Gold Rush! Technical: Difference between revisions

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    {{Quote|Attrib = ashdoublev<ref>https://www.sierragamers.com/forums/topic/gold-rush-problem/#post-28994</ref>
{{Quote|Attrib = ashdoublev<ref>https://www.sierragamers.com/forums/topic/gold-rush-problem/#post-28994</ref>
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The way Gold Rush is cracked is very messy, but probably the only simple way without reverse engineering the whole AGI system.
The way Gold Rush is cracked is very messy, but probably the only simple way without reverse engineering the whole AGI system.
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* [[File:ZIPInactive.png]] <span class="Inactive">No Official Patch</span>
* [[File:ZIPInactive.png]] <span class="Inactive">No Official Patch</span>


==<br /> New Installer ==
==<br /> New Installer ==

Latest revision as of 17:21, 20 November 2024


  This article is a technical stub page. You
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General Information

Graphics

Sound

Requirements


MS-DOS

width="200" | Minimum OS: MS-DOS 2.0
Minimum CPU: Intel 8088 / 8086
Minimum RAM: 256 KB3.03.0
Minimum Video RAM: N/A
Graphics Modes: Hercules, CGA, Tandy / PCjr, EGA, VGA, MCGA
Audio Hardware: PC Speaker,Tandy/PCjr SoundPC Speaker, Tandy/PCjr Sound
Input Devices: Keyboard, Mouse, Analog Joystick
Media: 1 CD discs


Tandy

Minimum OS:
Minimum CPU: Intel 8088 / 8086
Minimum RAM: 256 KB3.03.0
Graphics Modes: Hercules, CGA, Tandy / PCjr, EGA, VGA, MCGA
Audio Hardware: PC Speaker,Tandy/PCjr SoundPC Speaker, Tandy/PCjr Sound
Input Devices: Keyboard, Mouse, Analog Joystick
Media: 1 CD discs


Apple II

Minimum OS:
Minimum CPU:
Minimum RAM:
Graphics Modes:
Input Devices: Keyboard, Joystick
Media:


Apple IIgs

Minimum OS:
Minimum CPU:
Minimum RAM:
Input Devices: Keyboard, Mouse, Joystick
Media:


Mac

Minimum OS:
Minimum CPU:
Minimum RAM:
Graphics Modes:
Audio Hardware:
Input Devices: Keyboard, Mouse
Media:
Minimum CD-ROM Speed:


Amiga

Minimum OS:
Minimum CPU:
Minimum RAM:
Graphics Modes:
Sound Devices Supported:
Input Devices: Keyboard, Mouse, Joystick
Media:


Atari ST

Minimum OS:
Minimum RAM:
Input Devices:
Media:

Troubleshooting


Opening Events Not Triggered

This is a known problem with cracked versions of the game when you play with the game speed turned up.

ashdoublev[1] wrote:

The way Gold Rush is cracked is very messy, but probably the only simple way without reverse engineering the whole AGI system.

Perhaps most of you will know, Gold Rush and AGI games in general use DIR files as an index to all the games resources stored in the VOL-files. So in this case the file GRDIR contains all the locations of the logics (scripts), views, pictures and sound resources. Example:

Resource Vol Location LOGIC.000 1 0x000FE LOGIC.001 1 0x012FE LOGIC.002 1 0x033ED PIC .100 2 0x05423 etc.

The only thing that has been done, to crack Gold Rush, is that the DIR file has been modified so that the location of the original script which called the copy-protection (logic 129) has been changed/reindexed to the location of the “intro script” (logic 73, screen after passing the copy protection). So the entries of logic 73 & 129 are pointing to the same piece of script code, the “intro script”. Therefore, when the game would initialize the copy protection, logic 129 is loaded but now it ends up at the intro sequence instead.

Clever, yes; messy, yes.

Actually, if the script did only call the copy protection, there wouldn’t be any problem. But among starting the copy protection sequence, the script (logic 129) also contains some sort of speed regulation routine, aimed at the “fast” and “fastest” speeds. Most likely this was done to keep the clock running at normal speed while playing on a fast game speed. The routine sets a variable (166) to a certain value depending on your clock speed. This variable regulates at which speed the seconds in the game pass. However, since the crack overrides the original script, variable 166 gets zero as value while another variable (156) is waiting to get equal to the value given in variable 166, and never does because it (variable 156) starts counting at 1.

Enough of all the boring details, the solution:

While playing the game, type “BIRD BOY” to enter the debug mode. Enter “SET VAR”, enter “166” and change its value to 20 or something (1 = fastest / 255 = slowest) Enter “SET VAR”, enter “156” and change its value to 0

Unless you restart or change the speed again, the clock will work properly. Also, if you save your game, and restore it later, the clock will still work, when having used this procedure earlier.

PS: The crack also messes up the intro-screen because of the following: Normally the background picture in the intro would be loaded by logic 73, the original intro script. However, the crack, as said earlier, relocates logic 129 (the copy protection) to the location in the VOL file where logic 73 is residing. The background pictures are often linked to the room/logic number, so logic 73 would load a background picture of that same number, 73. So instead of logic 73 loading picture 73, now logic 129 loads picture 129, instead of the correct 73.


Solution

Version 3 of the game does not have this copy protection. It is sold by MacNeill bros on The Software Farm. It is also sold by Sunlight Games and on Steam. There was also a viable crack available from HWM File:GRPatch.zip.

Patches

  • No Official Patch


New Installer

Requires files from the original distribution media. Works with all versions of the game.


Debug Modes

Pressing [ALT + D] fails to enter debug mode for Gold Rush!. You must type "bird boy" or "bird man" to access the debug mode. Once in debug mode you have access to the following commands.

Command Action Notes
ROOM NUMBER Shows room number  
SHOW POSITION Shows coordinates of ego  
SHOW MEM Shows available memory  
SHOW OBJECT Gives information on objects on screen  
ALT + S Gives information on objects on screen  
SHOW PRIORITY Shows priority screen  
SET PRIORITY Sets priority *  
RELEASE PRIORITY Returns to normal visual screen
Generic AGI Debug Commands

After the debug mode is activated, the following commands may be available:

Room and Ego Commands
Command Action Notes
ROOM Displays room number  
TP (room number) Teleport to specified room (change room/scene/script)  
SP Shows position of ego  
SHOW POSITION or POSITION Show ego's current screen coordinates *  
POSITION + (new coordinates) Change egos position  
SHOW PRIORITY Displays the current rooms priority bands and control lines  
SET PRIORITY Set the priority of ego  
RELEASE PRIORITY Release the last priority that ego was set to
Flag and Variable Commands
Command Action Notes
SHOW FLAG Displays a specified flag (one of 256 flags)  
SET FLAG Sets a specified flag (one of 256 flags)  
RESET FLAG Clears specified flag (one of 256 flags)  
SHOW VAR or SHOW VARIABLE Displays one of the 256 variables  
SET VAR or SET VARIABLE Change the value of one of the 256 variables
Object/Inventory Debug Commands
Command Action Notes
OBJECT NUMBER Displays list of all the objects and their object numbers  
OBJECT ROOM Displays which room an object is found in  
GET OBJECT Get specified object and adds to inventory  
GIMME GIMME Get all inventory items

* There are 256 variables and 256 flags

Misc Debug Commands
Command Action Notes
QUIT Quit game (locks up with most later games)  
[SCROLL LOCK] Trace mode*

References


Related Links