Search found 1517 matches

by Darendor
Wed Mar 09, 2022 1:47 pm
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

This is the code from the game for the hit points generation: 53CC 8C FA 53 STY $53FA 53CF 20 2C 44 JSR $442C 53D2 A0 10 LDY #$10 53D4 B1 67 LDA ($67),Y 53D6 25 5A AND $5A 53D8 8D EE 53 STA $53EE 53DB C8 INY 53DC B1 67 LDA ($67),Y 53DE 25 5B AND $5B 53E0 8D F4 53 STA $53F4 53E3 4E F4 53 LSR $53F4 5...
by Darendor
Wed Mar 09, 2022 11:39 am
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

I'm still adding a provision in my editor to change the # of attacks, just for completeness. I'll take your word for it with the damage values. Also, I think I've figured out how to calculate the max hit points. .C:c000 A9 05 LDA #$05 .C:c002 8D 00 C1 STA $C100 .C:c005 A9 03 LDA #$03 .C:c007 6A ROR ...
by Darendor
Wed Mar 09, 2022 6:59 am
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

I think your data might be wrong with regards to monster damage. Consider the Lizard Man: https://i.imgur.com/8Hak93r.png Your data shows that it does 3-12 damage, but the game seems to beg to differ. The other monsters I have in the party also are inconsistent with the damage field in your data. Th...
by Darendor
Wed Mar 09, 2022 5:46 am
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

Am I correct in suspecting that the hit point bytes are somehow encoded to refer to a table as well? I ask because if you look closely, some of the values seem to conflict from what I had originally thought; i.e. byte 10 + 11 = max hitpoints & byte 12 + 13 = min hitpoints. The assertion that th...
by Darendor
Tue Mar 08, 2022 2:54 pm
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

Am I correct in suspecting that the hit point bytes are somehow encoded to refer to a table as well? I ask because if you look closely, some of the values seem to conflict from what I had originally thought; i.e. byte 10 + 11 = max hitpoints & byte 12 + 13 = min hitpoints. The assertion that the...
by Darendor
Tue Mar 08, 2022 2:31 pm
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

Oh, you mean this. 9513 20 90 08 JSR $0890 ; jsr => $0890 9516 A5 5B LDA $5B ; $5B => A 9518 29 02 AND #$02 ; 02 AND A 951A 8D 27 95 STA $9527 ; A => $9527 951D A0 1C LDY #$1C ; 1C => Y 951F B1 67 LDA ($67),Y ; ($67),Y => A 9521 4A LSR A ; move A bitwise right 9522 4A LSR A ; move A bitwise right 95...
by Darendor
Tue Mar 08, 2022 1:20 pm
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

Something else I noticed is that any given monster will use a pair of attack texts. For example, the Colossus will use " slams " and " strikes at ". It seems a 50% chance for either. Did you notice this too? Check the code from post 120 and you will find out. Where is post 120 e...
by Darendor
Tue Mar 08, 2022 12:55 pm
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

The offset for Lagoth Zanta is 10 (derived from 4e), which is hex 00010000.

Bits 0-3 are 0; yet he supposedly critically hits. :?

What's up with that?
by Darendor
Tue Mar 08, 2022 12:45 pm
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

Something else I noticed is that any given monster will use a pair of attack texts.

For example, the Colossus will use " slams " and " strikes at ". It seems a 50% chance for either. Did you notice this too?

Also, are bits 1 and 0 of the byte used for the special attack type?
by Darendor
Tue Mar 08, 2022 12:22 pm
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

Yes, I've since progressed a bit working on it.

It seems that 57 and 50 both convert to 14 for some reason, is that accurate?
by Darendor
Tue Mar 08, 2022 11:50 am
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

So I tried to figure out the offset for 50...

50 LSR twice - > 00010100, AND with #$FC -> 14; b168 + 14 & b167 + 14 will give address for attack text (b17c + b17b; b102)

Only, that's somehow wrong.
by Darendor
Tue Mar 08, 2022 11:36 am
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

Oh for....

I was reading "B" at "6". They look similar when you're tired/confused.
by Darendor
Tue Mar 08, 2022 11:30 am
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

Is " claws at " not at $b167?

I guess 1C is the offset from b167 to find the relevant text, then.
by Darendor
Tue Mar 08, 2022 10:38 am
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

just an example with the wolfman: 1C = 20h = 0010 0000bin => loaded in A 2x LSR A => result: 0000 1000bin AND A with FCh: A: 0000 1000 FC: 1111 1100 result: 0000 1000 => 08h TAX => X = 08h LDY $B167,X => load Y with content of $B167+08 = $B16F => content is B1 Y = B1 LDA $B166,X => load A with cont...
by Darendor
Tue Mar 08, 2022 9:38 am
Forum: Developer's Heaven
Topic: C64 BT2: complete monster list
Replies: 82
Views: 9153

Re: C64 BT2: complete monster list

check post 115: 951D A0 1C LDY #$1C 951F B1 67 LDA ($67),Y 9521 4A LSR A 9522 4A LSR A 9523 29 FC AND #$FC 9525 18 CLC 9526 69 00 ADC #$00 9528 AA TAX 9529 BC 67 B1 LDY $B167,X 952C BD 66 B1 LDA $B166,X Byte 1C is the bitfield indicating the attack text right? So the text fields start at $b166?