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King's Quest: Quest for the Crown
King's Quest: Quest for the Crown |
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Developer: Sierra On-Line This game has uncompiled source code. This game has a notes page |
King's Quest is Sierra's first adventure game with fully animated graphics, and the first game to use the new AGI engine. You are not-yet-king Graham, who must recover three magical items for the King of Daventry before he dies of Plot's Disease.
Fall in the moat! Have your treasure stolen by a gnome, rendering the game unwinnable! Kick Ifnkovhgroghprm until he feels like his name sounds!
Contents
Debug Functions
Being based on the same engine, the DOS version of King's Quest shares a set of debugging features with King's Quest II.
Main Debug Commands
Press ALT+D (or Command-D in the Mac version) to enable some debugging words. These features are disabled upon entering a new room.
Here's the complete word list:
- TP: Teleport to the appropriate room.
- POS: Set Graham's X and Y positions.
- GET OBJECT: Puts the appropriate object by ID in the player's inventory.
- OBJECT or SP: Gives status on the appropriate object.
- SET VAR: Sets a chosen variable to a given value.
- SHOW VAR: Displays the value of a variable.
- SET FLAG: Sets the appropriate flag.
- RESET FLAG: Resets the appropriate flag.
- SHOW FLAG: Displays info on a flag (Can be either set or not set).
Additional Functions
When debug mode is active, the text for handling unknown words is simplified.
Word not known: <word> |
Press F10 to display info on memory use.
Press F6 to display priority settings for the current room.
Unused Graphics
An animation of King Edward spinning. This is used in the original PCjr release -- right before King Edward falls over dead -- but not in the DOS version.
This frame, however, was created for the newer versions of the game. It's never used: When Graham looks at the throne in the ending sequence, he looks left, not up.
Unused Text
ID | Message | PCjr | Notes |
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General Logic | |||
2 | Where do you think it could be? | No | An alternate message for trying to FIND something. |
12 | You need to be closer to the water if you want to swim. |
No | Unused message for trying to SWIM at an insufficient distance from the water. |
22 | You do not have a bowl. | No | This is the first of several error messages that went unused because they spoil content in the game. |
95 | With disappointment, you see that nothing happens. |
No | From where it's placed in the code, this is a generic message for the magic ring failing to work. |
Logic 6 - Stump & Pouch Field | |||
4 | You could get a much better look at it if it were in your hands. |
Yes | Should be triggered by LOOK POUCH, but it's not. |
11 | You need to get closer to look at the log. |
No | A more specific message for trying to look at the log from far away. |
Logic 10 - Goat Pen (West Side) | |||
1 | There is no reason to jump or duck here. |
Yes | The first of several messages for failing to jump / duck in a specific room. |
8 | That is not something the old goat wants to eat. |
Yes | Probably meant for trying to feed the goat something other than a carrot. |
17 | The goat is following you. | Yes | Possibly triggered by typing LOOK GOAT after getting him to follow you. |
Logic 11 - Goat Pen (East Side) | |||
2 | It's not nice to tease the goat. You're not leaving without him. |
Yes | Could have been used after showing the goat the carrot a second time. |
16 | You have nothing the old goat wants to eat. |
Yes | (See above). |
29 | Why would you want to do that? There is a gate. |
Yes | Trying to jump over or break the fence might have provoked this text. |
Logic 13 - Wolf Field | |||
11 | Now that the goat is gone, you'll have to take care of yourself! |
