present is a code for something special in that square. Codes 00-1F are modules and cause the game to load a shoppe or other module. Codes 20-7F are used for special ares (like the crystal caverns) or to increase the odds of an encounter in a given square (honestly, I don't remember the exact details - usally you will see an area with lots of 20s,40s and 60s where encounter odds are heightened). Codes 80-9F are used for fixed encounters. Codes A0-BF are used for fixed treasures. Codes C0-DF are used for squares with "messages". Codes E0-FF are teleporters. Most of the map walls graphics on the map are "intuitive" but here are a few thing to remember. Walls have two independent sides. This means a "wall" may have a door on one side and nothing on the other side (or other "impossible" combinations). If you look closely at the map you will soon see the thickness difference from a single sided wall or door. The curved walls are actually arches (i.e., you walk through them). The doors come in four flavors, regular, locked (tiny "L"), bolted (tiny "X") and enchanted (tiny square). The dotted walls are "secret doors" and look like walls (except with magic) but are passable. The text files also contain zone rectangle info. I don't remeber the details exactly but these are used to change the wall graphics, colors, no-magic zones and monter encounter probabilities (i.e., lots of rats in the sewer). Printing: These look very good on my 300x300 laser printer when printed at 100 dpi. I use scissors and tape to make level one into one big map. You may want to set the colors for the description and special code bytes to black for the most legible printed numbers (esp. If you are using a dot matrix printer or something). The maps probably could benifit from a human artistic touch to colorize the description areas and replace the cryptic hex codes with another more human readable ledgend. However, I find these maps give me all the info I need when trudging around in the Dungeon (but then again I'm a programmer and actually *like* hex numbers :-). Teleporting: Once you see these maps you might want to check out certain sections. To save yourself hours of trudging (and risk of death) I will share the "art" of teleporting. This works using an emulator with some way to modify bytes in memory (most emulators have this - some real machines may have specials ROMs for this also). In the Dungeon you can make your character "teleport" to any map square and level by changing the following memory locations: 6313=Level X position (0-1F) 6314=Level Y position (0-1F) 6313=Map level code (0-3 for level 1, 4-6 for levels 2-4) After changing these locations resume emulation and "spin" your character. If the level is different than the one you were already in you will see the map load. You can also examine the above locations to determine your exact location. Program notes: For the terminally curious I have included a horrid C program that I used to make the maps. This program is a complete write-only hack and I can't condone looking at it for too long. :-) I have also included the binary dumps from the Dungeon in case someone wants to take a crack at decoding the teleport table or wants to regenerate the maps after modifiying the map making program. I made these maps under Linux but I don't think there is anything but straight butt-ugly C code. After the "raw" maps are generated I loaded them as "RAW" into Photoshop or PaintShop Pro (778x778 one channel) and colored them by hand. Enjoy, and take it easy. Ken "Adept" Jordan (kenjordan@massmedia.com) OSI-C1P on IRC #alternate-reality channel. Co-designer and co-programmer with Dan Pinal of Alternate Reality:The Dungeon (Alternate Reality is a concept and trademark of Philip Price) P.S. If I get enough interest I will also consider compiling a computer generated list of all treasures and monsters (with some attributes).