Search found 1518 matches
- Mon Apr 04, 2022 3:10 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
Re: C64 BT2: complete monster list
I discovered that FF loads a blank image; i.e. "Wall".
- Sat Apr 02, 2022 11:31 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
Re: C64 BT2: complete monster list
I've compiled a breakdown of all of the loadable images on the Character Disk. 00 = Building Exterior (orange) 01 = Building Exterior (brown) 02 = Building Exterior (blue) 03 = Building Exterior (white) 04 = Building Exterior (orange)(night) 05 = Building Exterior (brown)(night) 06 = Building Exteri...
- Fri Apr 01, 2022 10:17 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
Re: C64 BT2: complete monster list
As a followup to the previous post, I've explored what all of the values for byte 1D correspond to. 4F jams the computer.... :? 60 and 61 cause the monster to...make a light. As in, using a torch. Literally. "XXXXX makes a light...", and guess what? The party's little light icon thingy lig...
- Thu Mar 31, 2022 6:51 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
Re: C64 BT2: complete monster list
I've tried to work out what byte 1D in the monster entry corresponds to, and I think I have it, except for a few bytes which don't seem to appear anywhere in the game. A value of 00 means it uses a melee attack, and checks the byte for doing "special" damage (Psnd, -Lev, Crit, etc). Spells...
- Sun Mar 20, 2022 6:58 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
Re: C64 BT2: complete monster list
Two things I'm still unsure about. a) How to derive the "run value"? b) Where is the flag that determines whether a creature is "Monster" or "Illusion"? With regards to illusionary monsters, I wandered Dargoth's Tower level 2 until I happend upon Miracle Mages. These gu...
- Fri Mar 18, 2022 5:23 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
Re: C64 BT2: complete monster list
Here's the editor in action, partially completed.
I would like to be able to literally load the picture for the monster, but of course I do not know exactly how to accomplish that...
I would like to be able to literally load the picture for the monster, but of course I do not know exactly how to accomplish that...
- Fri Mar 18, 2022 7:56 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
Re: C64 BT2: complete monster list
Reserved post: I will be posting all of the "scripted-only" monsters found in the game along with their vital statistics for comparison purposes.
- Fri Mar 18, 2022 7:09 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
Re: C64 BT2: complete monster list
I took another crack at this project after I had an epiphany/stroke. I discovered something rather interesting/annoying. The byte that represents a monster's starting distance/pronoun has an aberration in the space-time continuum; i.e. Lagoth Zanta. This byte is typically represented as either, say,...
- Tue Mar 15, 2022 9:45 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
Re: C64 BT2: complete monster list
I have concluded that I am indeed too stupid to figure this crap out.
Fuck it.
Fuck it.
- Sun Mar 13, 2022 6:44 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
Re: C64 BT2: complete monster list
You have to use my formula from page 1 of this thread: (byte 1D * (byte 17 +1) +1) *128 war giant: byte 1D = 13dez byte 1 = 2dez (13*(2+1)+1)*128 (13*3+1)*128 (39+1)*128 40*128 = 5120 So I managed - I think - work out the first part of the equation into ML; i.e. (byte 17+1) x byte 1D. I use BDCD to...
- Sun Mar 13, 2022 6:24 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
- Sun Mar 13, 2022 8:33 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
Re: C64 BT2: complete monster list
So I found that my calculation for XP only works if "XP Mod" is 00 or 01. Any other value and it skews the results radically. Case in point is the War Giant. Initiative: 0D (13) XP Value: 5120 128 x 13 = 1664 Double 1664 two times - 1664 x 2 = 3328 - 3328 x 2 = 6656 6656 + 128 = 6784 Over ...
- Sun Mar 13, 2022 7:07 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
Re: C64 BT2: complete monster list
So I've worked out the XP calculation. Step A): Multiply 128 x Initiative Step B): XP Mod is the # of times to double the result of step A Step C): Add 128 Step D): It's peanut butter jelly time. Consider the Master Mage from Fanskar's Castle. It has an XP value of 2560 . It has an initiative value ...
- Sun Mar 13, 2022 12:01 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
Re: C64 BT2: complete monster list
See below.
- Sat Mar 12, 2022 6:35 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10023
Re: C64 BT2: complete monster list
See below.