- Introduced a new command 'annotate-usecode' to import USECODE IR JSON annotation hints as Ghidra comments on compiled anchors. - Added argument parsing for multiple IR JSON files, comment type selection, and a dry-run option. - Implemented logic to read annotation records from the provided IR files and set comments on the corresponding addresses in Ghidra. - Enhanced JSON schema to include response structure for the new command.
44 KiB
Crusader: No Remorse — NE Segment 1 Game Logic
This file covers the standalone analysis of NE Segment 1 (seg001_code_off_37600_len_8400.bin), imported as a raw binary at base 0x0000, language x86:LE:16:Protected Mode. All 35+ identified functions have been renamed and annotated in Ghidra.
Cursor Subsystem (0x0060–0x0d5f)
| Address | Name | Description |
|---|---|---|
0x0060 |
cursor_update_hover |
Hover update: if mouse active & entity set, calls cursor_set_target |
0x00e9 |
cursor_set_target |
Positions cursor on entity, updates sprite + direction visual |
0x0322 |
cursor_shutdown |
Frees cursor resources, resets state |
0x0398 |
cursor_animation_update |
Angle-based cursor rotation (0x27d4, 0-359 → 0x168=360). Sprite at 0x27d6 |
0x050f |
cursor_draw_tick |
Per-frame cursor draw (calls cursor_animation_update if dirty) |
0x0c24 |
action_key_valid |
Returns 1 if action code (param_1) is a valid game action key |
0x0d5f |
cursor_direction_input |
Arrow-key input: rotates cursor angle, updates direction sprite |
Input Handling
| Address | Name | Description |
|---|---|---|
0x0526 |
input_keyboard_handler |
Key dispatch: 0x01=LMB, 0x0D/0x0C=scroll, 0x2C=save, 0x44=load |
Cursor State Data (at DS:0x27xx)
| Address | Field | Meaning |
|---|---|---|
0x27c4 |
cursor_sel1 | Selection counter 1 |
0x27c6 |
cursor_sel2 | Selection counter 2 |
0x27c8 |
current_entity | Handle to currently targeted entity |
0x27ca–0x27ce |
cursor_state | Cursor interaction state bytes |
0x27d0 |
cursor_entity_type | Current entity type index |
0x27d2 |
z_offset | Z-height offset for terrain adjustment |
0x27d4 |
cursor_angle | Rotation angle (0–359) |
0x27d6 |
cursor_sprite | Sprite handle for cursor visual |
0x27d8 |
cursor_dirty | Set when cursor needs redraw |
0x27d9 |
cursor_active | Master cursor enabled flag |
0x27da |
cursor_no_turn | Flag disabling cursor rotation |
0x27ed |
difficulty | Enemy accuracy divisor (used in projectile_init_vector) |
0x27fd |
hard_mode | Two-step mode (combat vs. explore) |
0x27fe |
move_mode | Movement phase flag |
0x27ff |
mouse_active | Mouse/input system active |
0x2800–0x2811 |
various | UI state: active sprite, facing byte, cur entity handle |
0x283f/0x2841 |
menu_obj_ptr | Active menu/dialog object far pointer |
0x2844 |
in_save | In-progress save game flag |
0x290e |
entity_count | Number of active entities |
0x2910–0x2947 |
snap_type_ids[10] | Entity types that snap-to-ground in snap_entity_to_ground |
Input / Action Dispatch
| Address | Name | Description |
|---|---|---|
0x2420 |
entity_command_dispatch |
Dispatches player commands to target entity; reads 0x27d0, 0x2de4, sends events 0x14/0xf, handles state machine 0x27ca/0x27cd/0x27ce |
0x279a |
cheat_code_check |
Checks input record byte+1 against five bytes starting at 0x2833; toggles 0x844/0x6045, emits helper/event code 0x103 |
Menu / Event Callbacks
| Address | Name | Description |
|---|---|---|
0x2e53 |
cursor_event_notify_a |
Vtable thunk: forwards event to 0x27ca area handler |
0x2e96 |
cursor_event_notify_b |
Vtable thunk: forwards event to 0x27ca area handler (alt path) |
0x2ed9 |
menu_event_notify_a |
Vtable thunk: forwards event to 0x2843 (near menu object) |
0x2f0c |
menu_event_notify_b |
Vtable thunk: forwards event to 0x2843 (alt path) |
0x2ff3 |
stub_noop_2ff3 |
Empty stub, noop |
0x2ff8 |
entity_collision_callback_a |
Calls touch handler then func(entity+0x1e, seg, 2); opt: extra func if param_3&1 |
0x3046 |
set_active_menu |
Writes param_1/param_2 to 0x283f/0x2841 (active menu far pointer) |
0x3058 |
entity_collision_callback_b |
Same as entity_collision_callback_a (second vtable entry) |
Entity System (0x2401–0x5a50)
| Address | Name | Description |
|---|---|---|
0x2401 |
clear_cursor_selection |
Zeros 0x27c4/0x27c6 (selection counters) |
0x2899 |
cursor_switch_target_entity |
Switches cursor target: unloads old entity, loads new, re-registers |
0x29d8 |
get_z_offset |
Returns func() + *(0x27d2) = adjusted Z/height |
0x2a09 |
is_player_in_range |
Checks if entity is at player (0x2de4) X/Y +/-0xf0 range |
0x2a46 |
entity_ai_update_loop |
Loops entities 2–255, checks visibility, triggers fire/move |
0x2c36 |
ui_update_callback |
Calls cursor_state_clear then vtable[2] on menu object |
0x2c6b |
cursor_state_clear |
Clears cursor state bytes 0x27ca–0x27ce, clears entity flag bit1 |
0x2c92 |
dialog_spawn |
Allocates dialog object, vtable=0x28b5, registers callback at 0x39ca |
0x2d47 |
entity_pick_handler |
Handles entity selection or save-game trigger (type 0x38d) |
0x2df9 |
clear_active_menu |
Zeros 0x283f/0x2841 (active menu far pointer) |
0x2e18 |
game_mode_init |
Initializes game mode state, resets sprite/cursor/menu state |
0x2f3f |
entity_table_set_sprite |
