Here is my understanding of the code.
The code loads A with a vehicle value:
LDA $42 ; A = vehicle (1 for on foot, 2 for canoe, 4 for ship, 8 for airship)
Then if the B button is pressed it overwrites A with 8. But if the B button is not pressed, A remains the same vehicle value that was loaded above:
BIT $20 ; Negative = joy_bits AND A_BUTTON. Overflow = joy_bits AND B_BUTTON.
BVC skip ; If Overflow Clear (B button not pressed), skip the next instruction
LDA #$08 ; (Else, the B button was pressed) A = 8
skip:
Then the code does the "divide A by 2 and round up" calculatation and stores it in a variable for the move speed:
LSR ; \
ADC #$00 ; |
STA $34 ; / move_speed = (A/2) + Remainder
RTS ; Return
So when the B button isn't pressed, the move speeds end up as 1 for on foot, 1 for canoe, 2 for ship, and 4 for airship.
When the B button is pressed, the move speed always ends up as 4.
It seems like the reason the patch uses this kind of method where it sets A to 8, and then does the same "divide A by 2 and round up" calculation was probably because there was very little space to fit in changes to the code.
Rom Hacking Question
-
Bavi_H
- Posts: 250
- Joined: Sun Mar 03, 2013 1:52 am
- Location: Texas, USA
-
Ben Boldt
- Posts: 1513
- Joined: Tue Mar 22, 2016 8:27 pm
- Location: Minnesota, USA
Re: Rom Hacking Question
OK I guess that makes sense. So if you are in the airship (8) and you hold B with your new code, it SLOWS DOWN?? Maybe that is cool though, it helps you make a fine adjustment where to land. 
I am guessing all other values are glitchy, like $10,20,40,80…
OK another question. Since there aren’t random encounters when flying an airship, does the original hack prevent the random encounters when holding B?
I am guessing all other values are glitchy, like $10,20,40,80…
OK another question. Since there aren’t random encounters when flying an airship, does the original hack prevent the random encounters when holding B?
-
Uncle_Jo
- Posts: 10
- Joined: Fri Jun 27, 2025 1:00 am
Re: Rom Hacking Question
You still get random encounters, sprinting or walking.Ben Boldt wrote: Tue Jul 08, 2025 6:08 pm OK I guess that makes sense. So if you are in the airship (8) and you hold B with your new code, it SLOWS DOWN?? Maybe that is cool though, it helps you make a fine adjustment where to land.
I am guessing all other values are glitchy, like $10,20,40,80…
OK another question. Since there aren’t random encounters when flying an airship, does the original hack prevent the random encounters when holding B?
EDIT: It slows the airship down, and does nothing for the ship. Not sure on the canoe. Encounters are all as normal as far as I can tell, pressing B or not doesn't seem to affect that.
-
Ben Boldt
- Posts: 1513
- Joined: Tue Mar 22, 2016 8:27 pm
- Location: Minnesota, USA
Re: Rom Hacking Question
How about a different hack that could be used by itself or in combination with sprinting:
Hold B to disable random encounters!
It makes sense though, if you are in a hurry, you don’t want random encounters right?
Hold B to disable random encounters!
It makes sense though, if you are in a hurry, you don’t want random encounters right?
-
Uncle_Jo
- Posts: 10
- Joined: Fri Jun 27, 2025 1:00 am
Re: Rom Hacking Question
You could do that, lol. It's more of a cheat though. What I've done is disable random encounters on the open grass, but keep them in the tall grass, marsh, forests, etc. I also let the boat dock anywhere. So there's a certain openness to it all. If you want to grind then go out into the forest and have at it. If you just want to get to a new town then avoid the danger terrain and you're good.Ben Boldt wrote: Tue Jul 08, 2025 7:08 pm How about a different hack that could be used by itself or in combination with sprinting:
Hold B to disable random encounters!
It makes sense though, if you are in a hurry, you don’t want random encounters right?
-
Uncle_Jo
- Posts: 10
- Joined: Fri Jun 27, 2025 1:00 am
Re: Rom Hacking Question
For those interested in what the project goals are:
Phase 1: Open Expanded Updated (Nearing Completion)
-All the modern quality of life and bug fixes hackers have come up with in the last few decades.
-Vanilla quest intact, but a few more paths open due to free travel on grass, some mountain passes added, and a boat that docks anywhere.
-12 classes, with gear and spells altered to fit the new classes (like more hammers and axes for the Paladins and DethKnights, for example).
-I might alter some NPC text to be more useful.
Phase 1 is nearly ready for the testing/tweeking phase. I need to change a few more spells.
Then I'll take everything I learned doing that and apply it to...
Phase 2: Cascadia.
-Where I alter the maps to resemble my homebrew D&D campaign, Cascadia. Set in a fantasy Pacific Northwest.
-The Dwarves of Hood Mountain, the Lava Lord at Broken Top (Mt. St. Helens), Elves of the Olympic Penninsula, King of Portland, Queen of Seattle, etc.
Phase 1: Open Expanded Updated (Nearing Completion)
-All the modern quality of life and bug fixes hackers have come up with in the last few decades.
-Vanilla quest intact, but a few more paths open due to free travel on grass, some mountain passes added, and a boat that docks anywhere.
-12 classes, with gear and spells altered to fit the new classes (like more hammers and axes for the Paladins and DethKnights, for example).
-I might alter some NPC text to be more useful.
Phase 1 is nearly ready for the testing/tweeking phase. I need to change a few more spells.
Then I'll take everything I learned doing that and apply it to...
Phase 2: Cascadia.
-Where I alter the maps to resemble my homebrew D&D campaign, Cascadia. Set in a fantasy Pacific Northwest.
-The Dwarves of Hood Mountain, the Lava Lord at Broken Top (Mt. St. Helens), Elves of the Olympic Penninsula, King of Portland, Queen of Seattle, etc.