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Zombieville (1997)/Debug Text
This is a sub-page of Zombieville (1997).
When viewing ZOMB.EXE in a hex editor, there's a lot of interesting details buried inside. For example, there seems to be duplicated strings from the ZOMB.PRF file inside the executable and plenty of strings for different purposes.
MISC STRINGS
Under these following addresses in ZOMB.EXE, there seems to be an assortment of miscellaneous strings.
Address | String | Comment |
---|---|---|
0x00096E04 | -Too much to list- | There seems to be game instructions in English. |
0x00097400 | "No! Don't Peek" | No idea why this is here... |
0x00097530 | "Monster.Armed..Monster...." and more... | It appears to be Debug Functions of some sort? |
0x000978B5 | "Next to Bugger" | These handful of strings are about restoring Matt's Health. |
0x00097931 | "Blunderbuss" | There is no such shotgun in the game. The next "shotgun" references are possibly to help calculate pellet damages. |
0x00097A00 | "Crow bar wrapped around the cranium" | No idea what this means. |
0x00097A68 | "Girly Punch" | Possibly refers to zombie melee attacks or a 'sissy' punch animation. |
0x00097DA2 | "Colt Pistol" | String to show on the top-left when picking up guns and checking guns' ammo. However, this gun isn't found anywhere in-game, let alone its ammo. |
0x00097E1D | "M16 + Granade Launcher" | Same as Colt Pistol, but with a misspelling bonus. |
0x00097E54 | "Revolver" | Unknown if intended to be an usable gun or merely an inventory item. |
0x00097EAC | "Chainsaw" | Unknown if intended to be a usable melee weapon but left as work in progress or merely an inventory item. |
0x00097EB8 | "Cleaver" | Same as from Chainsaw. |
0x000980EC | "Smoke Grenade" | Unknown if the M16 w/Grenade Launcher would be able to fire different rounds or Matt would use them in a different scenario. |
DEBUG STRINGS
Under the following addresses in ZOMB.EXE, there seems to be strings meant for a debug menu. It is currently unknown if the debug menu is a remnant of development and is inaccessible, or it is functional but currently there are no known ways to access it.
Address | String | Comment |
---|---|---|
0x000989B4 | "Bedlam Ground Floor" | These handful of strings seem to show all locations in Zombieville. |
0x000989CB | "Bedlam exterior" | |
0x000989D8 | "Bedlam First Floor" | |
0x000989EC | "Town Square" | |
0x000989F8 | "GraveYard" | |
0x00098A04 | "Road house interior" | This location is outside of the Ruby Red bar. |
0x00098A18 | "Road house exterior" | This location is inside of the Ruby Red bar. |
0x00098A2C | "Cathedral" | |
0x00098A38 | "Garage" | |
0x00098A40 | "Ezekiels house interior" | This is where you'll find a pregnant child zombie. |
0x00098A58 | "Ezekiels house exterior" | |
0x00098A70 | "Industrial area" | This location is the long route you take to get to the warehouse. |
0x00098A80 | "Pumphouse" | |
0x00098A8C | "Pumphouse interior" | |
0x00098AA0 | "Warehouse" | |
0x00098AAC | "Diner" | |
0x00098AB4 | "Sheriffs office" | |
0x00098AC4 | "General store" | |
0x00098AD4 | "Roadblock" | |
0x00098AE0 | "Gas station" | |
0x00098AEC | "Farmhouse" | |
0x00098AF8 | "Farmhouse shed" | |
0x00098B08 | "Mauseleum" | |
0x00098B14 | "Chapel" | |
0x00098B1C | "I want to stare at the title Page" | Do you? |
INHOUSE LEVEL EDITOR STRINGS?
For the next handful of strings, it appears to be for an inhouse level editor?