Yes | If the player killed the goat while the wolf was on the screen, this text could have popped up. |
Logic 21 - Witch Area | |||
5 | Your protection is gone and you best look out for the witch! |
Yes | A message meant for when the Fairy Godmother's protection disappeared while the witch was still on-screen. |
6 | With the goat now dead, you are fair game for the witch. |
Yes | Another message for the goat dying, opening the player to danger. |
18 | Oh NO!! She's back!!! | No | Maybe the witch could leave the screen and come back again? |
Logic 22 - Condor Area | |||
8 | You would hit your head on the top of the cave if you jumped now! |
Yes | More room-specific jumping messages! Woo! |
Logic 25 - Troll Bridge (North) | |||
19 | You have no treasure to give the troll. |
Yes | Attempting to GIVE the troll something with no items, most likely. |
20 | You can't give it if you don't have it. |
Yes | Trying to give the troll a treasure that you don't actually have would display this message. |
Logic 28 - Outside Witch's House | |||
10 | The goat is suspicious of this witch's house and refuses to go in. |
Yes | When Graham tries to enter the witch's house with the goat by his side, the goat would leave him. |
20 | The path is around the corner. | No | Typing LOOK CORNER with the path not in view? |
Logic 29 - Sorcerer Area | |||
3 | You're so afraid of the sorcerer that your knees are locked. |
Yes | Yet more room-specific jumping / ducking failure text. |
8 | You are immobilized! You can't jump or duck now! |
Yes | Whoa, two in the same room. |
Logic 36 - Leprechaun Cave Entrance | |||
9 | There are several pretty trees in the area and a few rocks. One rock has a small hole in its base. |
Yes | A nice description of the area that's never referenced in the room logic. |
Logic 39 - Troll Bridge (West) | |||
20 | If you don't have it, how can you give it to the troll? |
Yes | (Please see Logic 25). |
Logic 41 - Troll Bridge (South) | |||
20 | You don't have any. | Yes | (Please see Logic 39, which will direct to you Logic 25). |
Logic 46 - Ogre Area | |||
6 | The ogre can see you now! | No | A message for the magic ring's invisibility wearing off with the Ogre still on the screen. |
Logic 51 - Dragon's Lair | |||
28 | You don't have a dagger. | Yes | Another message deleted for spoiling of a game item. |
29 | You don't have any water. | Yes | See above. |
37 | You are too busy looking around to even think about that. |
Yes | This is a pretty nondescript message, so it could have been used for any number of things. |
Logic 53 - Daventry Throne Room | |||
1 | Even as you are reaching for your medevial flamethrower, the King's agents descend upon you. You are taken away to be torched at dawn. |
No | A humorous easter egg that seems to have been removed from the game entirely. It was added for the later versions; It doesn't appear in the original PCjr game at all. |
7 | You bow, but you are the only one who knows it. |
Yes | This appears in the PCjr game for bowing to the king after his death. This isn't possible in the newer versions of the game. |
11 | Before exposing your flamethrower, you decide the King is just beyond the range of your obsolete flamethrower. |
No | Oh that Graham, always traveling through time to get weapons for regicide! |
15 | He bids you to approach so he can hear you. |
Yes | This can be triggered in the PCjr game by typing LOOK KING from far away. |
17 | Your heart also aches with pain as you watch the King. |
Yes | Even in the PCjr version, you can't look at the King in the middle of his heart attack. |
18 | The King is lying motionless on the ground. |
Yes | Another message left over from the PCjr version. There, it's possible to type LOOK KING after his death, but before taking the throne. |
31 | As you are leaving, your agents remind you that you must remain here now, where it is safe. |
Yes | This is the last message specific to the PCjr game. This is triggered in that version by trying to exit the room after the king's death. |
