David wrote: ↑November 16th, 2018, 6:24 pm
As the readme says, the correct potion is the top left one.
Only when you load a saved game. If you get the potions level after level 1 then the correct potion will be at a random location.
You can use the load game function to collect all the possible codes, which I did:
Code: Select all
1, 1, 6 - D - DARKNESS
1, 2, 5 - V - Vizier
1, 2, 8 - S - seized
1, 3, 4 - L - land
1, 4, 2 - T - tyranny
1, 5, 5 - O - obstacle
1, 6, 6 - P - palace
1, 6,12 - H - heart
1, 7,11 - U - unwittingly
2, 3, 9 - J - joystick
2,10, 8 - N - need
3, 1, 1 - A - Apple
3, 3, 5 - C - connected
3, 3,11 - M - monitor
3, 4, 4 - B - begin
3, 5, 1 - W - When
3, 5, 2 - Y - you
3, 5, 4 - R - ready
4, 1, 2 - J - Jumping
4, 2, 4 - T - Tap
4, 2, 9 - L - left
4, 3, 2 - R - run
4, 5, 3 - C - careful
4, 6, 9 - C - careful
4, 7, 6 - S - suspicious-looking
5, 2, 4 - F - face
5, 2, 9 - A - armed
5, 3, 3 - D - draw
5,13, 5 - R - run
6, 2, 2 - K - keyboard
7, 2, 4 - M - maximum
7, 5, 6 - B - but
7, 6, 4 - O - opposite
8, 2,13 - I - indicates
8, 5, 7 - U - units
8, 6, 1 - I - increase
10, 4, 2 - G - game
10, 5, 1 - P - program
10, 6, 4 - Y - you
11, 2, 3 - F - frame
The letters match the words from the manual of PoP1 DOS v1.0:
http://www.popuw.com/files/pop1manual.pdf
In fact, the codes match PoP1 DOS v1.0 except for two of them. See here:
viewtopic.php?p=16179#p16179
Instead of 2,6,5 and 12,7,4 this beta has 4,6,9 and 5,13,5.
The two codes that were changed are exactly those that had the incorrect letter (or incorrect numbers, depending on how you look at it) in DOS v1.0.
Other differences from v1.0 that I found:
* A bug: When you complete level 6, you get a glimpse of the prince falling into the room to the right from the shadow, before level 7 appears.
* To un-pause, you must press Esc again. In v1.0, you can use Esc or Space.
* The "Game -> Current Level" menu item appears only in v1.0. (As realXCV wrote above.)
* The graphics data file is called "Persian data(Color)" instead of "Persia(COLOR)".
* The executable contains some function names, like "SYSTEMCH", "MAKEMENU", or "BREAKLOO". It seems that they are clipped to 8 characters.
There are no separators between the names and the machine code, so the two might seem to blend together, especially since the functions' code frequently begins with "NV" and ends with "Nu".