Address | String |
---|---|
0x00098B40 | "Percentage Chance of Anim Running" |
0x00098B65 | "Should this Animation be forced?" |
0x00098B88 | "Do you want to alter/create NPC end Pos?" |
0x00098B88 | "Does this ammo hurt characters when fired" |
0x00098BE0 | "Which level Do you wish to create a status change record" |
0x00098C1C | "Which status" |
0x00098C2C | "Are You Sure" |
0x00098C3C | "Object Designation" |
0x00098C50 | "Select Level of Translucancy" |
0x00098C70 | "Radius weapons GFX menu" |
0x00098C88 | "General GFX menu" |
0x00098C9C | "Medical Object health adder menu" |
0x00098CC0 | "Medical Object GFX menu" |
0x00098CD8 | "Number of bullets emeny starts with" |
0x00098CFC | "Enemy Activation Method Menu" |
0x00098D1C | "Enemy hand to hand Hit Points" |
0x00098D3C | "Character Health Rating" |
0x00098D54 | "Max Number of Bullets" |
0x00098D6C | "Shot delay (seconds) |
0x00098D84 | "Number of Bullets" |
0x00098D98 | "Scatter pattern" |
0x00098DA8 | "Weapon Hit Points" |
0x00098DBC | "Death Dispensors" |
0x00098DD0 | "Scale value" |
0x00098DD8 | "General Record Config" |
0x00098DF4 | "Main Menu" |
0x00098E00 | "Monster GFX menu" |
0x00098E14 | "Object type menu" |
0x00098E28 | "Frame Number" |
Credit to: CounterDiving for pointing out potential points of interests here.
.ZLD FILES
In all of the LEVELDAT folders, files with .ZLD extension at this address "4E 6F 21 20 44 6F 6E 74 00 09 50 65 65 6B" contains the following string: "No! Don't..Peek"
It is unsure if this was a little developer comment to dataminers to plea to not look inside these specific files.
ZOMB.PRF
According to the developers [that will remain anonymous], this ZOMB.PRF file was NOT intended to be shipped with the game and served as for debugging purposes.
It also gives an insight to developers' frustrations at the time, which folks can now appreciate their efforts of developing Zombieville.
NOTE: This file can be opened with NotePad++, numbers on the middle are times that the game called each function. The numbers on the far left are believed to be size in bytes that the function processed.
String | Comment |
---|---|
ZOM_LoadLevelScreen | |
ZOM_DisplayGameOverScreen | |
Load_various_shit | I wonder what this does... |
determine_music_filename | |
Music_thingy | |
Do_memory_stuff | |
Main_loop_loading_code_type_thingies | |
initialise_main_loop | |
service_keypresses | |
all_together_now | Is this a reference to the Beatle's song under the same name? |
game_loop | |
draw_screen | |
fade_up | |
fade_up_special | |
Draw_world | |
Refresh_game | |
look_after_roll | |
act_like_a_scouser | Not entirely sure what this means in
terms of in-game character behaviors |
Handle_key_input | |
run_game | |
fade_down_g | |
fade_up_g | |
Panel_g | |
ZOM_ConfirmBox | |
Paused | |
Loader_bodge | |
main_loop | |
find_language | |
main | |
trace_line | |
get_room_no | |
find_room | |
set_room_number | |
read_navigation_list | |
read_connection_list | |
read_door_list | |
assign_finish_node | |
assign_room_number_and_node | |
Find_Interpolate_map_angles | |
calculate_path | |
calculate_final_path | |
create_path_step | |
pick_random_direction | |
Old_path_to_new | |
move_to_next_room | |
interpolate_angles | |
interpolate_angles_moving | |
Shift_and_check | |
Random_direction2 | |
Check_for_character_in_the_way | |
finality | Was this intended as a parody from Mortal Kombat? |
Check_for_destination_in_sight | |
Check_Partial | |
Destination | |
Crashed | |
mv_type | |
Set_for_turn | |
move_using_path_structure_CHARACTER | |
move_using_path_structure_MONSTER | |
door_search | |
setup_path_structure_to_player | |
assign_start_node | |
setup_path_structure_allnodes_CHARACTER | |
home_in_on_player | |
home_in_on_player_initialise | |
setup_locals_for_path | |
read_nav_lists | |
RGB_Spread | |
SetKeyInt | |
free_system | |
exitProgram | |
write_nasty_batch_file | The NASTY.BAT[CH] file is empty inside the
Zombieville main folder. It is unclear what this exactly writes to the batch file as it's always empty. |
write_int | |
read_int | |
file_exists | |
search_and_open_file | |
DATAVERS_search_and_open_last_file | |
zv_find_and_malloc | |
Clean_action_structure | |
Load_new_file_into_system | |
LOADER_Check_for_file_in_use | |
LOADER_ZV_System_load | |
load_to | |
load_file | |
load_sprite | |
filesize | |
Name_filesize | |
file_exist | |
load_to_buffer | |
iffload_to | |
iffdeco | |
iffattr | |
idist | |
Blank_borders | |
lock_down_game | |
init_globals | |
quickSortByZ | |
Edge_test | |
SPRPRINT_overlapping_boxes | |
CursorCollision | |
generate_circle | |
copy_shape_to_screen | |
fade_in | |
Draw_sprites | |
MouseResolution | |
SetMousePos | |
SetMouseLimits | |
fix_cursor | |
Set_new_gfx_filename | |
set_whirly_cursor_gfx | |
set_cursor_gfx | [https://tcrf.net/Prerelease:Zombieville_(1997) I wonder if this can be set to display the unused ?
