Search found 153 matches
- Wed Jan 13, 2021 3:57 am
- Forum: Developer's Heaven
- Topic: BT II - Healing Temples
- Replies: 11
- Views: 2513
Re: BT II - Healing Temples
The instruction at 9CA7 baffles me; it points to a text that is at...executable code?? Huh? :? The code at $9CA1 is called right after displaying the picture. It sets the caption to a temple name based on the party's location, x, and y coordinates. .C:9a00 A2 17 LDX #$17 .C:9a02 20 1B 08 JSR $081B ...
- Wed Jan 13, 2021 3:16 am
- Forum: Developer's Heaven
- Topic: BT II - Bedder's Bank for the Bold
- Replies: 4
- Views: 1392
Re: BT II - Bedder's Bank for the Bold
A few of the $0806 pointer jumps don't make any sense, and are denoted by "????". .C:9a61 02 JAM ????? .C:9a62 03 00 SLO ($00,X) .C:9a64 01 This is a short data array. 03 02 01 00. It's accessed higher in the code: .C:9a35 A6 24 LDX $24 Begin exit routine .C:9a37 BD 61 9A LDA $9A61,X .C:9...
- Fri Jan 08, 2021 3:52 pm
- Forum: Developer's Heaven
- Topic: C64 BTII: FILE0278460.PRG (CHAR DISK)
- Replies: 38
- Views: 7084
Re: C64 BTII: FILE0278460.PRG (CHAR DISK)
So the line "If AC is greater than 1Fh then - set AC to 1Fh" is the logic for preventing AC from getting any better than L+, I presume? Well, that's one place that prevents it. Really anywhere in the code where the AC is updated, the same code runs. So if you put on a piece of armor, the ...
- Fri Jan 08, 2021 3:08 am
- Forum: Developer's Heaven
- Topic: C64 BTII: FILE0278460.PRG (CHAR DISK)
- Replies: 38
- Views: 7084
Re: C64 BTII: FILE0278460.PRG (CHAR DISK)
Hi drifting, do you analyze the 8-bit version of the game too, or just the DOS version? It seems that the DOS version is coded radically different, but then we know that the port from the 8-bit system wasn't all that spectacular. Still, everything helps. I've done a bit with the 8 bit version. Main...
- Thu Jan 07, 2021 9:37 pm
- Forum: Developer's Heaven
- Topic: C64 BTII: FILE0278460.PRG (CHAR DISK)
- Replies: 38
- Views: 7084
Re: C64 BTII: FILE0278460.PRG (CHAR DISK)
Oh, sorry! That wasn't my intention. Just wanted to speed up the analysis of the combat engine. It will be faster analysed when two work on it. And I didn't need 10min but some hours to build that file. Battle pseudocode from the DOS version. The functions seem to be pretty similar between the C64/...
- Mon Jan 04, 2021 6:35 pm
- Forum: Developer's Heaven
- Topic: C64 BTII: FILE0278460.PRG (CHAR DISK)
- Replies: 38
- Views: 7084
Re: C64 BTII: FILE0278460.PRG (CHAR DISK)
Can anyone here tell me what the following OPCODEs assemble into? 9af2 3c 9af3 b0 9af4 3c 9af5 b0 9af6 4b 9af7 b0 9af8 5d 9af9 b0 9afa 6e 9afb b0 9afc 7d 9afd b0 9afe 5d 9aff b0 9b00 4b 9b01 b0 9b02 90 9b03 b0 9b04 7d 9b05 b0 9b06 4b 9b07 b0 9b08 a5 9b09 b0 9b0a 4b 9b0b b0 9b0c 6e 9b0d b0 9b0e b6 9...
- Wed Dec 30, 2020 6:03 pm
- Forum: Developer's Heaven
- Topic: CBM64 Bard's Tale 1 Disassembly
- Replies: 154
- Views: 116979
Re: CBM64 Bard's Tale 1 Disassembly
So... Is each individual spell hard-coded into the game engine to work in a specific way? I mean, damage spells could follow a template of sorts with variable ranges, damages, special effects, and what have you, but spells like APAR, SCSI, ZZGO, DIIL, DISB and so on have very specific uses... They ...
