The following are the technical specifications for King's Quest 1 for the room numbers, inventory objects, sounds, flags, and variables. These details are useful when debugging the game. The flags and variables are only the ones that I recorded, but there are many others which have not been listed here. Flags and variables are global values, so setting one of these can be seen across the rest of the game. Some of the flags are used for multiple purposes, and others have specific intentions, such as indicating if an event has occurred or an inventory item has been obtained.
Rooms For King's Quest 1
Room Number
|
Room Description
|
1 |
Starting screen - right castle |
2 |
Left castle |
3 |
Dagger rock |
4 |
Right lake (1 lily pad) |
5 |
Left lake (4 lily pads) |
6 |
Diamonds stump |
7 |
Right lake with rapids |
8 |
Left lake with drainage stream |
9 |
Fairy godmother |
10 |
Left goat pen |
11 |
Right goat pen |
12 |
Well |
13 |
Wolf |
14 |
Big tree |
15 |
Left carrot patch |
16 |
Right carrot patch |
17 |
Cliffs with elf |
18 |
Elf screen |
19 |
Mountain door |
20 |
Lone lake with sharpened stump |
21 |
Witch’s flying grounds |
22 |
Cave with condor |
23 |
Lone lake with cattails |
24 |
Clover patch |
25 |
South troll bridge |
26 |
Right river bend |
27 |
Big tree in foreground |
28 |
Witch’s house (outside) |
29 |
Enchanter |
30 |
Walnut tree |
31 |
Magic bowl |
32 |
Left river bend |
33 |
River confluence (no bridge) |
34 |
Left river bend with pebbles |
35 |
Dwarf + buttes |
36 |
Little hole in rock |
37 |
Swamp tree |
38 |
Meadow (plant magic beans) |
39 |
East troll bridge |
40 |
Gnome’s hut |
41 |
North troll bridge |
42 |
River confluence (with bridge) |
43 |
Right lake with tree reflections |
44 |
Woodcutter’s house (left) |
45 |
Woodcutter’s house (right) |
46 |
Ogre |
47 |
River south of castle |
48 |
Hole to Leprechaun’s kingdom |
49 |
Inside the well |
50 |
Dragon’s cave (outside section) |
51 |
Dragon’s cave (inside section with mirror) |
52 |
In the well (under water) |
53 |
King’s throne room |
54 |
Right corner hallway of castle |
55 |
Entry hallway of castle |
56 |
Clouds - right of beanstalk |
57 |
Clouds - Upper left |
58 |
Clouds - Upper center - Giant |
59 |
Clouds - Upper right - Cave |
60 |
Clouds - Lower left |
61 |
Clouds - Lower center |
62 |
Clouds - Lower right - slingshot |
63 |
Bird’s nest |
64 |
Clouds without beanstalk |
65 |
Witch’s house (inside) |
66 |
Bottom of stairs |
67 |
Bottom half of stairs |
68 |
Landing of stairs |
69 |
Upper half of stairs |
70 |
Beanstalk (three clouds) |
71 |
Beanstalk (two clouds) |
72 |
Clouds with beanstalk |
73 |
Leprechaun - Entrance |
74 |
Leprechaun - Bottom right corner |
75 |
Leprechaun - Rat |
76 |
Leprechaun - Guards |
77 |
Leprechaun - King |
78 |
Leprechaun - Exit |
79 |
Inside woodcutter’s house |
80 |
Sky (for condor or witch) |
83 |
Title screen |
84 |
Bottom part of beanstalk |
85 |
Stairs leading to dwarf’s hideout (New) |
86 |
Entrance to dwarf’s hideout (New) |
87 |
Dwarf’s hideout (New) |
Flags For King's Quest 1
Flag Number
|
Flag Description
|
f0 |
Graham is swimming |
f5 |
New room is executed for the first time |
f22 |
Something about dying in the moat or something…or a variety of other things. Probably more local flags. |
f24 |
Dwarf is present |
f28 |
This flag is used when playing sound 15 in Room 2 (opening of doors to the Castle) |
f63 |
Set the death messages |
f67 |
Graham has the dagger |
f73 |
Protective Fairy spell |
f75 |
Goat is with Graham |
f77 |
Graham has a carrot |
f79 |
Graham is invisible |
f87 |
Graham has the 4-leaf clover |
f89 |
Something about the bowl |
f90 |
Something about the bowl has been acquired. |
f100 |
Magic mirror has been acquired |
f101 |
Magic mirror has been stolen |
f102 |
Has magic shield |
f103 |
Magic shield has been stolen |
f104 |
Magic chest has been acquired |
f105 |
Magic chest has been stolen |
f113 |
Has the scepter |
f120 |
Ogre’s vision is not keen enough to see Graham…hiding? Ate mushroom? Invisibility ring? |
f121 |
Mushroom has been picked |
f123 |
Mushroom is in your possession |
f134 |
Set when Graham is swimming |
f148 |
Used when playing sounds in Room 75 (Rat) |
f154 |
Acquired beans |
f157 |
The beanstalk has sprouted or Graham is climbing the beanstalk |
f158 |
Falling from the beanstalk |
f165 |
The mirror has been obtained. |
f170 |
Note acquired |
f171 |
Fiddle acquired |
f186 |
Leprechauns have left |
f187 |
Leprechaun king has left |
f188 |
Acquired the shield (related to f102) |
f189 |
Acquired the sceptre (related to f113) |
f201 |
Flag set after ducking |
f202 |
Graham is currently ducking |
f233 - f235 |
New flags used in the dwarf’s hideout (New) |
f255 |
Play the points chime (New) |
Variables For King's Quest 1
Variable Number
|
Variable Description
|
v0 |
Current room number |
v1 |
Previous room number |
v2 |
Moving to a new room (1: North; 2: East; 3: South; 4: West) Check position if going to a specific room. |
v3 |
Game score |
v7 |
Max number of points |
v10 |
Game speed (related to v88) |
v65 |
On rooms 10 and 11, v65 is set to the room number to determine which room has the dead goat. You bastard! |
v74 |
Number of magic treasures acquired |
v75 |
Determine if boulder is in the way in the dragon’s cave. v75 is 0 if the dragon is protecting the mirror. v75 is 1 if the boulder is in place and the dragon is dead. v75 is 2 if the boulder has been moved. |
v80 |
This is set to the room which has the beanstalk on it. |
v81 |
The witch is dead. |
v85 |
1 if key, 2 if magic beans |
v88 |
Game speed (related to v10) |
v97 |
Perhaps some form of timer to loop a number of cycles before displaying the death messages |
v111 |
Room number the goat is in |
v185 |
New variable for Room 87 (replaces v85 from KQ2 code) |
v194 |
New variable for Room 87 (replaces v94 from KQ2 code) |