Logic 58 - Giant's Room | |||
17 | You have no sling! | Yes | A message revealing the existence of an item in the game? Right out. |
19 | You have no dagger! | Yes | Another one? Get that out of here. |
Logic 65 - Witch's House | |||
4 | This is not a good place to give up your protection! |
Yes | Unknown. It's not possible to voluntarily give up your protection... |
5 | There is no reason to jump or duck here. |
Yes | I heard you like room-specific jumping and ducking messages. Here's one now. |
51 | The note was here at one time, but now you can`t seem to locate it. |
Yes | Trying to TAKE NOTE a second time would produce this message. |
Logic 70/71/72 - Beanstalk Climb | |||
1 | If you were to jump or duck here you might fall. |
Yes | Okay, this exact string appears in three rooms, so it's not really room-specific. Still, though! |
Logic 75 - Rat Cave | |||
11 | It is already open. | Yes | You can't open an open door. That's not how doors work, (wo)man. |
13 | The door appears to be stuck and won't close. |
Yes | If for some reason the player tried to close the door, this message might have been displayed. |
17 | You have no treasure to give the rat. |
Yes | Remember the troll message similar to this one? Yeah. Same deal. |
23 | You do not have any. | Yes | Trolls, like rats, hate adventurers who give them the absence of objects. |
Logic 77 - Leprechaun King's Chamber | |||
3 | It is very difficult to play a fiddle if you do not have one. |
Yes | It is indeed. Also, this message spoils the existence of the fiddle, so out it went. |
20 | The shield is already in your pocket. |
Yes | Typing TAKE SHIELD a second time would prompt this error message. |
Early Draft
Early | Final | Notes |
---|---|---|
Logic 0, Message 25 There is no reason to drop it. |
Logic 102, Message 3 There is no reason to do that. |
Verily, there is no reason at all to drop any item in this game. |
Logic 0, Message 26 You are already swimming. |
Logic 101, Message 4 You are already swimming! |
Emphasis!! |
Logic 12, Message 26 The old bucket vanishes into the depths of the well. |
Logic 12, Message 19 The old bucket disappears into the darkness. |
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Logic 12, Message 28 The old bucket is already at the top of the well. |
Logic 12, Message 21 The bucket is already at the top of the well. |
Commenting on the age of a bucket at the top of a well is poor form. Everybody knows that. |
Logic 12, Message 31 The old bucket is lifted from the well. |
Logic 12, Message 22 The old bucket emerges from the depths of the well. |
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Logic 12, Message 51 Sorry, all the water is at the bottom of the well. |
Logic 12, Message 50 All the water is at the bottom of the well. |
The final text is notably less apologetic. |
Logic 79, Message 5 This is the woodcutter's fiddle. |
Logic 79, Message 37 The fiddle is a beautiful instrument made of polished wood. |
This bland description of the fiddle was thankfully improved. |
Unused Sounds
Standard PC | Tandy PC |
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Sound 03 is never used. This is actually the nightingale call from King's Quest II. The new version of King's Quest was built off of King's Quest II, and this sound was mistakenly left in.
Uncompiled Source Code
The very first IBM PC release for CGA (not the PCjr release) with a MAIN.EXE dated May 30, 1984, has uncompiled 8088 assembler source code in the thirteen 512-byte sectors starting at cylinder 7, head 0, sector 3:
mov [di+saveptr],ax ;save buffer pointer mov ax,[si+word ptr outxpos] mov [di+word ptr xpos],ax ;positions pop bx call setcel mov al,[di+steptime] or al,al jnz stepok mov al,1 stepok: mov [di+steptime],al ;set default steptime mov [di+stepclock],al ;set stepclock ret setcel: mov al,[bx] ;loop count mov ah,0 xor bx,bx ;if 1 loop, get loop 0 dec ax jz stcel inc bx ;if 2 loops, get loop 1 dec ax jz stcel inc bx ;if 4 loops, get loop 2 xor ax,ax stcel: push bp mov bp,sp push ax ;pass cel # push bx ;pass loop # push di ;pass table pointer call getstcel pop di ;get table pointer pop bx ;get loop # mov sp,bp pop bp mov [di+celcnt],al ;set cel count mov [di+curl],bl ;set loop # ret trashem:lea si,objtab ;animation table pointer lea di,chuck ;object table pointer mov ch,outlen ;object table entry length mov cl,4 ;nibble shifter t0: add si,grplen ;point to next animation table mov dl,[si] ;get room entry cmp dl,0 ;not terminator? jz t1 mov byte ptr [si],0 cmp dl,flags.roomflag ;in this room? jne t0 mov al,[si+disknum] ;get this object's # mul ch ;offset of this obj's table entry mov bx,ax mov dh,[di+bx+outroom] and dh,80h or dl,dh ;maintain ego possession mov [di+bx+outroom],dl ;set this obj's room # entry mov ah,[si+curl] mov al,[si+curcel] ;combine loop & cel values shl ah,cl or al,ah mov [di+bx+outlupcel],al ;set loop & cel entry mov ax,word ptr [si+xpos] mov word ptr [di+bx+outxpos],ax ;set position entries jmp t0 ;process the 3 non-ego animation tables t1: add di,inobjtab ;point to 1st object table's anitbl entry mov cx,110 ;object count minus 1 (ego) outlup: add di,outlen ;point to next object table mov byte ptr [di],0 ;clear all objs' animation table entries loop outlup ;process all objects' tables mov chuckptr,0 ;clear loaded objects count lea di,objtab mov byte ptr [di+grplen],0 ;terminate animation tables mov ax,curact mov objptr,ax ;reset free memory pointer mov cx,40-9 lea di,soundpos add di,18 lea ax,stopsnd ; rep stosw ;set all non-res. sound ptrs to silence ret loadego:call wtprt mov al,0 call load_obj ;get ego lea di,objtab ;object table pointer mov [di+lgrpptr],ax ;set loop group pointer lea bx,alterego mov [bx],ax ;ditto mov al,0 mov [di+disknum],al mov [di+objnum],al mov [di+curcel],al ;disk #, obj # & cel # = 0 mov [di+curl],al ;loop # = 2 mov [di+stepclock],1 ;stepclock = 1 lea bx,chuck ;out table pointer mov ax,[bx+word ptr outxpos] mov [di+word ptr xpos],ax ;set positions mov ax,savetab mov [di+saveptr],ax ;set save buffer pointer mov [di+celcnt],8 ;cel count = 8 push bp mov bp,sp mov ax,6 push ax ;pass cel # mov al,0 push ax ;pass loop # push di ;pass table pointer call getstcel ;set step sizes, cel pointer & stepclock mov sp,bp pop bp mov flags.roomflag,1 mov dx,0 call dwt lea ax,objtab mov tabptr,ax cmp cpyseq,0 jnz ldgrtn call ers ldgrtn: ret clearscrn: push ax mov ax,600h jmp sc1 scroll: push ax mov ax,601h sc1: push bx push cx push dx mov cx,1500h mov dx,1827h mov bh,0 call wtprt int 10h mov dx,1800h jmp short stcr setcsr: push ax push bx push cx push dx stcr: mov curchar,dl mov ah,2 mov bh,0 call wtprt int 10h pop dx pop cx pop bx pop ax ret term equ 0ffh skip equ 0feh psn equ 0fdh flag equ 0fch always equ 0fbh ignore equ 0fah unknown equ 0f9h ; Say-what? ; Scans the text logic table ( @texptr or @texany ) ; for true sequences of conditions [ text, flag & position ] ; then passes a pointer for the action table [ @actptr or @actany ] ; to ACTMODUL to execute the action string for the matched conitions. saywhat: mov lgcflg,1 ;flag text table checks mov si,txtptr ;get text logics table pointer jmp chklup ; Check-mate! ; Scans the position logic table ( @posptr or @posany ) ; for true sequences of conditions [ flags & positions ] ; then passes a pointer for the action table [ @actptr or @actany ] ; to ACTMODUL to execute the action string for the matched conitions. chekmate: mov lgcflg,0 ;flag position table checks mov
The King's Quest series
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DOS | Quest for the Crown • Romancing the Throne • To Heir Is Human • The Perils of Rosella • Absence Makes the Heart Go Yonder • Heir Today, Gone Tomorrow • The Princeless Bride |
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