mouse cursor graphic as seen in the E3 video.] |
print_icon | |
Quit_Engine | |
Load_game_stub | |
Load_for_foot_offsets | |
Check_for_other_gfx_users | |
Load_gfx_if_required | |
Load_inventory | |
Save_inventory | |
initialise_gfx_system | |
gun_with_inventory_item | |
throw_object | |
radius_with_environment_handler | |
OBJECTS_set_manufactured_shared | |
OBJECTS_manufacture_ammo | There are no objects to manufacture
ammo for Mp5, Colt [Revolver] & M60 here. |
OBJECTS_manufacture_ammo_shotgun | |
OBJECTS_manufacture_ammo_pistol | |
OBJECTS_manufacture_ammo_m16 | |
OBJECTS_manufacture_medi_kit | |
drop_object | |
set_gun_view | |
gun_with_environment_handler | |
translate_lights_to_index | |
save_new_ZLD | |
DATAVERS_read_Holding_data | |
write_Holding_data | |
write_object_data | |
process_walk_cycle | |
load_offsets | |
read_foot_offsets | |
OBJECTS_Check_validity | |
DATAVERS_read_object_files | |
turn_object_180_degrees | |
Check_for_return | |
DATAVERS_initialise_objects | |
turn_object_180_degrees | |
Check_for_return | |
DATAVERS_initialise_objects | |
Print_description | |
Remove_object_from_scene | |
obtain_object | |
pick_up_object | |
Object_error | |
look_at_object | |
get_can_see | |
Check_for_pickup | |
Use_weapon | |
object_interactions | |
Set_anim | |
SET_NEW_ANIMATION | |
find_objects_in_sight | |
calculate_sight_view_volume | |
Object_shot | |
find_free_light_g | |
check_light_source | |
turn_work | |
turn_player_to_object | |
move_if_required | |
process_friendlies | |
process_moving_objects | |
process_special_cases | |
shut_engine_down_due_to_death | It is unknown what 'death' refers
to, whether due to Matt's in-game death or some sort of fatal program error |
Hang_about | |
Handle_dudes | |
die | Was this intended to show how
many times Matt Black dies? |
process_animate_objects | |
create_vector | |
The_reaper | There is no reaper in the game so
it's unknown what this would exactly refer to... |
Jobs_done | Is it? |
set_ANIM_foot_offsets | |
Life | |
update_offscreen_Objects | |
Clip | |
process_characters_and_clip | |
CHAR_CheckForHumanDeath | |
key_pressed | |
centre_and_print | |
print_menu | |
count_choices | |
multi_choice_input_editor | Was this a remnant of the
inhouse level editor? |
get_width_and_depth | |
print_choice | |
calculate_size | |
centre_and_print_game | |
cursor_input | |
print_game_menu | |
Add_to_print_q | |
Update_print_q | |
Print_text_string | |
zvdecode | |
solve_for_u | How nice of you of solving it for us! |
first_order_difference | |
calculate_3d_movement_adders | |
get_collision_colour | |
can_move | |
position_update | |
collision_for_real_objects | |
update_adders | |
move_real_objects | |
move_objects | |
initialise_projectile | |
calculate_trajectory | |
initialise_projectile_routines | |
translate_lights | |
DATAVERS_read_mix_zld | Someone please look into this
on how exactly it reads the ZLD files. |
DATAVERS_get_new_zld | |
DATAVERS_LoadZLD | |
DATAVERS_convert_slevel_1 | |
DATAVERS_convert_scamera_1 | |
DATAVERS_convert_sroom_1 | |
DATAVERS_convert_LIGHT_1 | |
PLAYER_screw_Character_round | Not sure what exactly this does |
shift_character | |
PLAYER_do_collisions | |
player_can_move | |
move_player | |
player_turn | |
player_turn_90_degrees | |
player_finish_animation | |
player_hit_wall | |
player_walk | |
init_hit_frames | |
player_hit | |
process_players_character | |
Decompress_image | |
Update_mask_for_animation | |
Decompress_image_character | I believe this is the key to
see how ZV decompresses sprites for every character. |
print_animation_frame | |
update_running_animation | |
play_animation_background | |
ANIMATE_Set_frame_delay | |
update_running_animation_CHAR | |
ANIMATE_update_frame_info | |
ANIMATE_play_anim_char_initialise | |
ANIMATE_prepare_for_print | |
ANIMATE_play_animation_character | |
ANIMATE_ResetAnims | |
service_sample | |
Pick_random_anim | |
Random_anim | |
play_speech | |
Speech_init | |
Set_speech_buffers | |
initialise_conversation_structure | |
read_conversation_file | |
initialise_and_read_conversation | |
convert_filenames | |
Add_conversion_filename | |
find_floorplan_conversion | |
Free_conversation_mallocs | |
expunge_conversation | |
get_menu_choice | |
check_menu_position | |
put_conversation_menu | |
get_word | Is this referring to reading
the conversation texts inside the .cnv files? |
Bug_words | Is this referring to reading words
with texts containing language symbols? |
Move_to_next_word | |
Set_word_length_and_update_offset | |
Retype_or_bug_words | [https://tcrf.net/Zombieville_(1997)#Unused_Graphics Or is this referring to the unused Notepad
graphic where players could write their own notes?] |
Do_letters | |
put_conversation_text | |
Move_Character_Conv | |
initialise_converse_task | |
initialise_conversation_task | |
control_animation | |
control_anim | |
Anim_handler | |
initialise_conversation_chunk | |
sound_finished | |
menu_address | |
initialise_current_event_and_timeout | |
activate_mainiacs | Not sure who(m) is/are the maniac(s) in ZombieVille |
Copy_and_create_object | |
Npc_give | |
open_a_door | |
check_for_status_change | |
PC_give_object | |
Npc_take | |
Npc_no_talk | |
Npc_attack | |
Npc_massattack | |
Npc_bothattack | |
CONV_ShootWithinConversation | This is believed to allow Matt to
immediately shoot characters after talking with them (i.e. Quickdraw the General) |
Npc_special | |
do_conv_path | |
Npc_leave | |
Npc_leave_game | |
Npc_Die | |
PC_Scouses_off | Is PC referring to "Player Character"? |
Bug | This doesn't seem to be called. Perhaps
that there's no bugs in Zombieville |
Npc_change_status | |
PC_Shoots_NPC | |
parse_special_case_bits | |
Random_anim_handler | |
swap_anim | |
Swap_anims | |
handle_interchange | |
play_conversation | |
setup_chat | |
Ezekials_Bodge_in_a_subroutine | It's unknown what kind of subroutines
these characters would find themselves in. Ezekial seems to be only one to be calling this function... |
Fatties_Bodge_in_a_subroutine | |
Doggy_Bodge_in_a_subroutine | |
Margie_Bodge_in_a_subroutine | |
Roadhouse_Bodge_in_a_subroutine | |
converse | |
door_handler | |
Pass_value | |
lock_handler | |
door_collisions | |
load_doors_and_objects | |
Draw_Objects | |
DOOR_OutsideDoorposts | |
Door_collisions_Fatty | |
Auto_animate_door | |
Run_off_frame_doors | |
draw_doors | |
DOOR_DoorCursorCollision | |
draw_a_block_line | |
draw_a_line | |
break_debugger | |
tricksies | What kind of tricksies
Zombieville would pull off? |
gradient_palette | |
load_frame_n | |
load_frame | |
update_lights | |
calculate_lighting | |
y_height_from_zbuffer | |
VectToAngle | |
get_nvector_f | |
get_nvector_ff | |
Vectangle | |
Calculate_direction_offset | |
hello_globalise | Is this a remnant of early
development or a inside joke for global variables? |
find_object_angle2 | |
get_cam_angle | |
get_relative_angle | |
Generate_camera_relative_angle | |
new_frame_new_direction | |
make_vector | |
find_object_angle | |
f_frameinf | |
f_process_for_camera | |
CAM_AdjustStartPos | |
CAM_CheckSurroundingMapPixels | |
S_rotate | |
Sort_points | |
rotate_into_y | |
SHADOW_Prepare | |
scan_map_for_open_legs | |
get_navroom | |
fill_zombie_database | Oh shoot! There's a
database for zombies? |
zombies_in_motion | |
update_zombie_positions | |
check_zombie_positions | |
frag_path | |
set_zombie_targets | |
reset_zombies | |
nudge_zombies | |
set_janitor_in_motion | |
coax_first_floor_janitor | |
stop_zombies | Tell them that it's hammer time! |
scale_to_p_buf | |
bedlam_down_buttons | |
Panel_handler | |
PANEL_SwapIcons | |
Tidy_up_panel | |
initialise_panel | |
print_panel | |
copy_unlit_button | |
start_speaker_music | |
refresh_speaker_music | |
stop_all_speaker_music | |
setup_dictaphone_record | |
write_dictaphone_record | |
get_dictaphone_header | |
update_dictaphone_structure | |
load_dictaphone_gfx | |
remove_dictaphone_mallocs | |
Fast_Forward | |
quit_conv | |
Play_or_stop | |
Rewind_tape | |
initialise_dictaphone_conversation | |
Play_tape | |
run_dictaphone_system | |
Dictaphone_loop | |
grab_secret_fatty | Not entirely sure if this is
actually referring to a secret in-game or a method that stops Matt in his tracks. |
unlock_fatty | |
Remove_armaments | |
Process_loop_bits | |
Update_anims_if_required | |
Seq_path_work | |
Seq_anim_work | |
Seq_wait_work | |
seq_work | |
Seq_setup_turn | |
Seq_setup_wait | |
seq_setup | |
SEQ_initialise_Zombie_state | |
SEQ_set_insitu | |
SEQ_remove_insitu | |
SEQ_initialise | |
SEQ_Frag_rubbish | |
SEQ_Check_for_status_change_all | |
SEQ_Check_for_status_change | |
play_waiting_game | Please tell me what this is
about. I'll wait.. |
trace_lline2_shfted | |
printone | |
DrawSprite2d | |
Texture | |
DrawBackground | |
DeltaDo | |
AddDelta | |
ScrCpy | |
std_refresh | |
do_everything | The best function in the game. |
conv_refresh | |
reset_lists | |
Update | |
MakeConv | |
CalcProgram | |
Lighting | |
Zoom | |
height_fix | |
read_simples | |
write_simples | |
read_complex | |
write_complex | |
seek_sfx_s | |
seek_sfx_c | |
play_simple | |
play_complex | |
Cutscene_handler | |
fade_pallet | |
xf_open_read | |
xf_close | |
xf_fread | |
xf_fredirect | |
cross_fade_video | |
xfade_write_tables | |
set_up_fade_table | |
set_up_colour_transform | |
get_combo_index | |
get_pallette_index | |
set_up_diff_table | |
FredScalarProd | |
FredIsInPoly | What does this mean? |
CheckFarmhouse | |
CheckGasStation | |
set_Humvee_returns | |
Check_for_Humvee_in_view | |
time_set | |
time_copy | |
time_add | |
time_add_s | |
time_compare | |
set_nuclear_countdown | |
set_timer_event | |
get_timer_events | |
force_timer_events | |
check_for_timer_events | |
pause_for_timer | |
set_watch_frame_numbers | |
draw_watch_hands | |
show_time | |
Conversation_Specials_Handler | |
read_isolated | |
SP_IsoMemorySetup | |
play_isolated | |
seek_sfx_i | |
Snapshot_Fatty | |
Draw_Special_Sprite | What is considered as
the special sprite? |
Grab_SPC_background | |
Draw_SPC_background | |
setup_greyscale | |
convert_to_greyscale | |
convert_to_greyscale_index | |
brighten_greyscale_index | |
set_teleport_pallet | |
do_teleport_out | |
do_teleport_in | |
Teleport_handler | |
reduce_half_and_index_gsbuffer | |
draw_photo_i | |
copy_photo_to_screen | |
blur_and_fade_gti | |
bw_photo_i | |
SP_GetScreenShotFilename | |
SP_WriteTiffHeader | |
SP_SetTiffTag | |
SP_CreateTiffTags | |
SP_WriteTiffData | |
SP_Converttobit | |
SP_WriteTiffImage | |
SP_ScreenShot | |
SP_ghostify_pallet | |
SP_invert_pallet | |
SP_WhiteScreen | |
SP_FindAndResetDorling | |
SP_BodgeBuckmaster | |
SP_BuckmasterDies | |
SP_FattyDiesWhenMargieDies | For some reason, the game
automatically kills Matt Black if you kill Margie (the truck driver) in her garage with no rhyme or reason (even when you kill all spawned zombies). |
SP_RemoveJanitor | |
SP_TurnOffIntercom | |
SP_RemoveDoggy | |
SP_BodgeForProblematicFiles | |
Play_sfx | |
translate_SFX_name_to_offset | |
Set_fx | |
play_periodic_sfx | |
initialise_sfx_spatial_info | |
Set_sfx_spatial_info | |
Set_sfx_source_v | |
Set_sfx_source_g | |
InitPrint | |
DisinitPrint | |
OpenFontFile | |
check_mouse | |
read_volume_levels | |
do_init_for_game | |
Static_gfx_load | |
systemSetup | |
get_last_file_TYPE | |
spool_file_to_save | |
parse_directory_and_Write | |
Save_data_files | |
Save_Complete_game | |
Write_data_file | |
parse_file_and_Write_Data | |
Write_data_files | |
Load_Complete_game | |
LDSV_BackupFloorplan | |
LDSV_RestoreFloorplan | |
SplatSprite | |
Grab_bar_graphics | |
draw_face_buttons | |
Update_face_screen | |
Load_Face | |
face_loop | |
Refresh_title | |
setup_title | |
alloc_memory | |
dealloc_memory | |
title_loop | |
Grab_Piccy | |
Splat_Piccy | |
Piccy_to_screen | |
LoadHeaders | |
InitGamePanel | |
DeInitGamePanel | |
gfxprintf | |
nfontlenf | |
draw_basic | |
find_string | |
scan_cheat_buffer_for_codes | |
Handle_strings | |
HandleKey | |
ReadLn | |
LoadGame | |
Load_game | |
SaveGame | |
Save_game | |
Start_game | |
BogusGnuDepack | |
VolumeWithin | |
PutEye | |
write_volume_levels | |
ClearLabels | |
Music_Volume | |
write_wait_structure | |
write_visible_object | |
write_monster_type | |
write_armed_monster_type | |
write_friendly_type | |
write_moving_type | |
write_special_case_type | |
write_medical_type | |
write_radius_type | |
write_main_character_type | There's only one main character
in Zombieville and that is Matt Black. Was there multiple playable characters at one point? What kind of type(s) Matthew Black could be before release? |
write_ammunition_type | |
write_gun_type | |
write_gfx_record | |
write_Object | |
init_wait | |
Check_for_initialisation | |
DATAVERS_read_wait_structure | |
DATAVERS_read_gfx_record | |
DATAVERS_read_monster_record | |
DATAVERS_read_monster_armed_record | |
DATAVERS_read_friendly_type | |
DATAVERS_read_moving_type | |
DATAVERS_read_special_case_type | |
DATAVERS_read_medical_type | |
DATAVERS_read_radius_type | |
DATAVERS_read_ammunition_type | |
DATAVERS_read_main_character_type | |
DATAVERS_read_gun_type | |
dummy_routine | |
dummy_routine_v | |
dummy_routine | |
dummy_routine | |
vector_grab_int | |
find_routine_index_void | |
vector_grab_void_int | |
find_empty_path_structure | |
DATAVERS_read_visible_object | |
DATAVERS_read_object_record | |
DATAVERS_convert_VISIBLE_OBJECT_ | |
DATAVERS_convert_PATH_RECORD_ | |
DATAVERS_convert_WAIT_STRUCTURE_HEADER_ | |
DATAVERS_convert_WAIT_STRUCTURE_ | |
DATAVERS_convert_GAME_SFX_ | |
DATAVERS_convert_OBJECT_BIT_PACK_ | |
DATAVERS_convert_OBJECT_GFX_ | |
DATAVERS_convert_MAIN_CHARACTER_RECORD_ | |
DATAVERS_convert_MONSTER_UNARMED_ | |
DATAVERS_convert_ARMED_MONSTER_ | |
DATAVERS_convert_TALKING_CHARACTERS_ | |
DATAVERS_convert_ANIMATING_OBJECTS_ | |
DATAVERS_convert_SUB_SYSTEMS_ | |
DATAVERS_convert_MEDICINE_ | |
DATAVERS_convert_RADIUS_WEAPONS_ | |
DATAVERS_convert_AMMO_ | |
DATAVERS_convert_GUNS_ | |
set_language_strings | |
error_exit | |
mattblk_conversion | |
INV_HandleMultiWeaponChoice | |
INV_set_weapon | |
INV_ArmFattyWithBestWeapon | |
INV_ArmFattyWithSpecificWeapon | |
INV_CheckWeaponValidity | |
INV_FixGunDamage | |
INV_CompareWeapons | |
INV_Get_Weapon_Number | |
INV_AddAmmo | |
Reload | Was it originally intended
for Matt Black to reload weapons after firing X amount of times? |
Reload_weapons | |
INV_swap_item_with_holding | |
INV_check_for_health | |
INV_add_object_to_inv | |
INV_place_in_inventory | |
scan_inventory_for_object | |
scan_inventory_for_type | |
INV_validate_screen | |
Dos_interupt | |
Setup_for_DOS_interupt | |
Eject_CD | |
CD_unhappy | |
print_cd_message | |
wait_for_CD | |
wait_for_correct_CD | |
allocMSCDmem | |
CD_init | |
Nowt | |
activate_monster | |
line_of_sight_to_player | |
radius_check_to_player | |
activate_armed_monster | |
line_of_sight_to_player_armed | |
radius_check_to_player_armed | |
MONSTER_Get_safe_place | |
MONSTER_find_gfx_file | |
MONSTER_Fix_object_height | |
MONSTER_Spawn_zombie | |
Monster_hit | |
turn_monster_to_player | |
attack_player_with_hands | |
handle_player_collision | |
MONSTER_move_monster | |
Blast_monsters_through_floor | |
Activate_monster_tasks | |
Check_for_Monster_activation | |
process_monsters | |
MONSTER_Check_for_activation | |
MONSTERS_Activate_everything | |
MONSTERS_ActivateJustZombies | |
ARMED_MONSTER_shoot_player | |
ARMED_MONSTER_Wander_or_turn | |
ARMED_MONSTER_monster_find_player_in_sight | |
ARMED_MONSTER_decide_what_to_do | |
ARMED_MONSTER_Active | |
ARMED_MONSTER_process_armed_monsters | |
PARTICLE_Skelly | |
PARTICLE_Palette_spread | |
PARTICLE_Set_external_variables | |
PARTICLE_Initialise_internal_variables | |
PARTICLE_get_clip_structure_ID | |
PARTICLE_Set_Clip_List | |
PARTICLE_mud_gush | |
PARTICLE_Blood_gush | |
PARTICLE_Add_particle | |
PARTICLE_Set_particle_group | |
PARTICLE_Update_particle | |
PARTICLE_Generate_child | |
PARTICLE_Process_internal | |
PARTICLE_Process | |
PARTICLE_Delta | |
PARTICLE_Set_blood_clut | |
PARTICLE_Blood_pool | |
PARTICLE_Blood_jet | |
PARTICLE_Mud_bath | |
PARTICLE_FireFountain_FX | |
PARTICLE_initialise | |
ADD_TO_FREE_LIST | |
ADD_TO_VISIBLE_LIST | |
ITEMLIST_Get_free_object | |
ITEMLIST_setup_free_object_list | |
ITEMLIST_find_object_id | |
ITEMLIST_Remove_from_item_list | |
ITEMLIST_insert_in_item_list | |
VMMinfo | |
virtual_memory | |
DOSallocmem | |
DOSfreemem | |
largest_extended_block | |
largest_DOS_block | |
largest_block | |
grab_extended | |
grab_DOS | |
FREE_OBJECT | |
MEM_InitMemLists | |
grab_memory | |
free_memory | |
zv_malloc_size | |
zv_malloc | |
zv_test_malloc | |
reset_mem_pool | |
FREE_POINTER | |
collapse_blocks_list | |
collapse_allocs_list | |
defrag_memory | |
MEM_Remove_gfx_file | |
MEM_Remove_GFX_and_tidy | |
frag_offscreen_doors | |
frag_offscreen_objects | |
frag_offscreen_characters | |
frag_offscreen |