Reads 0x7df9+slot2; writes entity type table 0x7e1e[slot0x79+0x0d]=param_2, +0x10=0 |
0x3c97 |
snap_entity_to_ground |
If entity type in snap_type_ids[10], resets Z to 0xf0 and adjusts XY |
0x3d6e |
spawn_entity_checked |
Spawns entity with explosion pool limit check (0x84c0, 0x84c2) |
0x3f2f |
entity_spawn |
Allocates entity, vtable=0x29aa/0x39ca, positions it |
0x40d4 |
entity_remove |
Removes entity: destroys sprites, clears 0x2802/0x2804 if needed |
0x4172 |
entity_animation_frame_update |
Advances/retreats anim frame ([+0x1d]) toward target [+0x1c/0x1b] based on quality |
0x42f8 |
stub_noop_42f8 |
Empty stub, noop |
0x42fd |
entity_registry_decrement |
Calls cleanup func then decrements entity count at 0x290e |
0x4314 |
entity_sprite_move_delta |
Updates shot sprite handle (entity+0x3f) position by adding delta params |
0x4552 |
entity_set_position |
Sets entity+0x3e (type_handle), world_x/y (entity+0x45/47), base_x/y (entity+0x4f/51) |
0x452b |
shot_set_spawn_pos |
Calls entity_set_position then sets entity+0xbe = param_3 (extra spawn field) |
0x4591 |
entity_try_place |
entity_set_position with validation — position only set if placement succeeds |
0x5092 |
entity_deactivate |
Calls vtable[2] to deactivate, or finds in registry and removes |
0x5a50 |
entity_list_contains |
Checks if entity ptr exists in active entity list at 0x294c |
0x5b05 |
stub_noop_5b05 |
Empty stub, noop |
Entity Object Layout (NE Segment 1 entities)
| Offset | Field | Meaning |
|---|---|---|
+0x00 |
vtable_ptr | Vtable pointer (0x29aa for generic, 0x2a57 for debris) |
+0x02 |
slot_index | Entity slot index (used for registry at 0x39ca) |
+0x04 |
entity_type | Entity type ID |
+0x19/+0x1a |
flags | Entity flags (bit0=debris, bit1=cleared by cursor_state_clear, bit6=active, bit8=valid) |
+0x1b |
vel_x | X velocity (clamped ±0x20) |
+0x1c |
vel_y | Y velocity (clamped ±0x20) |
+0x1d |
vel_z | Z velocity (clamped ±0x10) |
+0x1e |
fire_handle | Weapon/fire handle |
+0x1f |
is_enemy | 1 if entity is an enemy type |
+0x20/+0x21 |
pos_frac_x/y | Fractional position (sub-tile) for movement |
+0x22 |
pos_frac_z | Fractional Z |
+0x36 |
weapon_type | Active weapon type ID |
+0x38 |
facing | Current facing direction (0–15) |
+0x3c |
sprite_handle | Sprite for this entity |
+0x3f |
shot_sprite | Sprite handle for active projectile (0xFFFF = none) |
+0x45/+0x47/+0x49 |
world_x/y/z | Current world position (integer) |
+0x4f/+0x51/+0x53 |
base_x/y/z | Base/spawn position |
+0x54/+0x56/+0x58 |
prev_x/y/z | Previous frame position |
+0x59 |
attack_active | Attack in progress flag |
+0x5a |
at_target | Reached target flag |
+0x5e–+0x65 |
delta_x/y/z/high | Per-step movement deltas (fixed point) |
+0x66/+0x68 |
step_active | Stepping active (1=yes, 0=off) |
+0x6a/+0x6c |
weapon_slot/dist | Weapon slot and total travel distance |
+0x6e |
delta_z | Alt Z delta |
+0x70 |
projectile_type | Projectile class (2/0xD=splash, 3=spread, 5=homing, 0xE=chain) |
+0x72/+0x74/+0x76 |
target_x/y/z | Target position with deviation |
+0x77 |
target_entity | Target entity handle |
+0x79 |
secondary_pos | Secondary position struct pointer |
+0xad |
owner_entity | Owning entity handle |
+0xaf |
shot_owner_flags | Shot owner (entity/player) |
+0xb1 |
bounce_count | Bounce counter (used with homing, type 5) |
+0xb3 |
has_bounce | Has bounce trajectory active |
+0xbd |
actor_type | Actor type byte (used for direction table lookups) |
Shot Entity Lifecycle (0x435e–0x44a9)
| Address | Name | Description |
|---|---|---|
0x435e |
shot_entity_alloc |
Alloc/init shot entity: vtable=0x297e, registry vtable=0x2969, zeros all state, copies player pos to +0xb5/b7 |
0x44a9 |
shot_entity_free |
Cleans up shot entity: frees sprite at +0x3c if valid (set to 0xFFFF), clears callbacks; optional full free if flag&1 |
Projectile / Combat (0x4659–0x5a99)
| Address | Name | Description |
|---|---|---|
0x4659 |
projectile_init_vector |
Sets up shot trajectory: target XY±deviation, step rate from weapon table at 0x2536 |
0x4a91 |
entity_fire_weapon |
Fires weapon from entity using 0x129b/0x12ac direction offset tables |
0x4b18 |
fire_weapon_from_cursor |
Gets cursor angle sprites, fires projectile at cursor target |
0x4b78 |
projectile_check_hit |
Hit test: if entity_type==0 uses bbox+0x79; else full 3D range; copies +0xa0→+0x77 (hit entity) |
0x4c2e |
projectile_step_update |
Advances projectile one step; type 3 spawns sub-shots via spawn_entity_checked |
0x4d28 |
projectile_trace_ray |
Interpolated path trace: divides distance/0x10 into steps, collision checks each step; on hit calls projectile_apply_hit + entity_deactivate |
0x51ad |
projectile_update_tick |
Full projectile tick: move, check reach target, bounce, call projectile_check_hit |
0x5a99 |
projectile_apply_hit |
Applies hit effects: if impacted obj byte+6 non-zero, calls damage func with weapon_slot/type/target/owner |
Weapon Type Table (0x2536)
- Each entry is 0x11 bytes (17), accessed as
weapon_type * 0x11 [0]= step divisor for distance calculation[0x19]= max range threshold (used in projectile_update_tick)
Direction Tables (0x129b / 0x12ac)
- Indexed by facing (0–15): dx offsets at 0x129b, dy offsets at 0x12ac
- Values are multiplied by distance (e.g.
