Hi Stardust, Mr. Micro's ST/Amiga source code was never made public (but the BBC version was). I have a mostly commented, disassembled version that will answer all of your questions but some are simple enough to cover here.
1. Hull strengths for each ship were stored in "OBJECTS.IMG" which is track loaded into memory in the Amiga version (it's pretty much the same as the ST version which exists as a separate file). The laser energies were also stored in the game so it's just a simple matter of subtracting for each hit (there's no shielding for non-player craft IIRC).
3. Triggering of WitchSpace is entirely random in the Amiga version. The algorithm is as follows:
- Obtain random byte value (0-255)
- If value in range [0...11] then trigger WitchSpace
Trigger probability is therefore ~5%. However, triggering can be forced if the left ALT key (keycode 0x64) is held down during a jump (the game maintains a key matrix of all held down keys).
4. The game maintains a rating type (0-8) where Harmless=0 and Elite=8. The number of Thargoids that require dispatching before drive repairs are made is (rating+1)*2, so Harmless requires 2, Mostly Harmless 4, and so on.
6. There is no such text in the Amiga source code. Jumping from galaxy 8 brings you back to galaxy 1.
7. Maybe Rob Nicholson changed girlfriends between 1.0 and 2.0 because the cheat code for 1.0 was "SARA" but for 2.0 it was "SUZANNE" (with added encryption). 2.0 also added the Library as somebody else mentioned. The Space Legends version of 2.0 disabled the novella protection so you can't enter Hacker Mode in that version. 2.0 also incorporated some bug-fixes (e.g. you can't engage the docking computer while the hyperspace countdown is proceeding).
9. That's in OBJECTS.IMG too.
Check PM.
1. Hull strengths for each ship were stored in "OBJECTS.IMG" which is track loaded into memory in the Amiga version (it's pretty much the same as the ST version which exists as a separate file). The laser energies were also stored in the game so it's just a simple matter of subtracting for each hit (there's no shielding for non-player craft IIRC).
3. Triggering of WitchSpace is entirely random in the Amiga version. The algorithm is as follows:
- Obtain random byte value (0-255)
- If value in range [0...11] then trigger WitchSpace
Trigger probability is therefore ~5%. However, triggering can be forced if the left ALT key (keycode 0x64) is held down during a jump (the game maintains a key matrix of all held down keys).
4. The game maintains a rating type (0-8) where Harmless=0 and Elite=8. The number of Thargoids that require dispatching before drive repairs are made is (rating+1)*2, so Harmless requires 2, Mostly Harmless 4, and so on.
6. There is no such text in the Amiga source code. Jumping from galaxy 8 brings you back to galaxy 1.
7. Maybe Rob Nicholson changed girlfriends between 1.0 and 2.0 because the cheat code for 1.0 was "SARA" but for 2.0 it was "SUZANNE" (with added encryption). 2.0 also added the Library as somebody else mentioned. The Space Legends version of 2.0 disabled the novella protection so you can't enter Hacker Mode in that version. 2.0 also incorporated some bug-fixes (e.g. you can't engage the docking computer while the hyperspace countdown is proceeding).
9. That's in OBJECTS.IMG too.
Check PM.