- Wed Dec 30, 2020 1:16 am
- Forum: Developer's Heaven
- Topic: CBM64 Bard's Tale 1 Disassembly
- Replies: 154
- Views: 116979
Re: CBM64 Bard's Tale 1 Disassembly
For the special attack effects of the spells (e.g. stones) there should be no table, since the value of $C8 (special attack effect) is directly set in the spell routine (see $4da5). That probably depends on the spell. In DOS, the Stone Touch, Death Strike, and Animate Dead spells use the same routi...
- Wed Dec 30, 2020 1:06 am
- Forum: Developer's Heaven
- Topic: CBM64 Bard's Tale 1 Disassembly
- Replies: 154
- Views: 116979
Re: CBM64 Bard's Tale 1 Disassembly
But I couldn't find a range table for spells. Maybe the sub routine $54F4 checks the range. That's an open point to investigate. For the special attack effects of the spells (e.g. stones) there should be no table, since the value of $C8 (special attack effect) is directly set in the spell routine (...
- Tue Dec 29, 2020 10:53 pm
- Forum: Developer's Heaven
- Topic: CBM64 Bard's Tale 1 Disassembly
- Replies: 154
- Views: 116979
Re: CBM64 Bard's Tale 1 Disassembly
Does anyone have the data values for the spell effects table (not the spell point cost or spell code names)? I’m assuming there’s a table (or tables) for attributes such as range, effect, combat/non-combat and self/party. Trawled through all of these Dev threads and can’t find reference to it. I’m ...
- Sat Dec 19, 2020 10:58 pm
- Forum: Developer's Heaven
- Topic: CBM64 Bard's Tale 1 Disassembly
- Replies: 154
- Views: 116979
Re: CBM64 Bard's Tale 1 Disassembly
The initiative (or who strikes first) calculation for Bard's Tale I (C64): ;character initiative ### .C:5421 A9 01 LDA #$01 ;start with 1st character .C:5423 85 0D STA $0D ;store character no. in $0D .C:5425 A5 0D LDA $0D ;load character no. in A .C:5427 0A ASL A ;double A by moving bit positions t...
- Fri Feb 14, 2020 3:25 am
- Forum: Tales of the Unknown
- Topic: Bards Tale 1 - Speed Running
- Replies: 21
- Views: 11735
Re: Bards Tale 1 - Speed Running
This is good stuff, thank you again. A few more questions based on some testing: Character to Hit Monster - In doing my own testing in the MSDOS version, I found that sometimes a character can miss or hit a monster, especially when the character's AC is high/positive. But the next round the charact...
- Sun Feb 09, 2020 10:57 pm
- Forum: Tales of the Unknown
- Topic: Bards Tale 1 - Speed Running
- Replies: 21
- Views: 11735
Re: Bards Tale 1 - Speed Running
That's really helpful, thanks! A few followup questions: AC - Once the hit chance is calculated, how is that compared against a monster with a given AC to determine if a hit happens? For example, if a Lvl 18 Paladin with -7 AC maxes out his hit chance at -9 (-7 AC - 2 class - 0 bard + 0 penalty), h...
- Thu Feb 06, 2020 3:17 am
- Forum: Tales of the Unknown
- Topic: Bards Tale 1 - Speed Running
- Replies: 21
- Views: 11735
Re: Bards Tale 1 - Speed Running
For what it's worth, I'm at 3 hours 4 minutes for a speed run. Targeting 2.5 hours now, but doing in-game rolling as part of the speedrun. Some outstanding questions I have which are only partially answered on this forum include: Are the saving throws for DEST and STTO calculated differently in the...
- Thu Apr 18, 2019 5:34 pm
- Forum: Developer's Heaven
- Topic: C64 BTII: BEASTIARY ENTRY BREAKDOWN
- Replies: 4
- Views: 2334
Re: C64 BTII: BEASTIARY ENTRY BREAKDOWN
The 16 bytes after that represent the monster's stat. As seen above, I have discovered the high & low bytes for the MAX HP and MIN HP fields, represented by data bytes 0, 1, 2, and 3. The high bytes are 00 because these are low level monsters (compared to, say, level 3 of the Destiny Stone). Da...