*0x500) for projectile spawn offsets
Collision Detection (0x60c1–0x621e)
| Address | Name | Description |
|---|---|---|
0x60c1 |
aabb_overlaps_3d |
3D AABB overlap test — box layout [xmin,ymin,zmin,,,xmax,,ymax,,zmax] |
0x621e |
bbox_translate |
Translates a 3D bounding box by (dx, dy, dz) — both min and max points |
Enemy AI / Spawning (0x6aed–0x6d21)
| Address | Name | Description |
|---|---|---|
0x6aed |
map_find_spawn_point |
Finds map tile matching entity conditions; returns packed XYZ tile coords |
0x6bfc |
actor_find_in_view |
Finds actor visible in current view frustum (temp data at 0x7eca) |
0x6ce9 |
enemy_spawn_with_target |
Wrapper: spawns enemy with player as target (param5=1) |
0x6d05 |
enemy_spawn_no_target |
Wrapper: spawns enemy without targeting player (param5=0) |
0x6d21 |
enemy_spawn_at_position |
Full enemy spawn: activates entity, assigns velocity from direction table (0x2a00/4/A) |
Player / HUD
| Address | Name | Description |
|---|---|---|
0x50ee |
player_position_update |
Updates player position from direction data; clamps to screen bounds |
0x6ff7 |
player_health_update_and_effect |
Encodes player HP into RGB bitfields at 0x7e46+0x1bec, spawns effect |
Destruction / Death (0x7490–0x75ff)
| Address | Name | Description |
|---|---|---|
0x7490 |
debris_spawn |
Spawns debris/fragment: vtable=0x2a57/0x2a1a, velocity, facing, linked list |
0x75ff |
entity_die |
Death handler: spawns 1–4 debris objects, picks best explosion direction |
Entity Type Constants (weapon_type/entity class)
| Value | Entity Class |
|---|---|
0x17 |
Robot/mech type A |
0x18 |
Robot/mech type B |
0x1 through 0x3c |
Various entity/weapon types |
0x3d |
Robot/mech type C |
0x3e |
Robot/mech type D |
0x2f5–0x2f7 |
Special movement entity |
0x595/0x597 |
Platform/elevator entities |
0x31c/0x322–0x327 |
Explosive/effect entities |
0x38d |
Save game trigger entity |
0x426 |
Spark/scatter sub-shot |
0x59a |
Player cursor/select indicator |
Entity Data Table at 0x7e1e
- Stride:
0x79bytes (121 bytes per entry) - Indexed by entity type (integer) or entity slot
+0x59offset = class-detail flags byte (entity_class_get_flag8returns bit0x08; other callers also clear bit0x10here during at-target facing updates)+0x5aoffset = flags byte (bit4 = special entity flag, bit3 = armor/shield flag)+0x68= targeting flag
Map / Resource Tables
| Address | Content |
|---|---|
0x2833 |
Cheat code input sequence (null-terminated) |
0x283d |
Cheat sequence match position counter |
0x7ded |
Map X coordinate array (2 bytes per entry) |
0x7df1 |
Map Y coordinate array (2 bytes per entry) |
0x7df5 |
Map Z array (1 byte per entry) |
0x7df9 |
Entity state array (2 bytes per slot) |
0x7e46 |
Player state block far pointer |
0x7e1e |
Entity type table (stride 0x79) |
Entity Vtable Index (NE Segment 1)
| Address | Entity Class |
|---|---|
0x28b5 |
Dialog/menu object vtable |
0x287b |
Cheat-spawned entity (cheat ON) vtable |
0x2892 |
Cheat-spawned entity (cheat OFF) vtable |
0x2969 |
Entity registry vtable (stored at 0x39ca+slot*4, not entity's own vtable) |
0x297e |
Shot/projectile entity vtable |
0x29aa |
Generic/AI entity vtable |
0x2a1a |
Corpse entity vtable (variant) |
0x2a33 |
Actor/corpse entity vtable |
0x2a57 |
Debris fragment entity vtable |
Cheat System Analysis
cheat_code_check internals
- Direct raw-EXE recovery:
cheat_code_checkinCRUSADER-RAW.EXEis0007:0d0a-0007:0e08. - It has exactly one direct caller in this build:
FUN_0007_04dcat0007:0511, which prepares a small local event record and then callscheat_code_checkbefore continuing normal input dispatch. FUN_0007_04dcitself is not only a low keyboard-queue consumer:drawlist_initat0007:f654calls it directly during higher-level setup, so the cheat-dispatch body can be reached from at least one non-ISR path in this build.
Variable and constant roles from the recovered body:
0x2833is not a clean dedicated data object in this raw EXE — raw bytes and surrounding disassembly show that it lands in the middle ofentity_animation_frame_update(0007:26e2-0007:2867). Starting onPUSH AX; CMP byte ptr [0x27fd],0; ...the first five bytes are50 80 3e fd 27followed by a0x00.0x283dis the current match index into that byte table. On a successful byte match it increments; on mismatch it resets to zero and immediately retries the current input byte against the first table byte (overlapping prefixes still work).input_event_record[+1]is the compared input/event token.0x844is the main cheat-enable flag. The success path toggles it by converting the current byte to a boolean and negating it (0 -> 1, non-zero ->0).0x6045is written with the same post-toggle value as0x844— a mirrored cheat-state latch.- Constant
0x103is pushed into the shared helper at000a:5276immediately after the toggle (emit the cheat-toggle side effect). 0x8c52is forced to1on success before the side-effect path continues.
After a full table match, the code resets 0x283d to zero, sets 0x8c52 = 1, toggles 0x844 and 0x6045, and calls the shared 0x103 helper. It then branches on the new cheat state: cheats-on uses DS:0x287b; cheats-off uses DS:0x2892.
Cheat-enable sources
Two independent cheat-enable sources verified:
- The hidden input matcher in
cheat_code_checktoggles0x844and0x6045after matching the five-byte event-code table at0x2833. - The command-line parser at
0004:635c-0004:63b8recognizes the literal switch-laurieand directly sets0x844 = 1. This path does not write0x6045.
Current model for the two cheat bytes:
0x844= master cheat-permitted / cheat-framework-enabled flag.0x6045= live cheat-active mirror latch used by low-level keyboard handling.- The hidden five-byte matcher enables both at once, but
-laurieonly enables the master flag. - The separate event-
0x7epath at000c:942drequires0x844 != 0, flips0x6045, and displays one of two local notification messages (0x6087vs0x6091).
jassica16 status:
- No literal
jassicastring is present in the current string table, while-laurieis present as plain text. - The ordinary keyboard ISR producer still does not support the old byte-for-character model cleanly: it feeds normalized scan-code-style values into record byte
+1, while the matcher source at0x2833is a live code-byte sequence with two values (0x80,0xfd) that do not fit that ISR path. - The direct call
drawlist_init -> FUN_0007_04dcis the first concrete static evidence for a higher-level path in this build.
F10 key behavior (verified in raw build):
seg001_input_keyboard_handlerat0006:ec29handles input byte0x44and immediately returns unless cheats are enabled through0x6045.- "Plain F10 when cheats are enabled" is verified; "Ctrl+F10 enables god mode" is not supported by the current code path.
- When a current
0x7e22entity exists, the branch resolves the current selection and refreshes per-entity bookkeeping. - In the
local_4 == 1case the branch becomes a large restore/reset routine that tears down and rebuilds multiple linked objects around0x7e22, retries dispatch up to0x14times per stage, and fires the event batch0x33d,0x33f,0x340,0x341,0x33ebefore re-enabling channels4,1, and0.
Cheat-related string table (seg014 / 000e:xxxx)
| Address | String | Notes |
|---|---|---|
000e:9c5e |
"FART ...TRY... -laurie (Have fun, Jely)" |
Dev Easter-egg comment; no static code xref |
000e:9c87 |
"CHEATS ON" |
Cheat-on status string |
000e:9c91 |
"CHEATS OFF" |
Cheat-off status string |
000e:9c9c |
"TARGETING RETICLE ACTIVE." |
Correlates to event 0x441 / byte 0xee0 toggle |
000e:9cb6 |
"TARGETING RETICLE INACTIVE." |
Paired off-state |
000e:9cd2 |
"CD TRANSFER DISPLAY ACTIVE." |
Correlates to event 0x241 / 0x141 toggle area |
000e:9cee |
"CD TRANSFER DISPLAY INACTIVE." |
Paired off-state |
000e:9dff |
"HACK MOVER ON" |
No static code xref; USECODE/scripting layer |
000e:9e0d |
"HACK MOVER OFF" |
No static code xref; USECODE/scripting layer |
000e:6450 |
"Immortality disabled." |
No static code xref; USECODE/scripting layer |
000e:6466 |
"Immortality enabled." |
No static code xref; USECODE/scripting layer |
000e:647b |
"Cheats are now active." |
Shown in -laurie startup path |
000e:6492 |
"Cheats are now inactive." |
Paired off-state |
Cheat event dispatch summary (000c segment)
All cheat-related event case-handlers reside as shared-frame case bodies within a large event dispatch function in segment 000c. Each body inherits BP from the enclosing prologue and exits via POP DI; POP SI; LEAVE; RETF.
