C64: BTI vs BTII Engine

Any developer realated stuff
Post Reply
User avatar
Darendor
Posts: 1502
Joined: Wed Jan 14, 2009 1:53 am
Location: Red Deer, Alberta, Canada

C64: BTI vs BTII Engine

Post by Darendor »

I wanted to make a thread and point out the differences between the BTI and BTII engines on the C64 versions of the game.

So far, I've discovered that the memory locations $0028 and $0029 in both games hold the party's current N and E location.

In BTI, The dungeon walls/doors are held in memory at $f800. In BTII, this appears not to be the case.

Also, in BTI, the dungeon event map is stored in memory at $fa00. In BII, this also appears not to be the case.

Other differences, dungeon-wise at least, are:

- In BTII, you can have as many Anti-magic squares as you like (obviously, they found a way to include these squares in the event map). In BTI, you were stuck having a maximum of 16 and having to set them as "special" squares on the event map.
- There are specific BTII-only dungeon hazards, specifically: "Odd..." squares, hazards specifically called "Spinners", