
Lords of Midnight and its sequel Doomdark's Revenge have been in my top game list ever since I first played them on my old trusty rubber- keyed 48k Spectrum. Even by todays standards, they still rate among the most addictive computer games ever, at least for the strategically minded.
Having played and finished them both several times, I couldn't understand how Mike had been able to stuff so much into only 41k. So I plunged into DR's code... I still have a lot of the original (handwritten) sheets where I deciphered most of the Z80 code for this game. And more important (and useful, probably), the full format of the DR save game, along with some tables which are needed to understand it. Some time ago I posted that on comp.sys.sinclair, and a lot of people was very interested. At least a map editor (by Jan Kapala, email KAPALA@ichn.ch.pwr.wroc.pl) is based in this information, and you can find it in ftp.nvg.unit.no.
Even now I receive some requests for these tables, so here they are... this is the original version I posted then (with some minor corrections, mostly spelling errors) and I don't think there are any mistakes. I hope you find it useful.
SITES AND CHARACTERS
--------------------
I=Icelord Example: G Imgarorn: Fortress/Citadel of
G=Giant Imgarorn the Giant. Exceptions noted below.
D=Dwarf
B=Barbarian
F=Fey
S=Special
All site names are created algorithmically from the map. There's a fixed
seed at the upper left corner of the map, and the game traces recursively
you position to this point, creating unique names (the name tables will
be shown later) for each zone (plains, forest and so on). A citadel or
fortress stands as a zone, and it gets its name the same way. There are
128 such sites, and 124 owners. The first 5 sites are special; their
owner is not the character with the site name (as in all the others).
There are 5 persons which receive special treatment: Luxor the Moonprince,
Morkin the Free, Tarithel the Fey, Rorthron the Wise and Shareth the
Heartstealer. Shareth owns the City of Imiriel. The other four are
foreigners.
This is the full character table:
0 S Luxor 32 I Berudrarg 64 D Torormarg 96 B Thorthak
1 S Morkin 33 I Imgudrur 65 I Ushangrane 97 F Thormand
2 S Tarithel 34 I Talorthane 66 I Fangrorn 98 B Anvorthun
3 S Rorthron 35 I Morangrim 67 I Carangresh 99 F Imgormand
4 S Shareth 36 G Obortharg 68 G Anvildrak 100 F Carorthorn
5 G Imgarorn 37 G Glortheon 69 I Anvarorn 101 B Imgorad
6 G Ingormad 38 I Ulfangruk 70 D Hagudril 102 F Tororthane
7 I Malisane 39 I Malarorn 71 G Ganigrorn 103 F Imorthorn
8 I Anvireon 40 I Ganormarg 72 D Berangrorn 104 F Berormorn
9 I Talormane 41 G Berorthim 73 G Fenorn 105 B Firak
10 I Imildrorn 42 I Firim 74 G Sildrorn 106 F Morildrane
11 I Carorthad 43 I Glireon 75 D Carorthay 107 F Thigrand
12 I Ushudrarg 44 I Kahangriel 76 B Glortharg 108 B Kahudrarg
13 G Glormeon 45 I Kahudruk 77 B Thortheon 109 F Lorangriel
14 G Thormuk 46 I Lororthane 78 D Glormane 110 F Carorthane
15 I Imgaril 47 I Malirane 79 D Gloruk 111 F Thorthand
16 G Obularg 48 I Kahudrun 80 D Gludreon 112 F Berormane
17 I Thigrim 49 G Ulformane 81 D Thudrun 113 F Ingormiel
18 I Lorelorn 50 D Hagildrorn 82 D Torelorn 114 B Careneon
19 I Kagangrorn 51 I Thildresh 83 D Thatruk 115 B Varangrand
20 I Malirarg 52 I Glormarg 84 B Carormand 116 F Imgorthand
21 G Imatrorn 53 I Carorand 85 D Lorangrarg 117 F Lorangrim
22 G Asorthane 54 G Carangrane 86 D Thelak 118 F Tharand
23 I Imasharg 55 G Thangrorn 87 D Imangruk 119 B Torinarg
24 I Torangrorn 56 I Malormun 88 D Glidril 120 F Imorthesh
25 I Sortharg 57 I Varormane 89 B Thangrad 121 B Anvortheon
26 I Zarashand 58 G Imgenarg 90 D Imulorn 122 F Obireon
27 I Glororn 59 G Thorarg 91 D Thigrak 123 G Obigrorn
28 I Malorthand 60 I Thirium 92 B Lorangrorn 124 I Imgasharg
29 G Varangrim 61 I Fenarg 93 B Varatrarg 125 I Thangrarg
30 I Sigrorn 62 D Imgorarg 94 D Imelorn 126 B Kahudrak
31 I Hagudrak 63 H Torelak 95 D Ulfangrak 127 F Carorthand
The sites are in North-South order. This may serve as well as a clue
to the distribution of the races.
SAVE GAME FORMAT
----------------
All the addresses shown from now on are decimal. The saved data starts
at Spectrum address 39933, and is 9219 bytes long. This includes:
- Character index 1
- Day counter 2
- 24 tables (128 bytes each) 3072
- Map (64*96) 6144
----
9219
Address 39933 holds the number of the character you are using.
Addresses 39934-5 hold the number of days 'since the Moonprince
rode forth into the Icemark'.
The map and several tables are included here. That's the reason why when
you get killed, you must load a saved game to restart (there was no room
for two copies of all these data). I will now list all of this. The tables
are 128 bytes long, and are indexed by site or character number, as for
the above table.
TABLES 0/1 (39936/40064): Site coordinates
------------------------------------------
Table 0 contains the X coordinates (in the map) for the 128 sites, and
table 1 the Y coords. I will not list them as all of you have the map
or can get it easily using one of the PD editors.
Each site belongs to the character with the same name. Exceptions:
0 Fortress of Varenand -> Lorangrim the Fey (117)
1 City of Carudrium -> Carorthay the Dwarf (75)
2 Fortress of Thigrorn -> Lorangriel the Fey (109)
3 Fortress of Finorn -> Carangrane the Giant (54)
4 City of Imiriel -> Shareth the Heartstealer
TABLES 2/3 (40192/40320): Object coordinates
--------------------------------------------
As tables 0/1, for objects. Unlike tables 0/1, these are not fixed, and
are randomly set at the start of the game. Each object has an owner, who
can use it *once*. Anyone who has an object but is not its owner, won't
be able to use it, but will benefit from some minor advantages. They can
also be used to approach new people (by giving some object to its true
owner you can make him more inclined to join your side).
Objects 5-128 are weapons, their power is in Battle, and belong to the
character with the same number. These are Spears (for Barbarians), Bows
(for the Fey), Axes (for Dwarves), Hammers (for Giants) and Swords (for
Icelords). All of them give advantages in battle.
Objects 0-4 are special. Here are their major powers:
0 Crown of Varenand: Used by Luxor brings all of his men with him.
1 Crown of Carudrium: Used by Morkin brings Luxor and his men.
2 Spell of Thigrorn: Used by Tarithel takes everyone to the city of Imiriel.
3 Runes of Finorn: Used by Rorthron... I don't remember!!!
4 Crown of Imiriel: Used by Shareth brings Luxor and his men.
Crowns have the minor power of Persuasion. They make easier to approach
others in peace.
Spells have the minor power of Swiftness (more moves in a day time).
Runes have the minor power of Protection in battle. You are less likely
to get killed.
When an object is carried by a character, his number goes on table 3, and
table 2 holds 255.
TABLE 4 (40448): Enemies killed in the last battle.
TABLE 5 (40576): Men lost in the last battle.
TABLE 6 (40704): Campaign army size.
TABLE 7 (40832): Home army size (in city or fortress).
-------------------------------------------------------
All of these tables store the number divided by 5. Thus, 15 means 75 men
and 255 (the maximum) means 1275 men.
TABLE 8 (40960): Warrior type (based on table 13)
-------------------------------------------------
0-5: Moonguard
6-7: Fey
8-9: Barbarian
10, 11, 14: Iceguard
13: Giant
15: Dwarf
The remaining values are unused.
TABLE 9 (41088): Owner of each site
-----------------------------------
The initial owners are explained somewhere above. This table holds
the actual owners each time.
TABLES 10/11 (41216/41344): Character coordinates
-------------------------------------------------
X and Y respectively. Initially, each one is in his home site.
Exceptions:
Luxor: Gate of Varenorn.
Morkin: City of Imiriel.
Tarithel: Forest of Fangrim.
Rorthron: Gate of Varenorn.
Shareth: City of Imgaril.
TABLE 12 (41472): Miscellaneous I
---------------------------------
a) The 5 upper bits hold the daytime left:
0: Night
1: An hour
2-9: Two hours
10-12: Three hours
13-16: Four hours
17-20: Five hours
21-24: Six hours
25-27: Seven hours
28-30: Eight hours
31: Dawn
(these days are short!)
b) The 3 lower bits hold the direction of sight:
0: North 2: East 4: South 6: West
1: Northeast 3: Southeast 5: Southwest 7: Northwest
TABLE 13 (41600): Character types
---------------------------------
This table is used mainly to select a graphic representation:
0: Luxor (mounted)
1: Luxor (on foot)
2: Morkin (mounted)
3: Morkin (on foot)
4: Rorthron (mounted)
5: Rorthron (on foot)
6: Fey (mounted)
7: Fey (on foot)
8: Barbarian (mounted)
9: Barbarian (on foot)
10: Icelord (mounted)
11: Icelord (on foot)
12: Tarithel (always mounted)
13: Giant (always on foot)
14: Shareth (always mounted)
15: Dwarf (always on foot)
There are other codes which are not used in this table, but I include
them for completeness. See below for incident codes.
16: Dragon
17: Wolf
18: Troll
19: Skulkrin
20: Horse
TABLE 14 (41728): Miscellaneous II
----------------------------------
Bits 0-2: Allegiance 0=Luxor
1=Shareth
2=Fey
3=Barbarians
4=Giants
5=Dwarves
(6, 7 unused)
Bit 3: Killed enemy in his last battle.
Bit 4: Fought battle (bits 3 and 5 are meaningless if 4 is not set).
Bit 5: Won victory in his last battle.
Bit 6: In a tunnel.
Bit 7: Used his object (only once allowed).
TABLE 15 (41856): How tired
---------------------------
Utterly: 000-031
Extremely: 032-062
Very: 064-095
Quite: 096-127
Somewhat: 128-159
Slightly: 160-191
Not: 192-223
Not at all: 224-255
TABLE 16 (41984): Last battle
-----------------------------
In his last battle, this character fought whoever's number is here.
TABLE 17 (42112): Foe
---------------------
This character's foe. If bit 7 is set, none.
TABLE 18 (42240): Liege
-----------------------
This character's liege. If bit 7 is set, none.
TABLE 19 (42368): How reckless
------------------------------
See table 15. 0 means DEAD.
TABLE 20 (42496): Object/Slayer
-------------------------------
This table has two meanings:
a) If alive, then it holds the number of the carried object, or 255 for
nothing.
b) If dead, then it holds the number of the character who has killed him. If no
character (i.e. dragons, trolls...), then bit 7 is set and the lower bits
hold an incident code. See below for incident codes.
TABLE 21 (42624): Positive attributes
-------------------------------------
Bit Meaning
7 Loyal
6 Swift
5 Brave
4 Stubborn
3 Generous
2 Forceful
1 Strong
0 Good
TABLE 22 (42752): Negative attributes
-------------------------------------
Bit Meaning
7 Treacherous
6 Slow
5 Cowardly
4 Fawning
3 Greedy
2 Reticent
1 Weak
0 Evil
( ...note that it's possible to be simultaneously good and evil!)
TABLE 23 (42880): How despondent
--------------------------------
See table 15.