| Address | Symbol | Event | Action |
|---|---|---|---|
000c:8e16 |
event_0x441_cheat_debug_overlay_toggle |
0x441 |
Toggles DS:0xee0 (boolean-NOT); calls [0x2bd8] vtable +0x2c; gate = DS:0x844 |
000c:8e46 |
event_0x241_cheat_debug_overlay_toggle |
0x241 |
Toggles DS:0x2bc9 (1-current); same vtable dispatch; gate = DS:0x844 |
000c:8e72 |
event_0x141_cheat_debug_overlay_toggle |
0x141 |
Toggles DS:0x2bca (1-current); same vtable dispatch; gate = DS:0x844 |
000c:942d |
event_0x7e_cheat_latch_runtime_toggle |
0x7e |
Requires 0x844 != 0; flips live latch DS:0x6045; notification at DS:0x6087 (on) or DS:0x6091 (off) |
000c:9154 |
event_0x142_cheat_fullscreen_mode1_refresh |
0x142 |
Gate = DS:0x604b; palette-black, seg126 shell, mode-1 000c:3c0e, tail 0004:70f1 |
000c:92cd |
event_0x143_cheat_fullscreen_mode0_refresh |
0x143 |
Same as 0x142 but mode-0 000c:3c0e, tail 0004:6f15 |
000c:9703 |
event_0x410_cheat_flag_604f_toggle |
0x410 |
Toggles DS:0x604f (boolean-NOT); notification at DS:0x60d2 (on) or DS:0x60ee (off); gate = DS:0x844 |
Cheat-dispatch keyboard functions (seg007)
| Address | Name | Description |
|---|---|---|
0007:04dc |
keyboard_input_cheat_dispatch |
Processes one keyboard event: calls cheat_code_check, then dispatches on raw scan-code [record+1]. Tab/J (0x0f/0x24) → context-sensitive entity action via FUN_0005_e119/252; KP* (0x37) → cheat_entity_slot_cycle_and_update_sprite; Space (0x39) → movement/entity_command_dispatch; KP- (0x4a) → cheat_anim_type_cycle_and_refresh; KP+/KP0/KPDel (0x4e/0x52/0x53) → selected object vtable +0x18(0xb,...) dispatch. ASCII H (0x48) absent; HACK MOVER comes from a higher scripting layer. |
0007:0d0a |
cheat_code_check |
Five-byte stateful matcher at DS:0x2833; toggles 0x844+0x6045; cheats-on notification via display_null_check_dispatch(..., 0x287b); cheats-off via display_null_check_dispatch(..., 0x2892). |
Cheat-dispatch helpers (000c:81xx)
| Address | Name | Description |
|---|---|---|
000c:8072 |
cheat_entity_slot_cycle_and_update_sprite |
Cycles slot 1..5 for 0x7e22 entity; picks sprite ID by class flags; calls entity_table_set_sprite. |
000c:81c0 |
cheat_anim_type_cycle_and_refresh |
Cycles animation-type 0x0b..0x19 for 0x7e22; writes per-entity +0x19; calls 0008:4bba(0x20). |
000c:8221 |
cheat_flag_6050_clear |
Clears DS:0x6050 to 0. |
000c:8227 |
cheat_flag_6050_read |
Returns DS:0x6050 in AL. |
000c:822b |
cheat_flag_6050_set |
Sets DS:0x6050 to 1. |
Additional cheat-dispatch hotkeys in keyboard_input_cheat_dispatch
Verified byte tests in the caller-side dispatch:
0x37calls000c:8072(cheat_entity_slot_cycle_and_update_sprite)0x4acalls000c:81c0(cheat_anim_type_cycle_and_refresh)0x0fand0x24share a context-sensitive branch viaFUN_0005_e252with event IDs0x3a,0x38, or0x0b0x39and0x52share a branch computing a queued delta viaentity_command_dispatch0x4eand0x53are separate guarded selected-object lanes dispatching through the selected object's method table
Immortality mechanics (event 0x410 / flag 0x604f)
How immortality works at the C level:
DS:0x604f is the Immortality flag. It is toggled by event_0x410_cheat_flag_604f_toggle at 000c:9703.
The sole gameplay read site is player_receive_damage_and_dispatch_effects (0004:c055) at 0004:c205.
When 0x604f != 0 (Immortality ON), the damage path in 0004:c205 does:
CALLF 0009:9ea1— begin hit-effect lock (animation gating sequence)CALLF 0003:c368(0x10001)— arm anim-stagger mode (seg001:4d68 path)IDIV 0x40000— divide the 32-bit incoming damage value by 262,144 → result is effectively 0 for any realistic HP scale- Apply the negligible reduced damage via
CALLF 0003:dbcc - Spin on
DS:0x31a2 != 0event-break gate before re-enabling channels
When 0x604f == 0 (Immortality OFF, normal path):
- Jump to
0004:c25b→CALLF 0003:ac7e(seg001:367e) — full damage / death dispatch
The hit stagger still plays in immortality mode (the Silencer visually flinches). Technically HP decreases by 0 per hit (integer truncation from /262144), so there is no true invulnerability flag that bypasses all HP accounting, just extreme attenuation.
What sends event 0x410 to toggle it:
The 000c event handler at 000c:9703 is entered via the large cheat-event dispatch switch at 000c:8c56-000c:8d16. That switch is driven by the seg021 event scheduler, not by the static keyboard dispatch in keyboard_input_cheat_dispatch.
Key negative result: no function in the compiled C code directly pushes the value 0x410 into the game's event broadcast path. All three occurrences of the immediate 0x410 in the disassembly are: (a) the CMP BX,0x410 comparison inside the 000c switch, (b) a multi-event subscription list at 000b:b5cb (registering to receive the event), and (c) an abort-function error code at 000d:5290 unrelated to the cheat.
The strongest new compiled-side recovery in this pass is the seg109 listener object behind that subscription site. cheat_event_listener_create at 000b:b3b1 allocates one listener object and registers the shared cheat/control event bundle (0x13d, 0x1b, 0x443, 0x142, 0x141, 0x143, 0x23f, 0x43e, 0x41f, 0x417, 0x431, 0x411, 0x410, 0x441, 0x421, 0x22d) through the seg109 registration helper at 000b:3d2a. Its paired cheat_event_listener_handle_event body at 000b:b62c is subscriber-side only: for event 0x410 it rewrites the event object's field +0x6 to local state 0x0e and falls into the shared FUN_000b_b7f3 state-processing tail. That listener does not produce event 0x410; it only reacts after the event has already been emitted elsewhere.
The generic compiled dispatch path is one step tighter now too. The larger 000c:8a62 wrapper first peels off local gated cases, then falls into the generic cheat/control event dispatcher at 000c:8c56, which reads event_object->code from field +0x6 and switches over values like 0x141, 0x142, 0x143, 0x23f, 0x410, 0x431, 0x441, and 0x443. That makes the shared event-object contract explicit: 000c:8c56 consumes the original emitted event id from +0x6, while cheat_event_listener_handle_event reuses the same +0x6 field as a local state/subcommand code before entering FUN_000b_b7f3.
One extraction-side false lead is now closed too: the TELEPAD row in USECODE/EUSECODE_extracted/class_event_index.tsv with raw_code_offset = 0x00000410 is a class-body offset for slot 0x20, not direct evidence that TELEPAD emits gameplay event 0x410.
The requested USECODE family sweep also tightened the player-trigger side without closing it. Inside class_event_index.tsv, NPCTRIG is the only requested family that is both explicitly event-bearing at the descriptor level and also has non-empty callable bodies in the current event-slot extraction (equip / slot 0x0a at raw offset 0x0175, plus one anonymous slot 0x20 body at raw offset 0x0159). SPECIAL, TRIGPAD, and REB_PAD all have non-empty callable bodies too, but they remain referent/state neighbors rather than direct event carriers: SPECIAL shows bodies for equip, enterFastArea, leaveFastArea, and anonymous slots 0x20/0x21; TRIGPAD shows gotHit; REB_PAD shows gotHit and anonymous slots 0x20/0x21. None of those extracted bodies currently expose a verified 0x410 immediate or decoded event payload.
Conclusion: event 0x410 is generated exclusively by the interpreted USECODE lane (centered on EUSECODE.FLX), not by any static keyboard-level scan-code path in the compiled binary. The F10 keyboard branch in seg001_input_keyboard_handler is a separate 0x44 path gated by 0x6045, not by 0x410. Separate follow-up work on the imported ASYLUM.DLL shows that DLL exports ASS_* audio routines, so it should not be conflated with the immortality toggle path. The in-game trigger is still best modeled as a USECODE item or controller script, consistent with the surrounding string evidence (000e:6337 "CruHealer", 000e:6341 "BatteryCharger", 000e:6445 "Controller", 000e:64ab "AutoFirer" — these are USECODE process class names bracketing the Immortality string). The new extractor-side report USECODE/EUSECODE_extracted/immortality_target_body_scan.md now scans the strongest current bodies in EVENT, NPCTRIG, COR_BOOT, REE_BOOT, SFXTRIG, SPECIAL, and TRIGPAD and finds no inline little-endian 0x0410, no dword 0x00000410, and no byte-swapped 0x1004 in any of them. That closes the immediate-emitter hypothesis for those currently exposed bodies and narrows the remaining frontier to data-driven decoding of the monolithic EVENT slot 0x0a body and the compact NPCTRIG slot 0x0a / 0x20 bodies, not to TRIGPAD, SPECIAL, REB_PAD, or TELEPAD.
The next extractor pass now pushes that one layer deeper. USECODE/EUSECODE_extracted/immortality_body_structure.md shows that EVENT slot 0x0a is structurally a wide generic hub body, not a compact trigger leaf: it carries 90 internal 0x53 0x5c <u16> EVENT subheaders, 383 local 0x5b labels, and one wide tail-field set covering event, item, source, dest, door, counter, counter2, link, time, post1, post2, floor, and flicMan. By contrast, NPCTRIG stays compact and trigger-shaped. Slot 0x0a has only 5 class-labelled subheaders and a narrow tail-field set (referent, event, item, item2), while slot 0x20 has only 1 such subheader and swaps the tail event field for typeNpc while keeping the same compact item / item2 neighborhood. That is the strongest current player-trigger result: EVENT now reads as the generic event hub body, while the likeliest player-facing path is the NPCTRIG pair with slot 0x0a as the compact event-bearing trigger body and slot 0x20 as its nearby typed/setup companion.
The next focused decode pass sharpens that split enough to treat the two NPCTRIG bodies differently instead of as one unresolved pair. New report USECODE/EUSECODE_extracted/immortality_npctrig_clauses.md fixes the open-header parse and shows that slot 0x0a starts with 0x5A 0x06 0x5C 0x013E NPCTRIG ... 0x0B 0x11, then falls into a five-step clause ladder with subheaders at 0x0064/0x0093/0x00c2/0x00f1/0x0120. Those subheaders sit on a uniform 0x2f stride, their targets walk backward by the same amount, and each full-width clause carries one branch_3f_0a, one push_24_51, and one writeback_57_02. Slot 0x20 is structurally different: its prolog ends with event-code byte 0x01, it has only one class-labelled subheader, no writeback_57_02, no push_24_51, and ten field_4b_fe_0f hits clustered around repeated 0x0a 00/05 4b fe 0f ... windows before the tail field 69:000a -> typeNpc. That is the strongest current descriptor-side reduction of the search space: slot 0x0a now reads like the live event-bearing clause ladder, while slot 0x20 reads more like a typed gate or setup/attachment companion body than like a second emitter.
The runtime-side bridge is tighter too. The binary already had one exact offset-specialized masked wrapper for slot 0x0a, entity_vm_context_try_create_mask_0400_slot0a_with_offset at 0005:2c35, and the 000d:21ed -> 000d:22bc lane is still verified as a slot-backed inline-payload consumer that copies a variable-length byte stream first and then consumes compact metadata bytes plus streamed words. The new body-structure report is consistent with that runtime contract: the surviving EVENT / NPCTRIG bodies are clause streams with repeated internal subheaders and local labels, not flat literal blobs. That still does not prove that NPCTRIG 0x0a emits 0x410 directly, but it narrows the best remaining emitter frontier from EVENT or NPCTRIG down to NPCTRIG slot 0x0a with NPCTRIG slot 0x20 as the strongest adjacent support body.
The clause report makes that runtime comparison more concrete too. 0005:2c35 is no longer just an abstract "with offset" wrapper: entity_vm_slot_load_value_plus_offset at 000d:5572 now proves the extra word is applied additively to the loaded slot value before 000d:21ed consumes the result. The internal consumer at 000d:21ed -> 000d:22bc is tighter as well: after copying the inline blob into the context it reads two signed metadata bytes, uses byte A as the lead-word row count, uses byte B as the shared target-list width, performs A x B entity_link calls, and pushes back only non-0x0400 words. That makes NPCTRIG 0x0a the only surviving compact body with a natural selector family for this lane: it has 5 evenly spaced clause starts at stride 0x2f, while slot 0x20 has only one clause and no matching writeback/push motif. So the best current working model is no longer "EVENT or NPCTRIG" or even "NPCTRIG 0x0a plus 0x20 as co-equal bodies"; it is specifically "NPCTRIG slot 0x0a event-bearing clause ladder, with slot 0x20 as a typed companion/setup body feeding or constraining the same family."
Secondary handler (000b:b62c):
cheat_event_listener_handle_event (000b:b62c) receives event 0x410 through the registration installed by cheat_event_listener_create at 000b:b3b1. When event 0x410 arrives, it writes state code 0xe (decimal 14) into the event object's field +0x6 and passes it to 000b:b7f3 for processing. This is a parallel state-machine path that runs alongside the 000c toggle; likely it drives an associated USECODE process or animation object into state 14.
| Address | Symbol | Role |
|---|---|---|
0004:c055 |
player_receive_damage_and_dispatch_effects |
Renamed. Contains the 0x604f immortality gate at 0004:c205. |
000b:b3b1 |
cheat_event_listener_create |
Allocates one seg109 listener object and subscribes it to the shared cheat/control event bundle that includes 0x410. |
000b:b62c |
cheat_event_listener_handle_event |
Subscriber-side event mapper: rewrites incoming 0x410 to local state 0x0e before entering the shared listener state machine. |
DS:0x604f |
Immortality flag | Set/cleared by event 0x410. Read only at 0004:c205. |
DS:0x60d2 |
Immortality-on notification ptr | Near pointer in DS; resolves to far ptr → "Immortality enabled." display. |
DS:0x60ee |
Immortality-off notification ptr | Near pointer in DS; resolves to far ptr → "Immortality disabled." display. |
000a:b988 |
video_bios_state_snapshot |
Called after notification display in the 0x410 toggle to refresh screen state. |
Hidden cheat menu investigation (seg109 UI lane)
New compiled-side evidence shows a real but likely dormant cheat-menu UI path:
| Address | Symbol | Role |
|---|---|---|
000b:9a86 |
cheat_menu_open_from_current_slot |
Builds a cheat_event_listener object, preloads selection from current slot state (0x659c/0x659e), pushes it through the sprite tree, and runs a modal draw/update loop. |
000b:9c0d |
cheat_menu_open_modal |
Smaller modal wrapper that directly constructs cheat_event_listener_create(...), traverses it, and returns. |
000b:b3b1 |
cheat_event_listener_create |
Constructor for the listener object. Registers event bundle including 0x23f, 0x410, 0x411, 0x441, etc. |
000b:b62c |
cheat_event_listener_handle_event |
Listener event mapper; event 0x23f toggles armed/visible state byte +0x47; event 0x410 remaps to local state 0x0e then enters FUN_000b_b7f3. |
Reachability status in retail binary
- Static constructor callsites for
cheat_event_listener_createare exactly two locations:000b:9a9band000b:9c56. - Static inbound xrefs to the wrapper entries
000b:9a86and000b:9c0dare currently empty in the recovered code graph. - The cheat-code matcher
cheat_code_check(0007:0d0a) toggles0x844/0x6045and emits event0x103; it does not call these menu wrappers directly. - The 000c handler for
0x103(000c:99dd) executes a status/refresh lane and notification path; no direct call tocheat_event_listener_createappears there.
Current best read: this menu path is compiled and functional at object level, but likely orphaned/hidden in final gameplay flow (possibly debug/dev-only trigger removed, or only reachable through non-recovered data-driven callback wiring).
Retail patch-targeting trail
The practical patch work ended up being mostly about finding a call site whose runtime context matches the hidden menu wrappers, not just finding any place that reaches 000a:5276.