TABLE 24 (43008): MAP (this one is not 128 bytes long!)
-------------------------------------------------------
The map is 64 squares wide and 96 squares tall. The position at (X,Y) is
in address 43008+64*Y+X. Every byte has the following meaning:
Bits 0-3: Surface attributes
0 Plains 8 Fortress
1 Mountains 9 Hall
2 Forest 10 Hut
3 Hills 11 Tower
4 Gate 12 City
5 Temple 13 Fountain
6 Pit 14 Stones
7 Palace 15 Frozen Wastes
Bits 4-7: Flags
Bit 4: Incident
Bit 5: Army (only graphical information: you could see an army
which isn't really there, or vice versa, by poking this bit!)
Bit 6: Mist.
Bit 7: There's tunnel below. If the surface type is 4-7, there's
a tunnel entrance.
So far the saved information. Other tables:
Table 29508: how does terrain (table 24) affect time (table 12a)
----------------------------------------------------------------
Plains: 1
Mountains: 8
Forest: 4
Hills: 3
(All the rest): 2
Table 29540: how does character type (table 13) affect time (table 12a)
-----------------------------------------------------------------------
(mounted/afoot)
Luxor: 3/6
Morkin: 3/6
Rorthron: 2/4
Fey: 3/6
Barbarians: 5/8
Icelords: 3/5
Tarithel: 2/-
Giants: -/5
Shareth: 2/-
Dwarves: -/5
Table 29317: how does character type (table 13) affect tiredness (table 15)
---------------------------------------------------------------------------
(mounted/afoot)
Luxor: 1/2
Morkin: 2/4
Rorthron: 0/1
Fey: 2/3
Barbarians: 2/4
Icelords: 1/2
Tarithel: 1/0
Giants: -/2
Shareth: 0/-
Dwarves: -/3
Table 29009: Four incident types for each possible terrain
----------------------------------------------------------
(only on empty squares; repeated values increase probability)
Plains: 0,3,1,4 Fortress: 0,1,6,6
Mountains: 0,0,2,1 Hall: 2,6,6,10
Forest: 0,3,1,1 Hut: 3,1,6,6
Hills: 0,2,1,1 Tower: 5,5,5,5
Gate: 0,7,8,10 City: 0,6,6,12
Temple: 8,9,10,11 Fountain: 3,12,12,12
Pit: 2,1,9,12 Stones: 0,8,8,11
Palace: 0,4,7,10 Fr. Wastes: 0,3,3,2
Incident types:
0 Dragons
1 Wolves
2 Trolls
3 Skulkrin
4 Horses
5 Guidance
6 Shelter
7 Claws of Night (time left = 0)
8 Flames of Dawn (time left = 31)
9 Thorns of Despair (despondent = 0)
10 Blood of Courage (despondent = 255)
11 Languor of Death (tired = 0)
12 Springs of Life (tired = 255)
NAME TABLES (24839)
-------------------
All names (except the first five, which are hardcoded) contain three parts,
which are fetched more or less randomly (with the map as a seed) by the
name generator from three tables. These are:
Prefixes (25):
Img Dol Lor Ush Mor Tal Car Ulf As Tor Ob F Gl
S Th Gan Mal Im Var Hag Zar Anv Ber Kah Ash
Midwords (16):
ar or ir en orth angr igr ash el in ul atr orm udr is ildr
Suffixes (16):
orn il iel im uk ium ia eon ay ak arg and ane esh ad un
The name generator has a fixed seed at position (0,0) of the map. This position
holds the fortress of Imgarorn the Giant. As you can see Img-ar-orn is (0,0,0)
in the tables above. Any other position is recursively traced down to (0,0),
generating a pseudorandom seed for the three tables. The algorithm takes care
of any contiguous squares of the same terrain type having the same name.
Note that the map has 6144 positions. 6144=24*16*16, so there is more possible
names than squares in the map. So the algorithm also guarantees that there will
be no different places with the same name,
That's all for now! Enjoy!
Ruben Martinez
Email: Ruben.Martinez@rediris.es