Verified retail anchor points:
| File off | Ghidra | Meaning | Notes |
|---|---|---|---|
0x70d75 |
0007:0d75 |
cheat matcher emits event 0x103 |
retail bytes = 68 03 01 9A FF FF 00 00 83 C4 02; NE fixup source = 0007:0d79 -> seg092:0476 |
0x71d68 |
fixup entry for 0007:0d79 |
seg039 relocation record | exact retail entry: addr_type 0x03, rel_type 0x00, chain_off 0x2b79, target seg092:0476 |
0xc99dd |
000c:99dd |
later controller-side handler that also executes push 0x103 / call 000a:5276 |
retail fixup source = 000c:99e1 -> seg092:0476; this is the first materially safer deferred hook candidate after the direct matcher path failed |
0xb9a8d |
000b:9a8d |
arg setup inside cheat_menu_open_from_current_slot |
original wrapper uses caller stack words [BP+8] and [BP+6] plus local armed flag 1 |
0xb9c48 |
000b:9c48 |
arg setup inside cheat_menu_open_modal |
original wrapper still feeds caller stack words [BP+8] and [BP+6] into cheat_event_listener_create, but starts with local byte +0x47 = 0 |
What failed and why:
- Direct retarget of
0007:0d79to000b:9a86crashed at startup when the NE relocation table was patched incorrectly as a raw far pointer. That was a file-format problem, not a semantic proof. - After the patcher was made NE-fixup-aware, direct retarget to
000b:9a86no longer broke startup, but the game hung when the cheat actually fired. Disassembly shows why:cheat_menu_open_from_current_slotconsumes caller-supplied words at[BP+8]and[BP+6], so the cheat matcher context is the wrong stack shape. - Retargeting the same early cheat-matcher call to
000b:9c0dgot farther: the mouse pointer appeared, proving the hidden menu/display path was being entered. But it still hung with looping music, which points to timing/context, not a bad target address. The modal path appears unsafe when entered directly from the keyboard matcher even after the constructor args are forced to zero.
Current best patch rationale:
0007:0d75is still the right place to intercept the cheat sequence itself because it is the verified success emission site.000c:99ddis the better candidate for the actual menu-open call because it is a later controller/event context, not the raw keyboard matcher frame.000b:9c48is the right argument-fix companion because it is the constructor-argument site forcheat_menu_open_modal, and the direct disassembly shows that this is where the wrapper still pulls caller-dependent words.
Rejected follow-up patch design:
- Site 1 tried changing
0007:0d75frompush 0x103topush 0x42f, keeping the original event-dispatch helper call intact. - Site 2 retargeted the
000c:99e1relocation so the0x42fhandler's internalpush 0x103 / call 000a:5276sequence calledcheat_menu_open_modalinstead. - Site 3 patched
000b:9c48from6A 00 FF 76 08 FF 76 06to6A 00 6A 00 6A 00 90 90.
Observed result on retail test build:
- The game no longer failed at startup, and the mouse pointer appeared when the cheat fired, confirming that the hidden modal UI path was being entered.
- But the game then halted with the retail
FILE\FLEX.C, line 83failure and dropped into the quit/teardown path ("No pity. No mercy. No remorse."). - That is strong evidence that event
0x42fis the wrong deferred hook context for this experiment even though the retargeted address itself was valid enough to enter the UI path.
Current patch candidate under test:
- Site 1: keep the original
0007:0d75bytes and retarget only its existing far-call fixup fromseg092:0476to000b:9a86(cheat_menu_open_from_current_slot). - Site 2: patch
000b:9a8dfrom6A 01 FF 76 08 FF 76 06to6A 01 6A 00 6A 00 90 90.
Rationale for the revised wrapper patch:
- Earlier direct-hook attempts proved that inheriting the two caller-frame words at
000b:9a8f/9a92is unsafe from the cheat matcher context. - But later decompilation of
cheat_event_listener_createshowed that the leadingpush 0x1at000b:9a8dis a distinct mode byte used by the constructor path, so zeroing all three pushed values was too aggressive. - The current patch therefore preserves the leading
1and only forces the two ambiguous 16-bit parameters to zero.
Risk notes:
- These remain behavioral exploration hacks, not correctness fixes.
- The evidence now strongly suggests the hard part is runtime context and event timing, not discovering the retail file offsets.
- If the revised direct
0007:0d79 -> 000b:9a86path with the narrower000b:9a8dwrapper patch still fails, the next step should be a queue/defer design or a trampoline/cave patch rather than another blind event substitution.
Conservative folklore verification
- "Cheats can be enabled with
-laurie" is directly verified. - "There is a hidden five-byte matcher that toggles cheats" is directly verified.
- "F10 performs a large cheat-only restore/reset action" is directly verified.
- "Ctrl+F10 enables god mode" is not supported — the verified F10 branch does not require a modifier.
- "H enables hack mover" is real at runtime (strings confirmed), but not found in the static low-level byte dispatch; the activation comes from the USECODE scripting layer.
- "Immortality makes the player invincible" is partially verified: damage is divided by 262,144, making HP loss negligible; the hit stagger still plays. There is no bypass of the HP system entirely.
- "Immortality is toggled with a keyboard combo" is not supported in compiled C code: event 0x410 has no static keyboard dispatch path. It is USECODE-triggered.
TELEPADslot0x20inclass_event_index.tsvis not direct0x410event evidence; its0x00000410value is the extracted class-body offset for that slot.- Among the requested USECODE families,
NPCTRIGis the strongest remaining player-trigger candidate because it is explicitly event-bearing and also has extracted callable bodies, whileTRIGPAD,SPECIAL, andREB_PADcurrently read as neighboring referent/state/controller bodies rather than direct event carriers. - The hidden five-byte matcher compares bytes from live code at
0007:2833, and the ordinary keyboard ISR producer does not naturally emit byte values0x80and0xfdinto record byte+1.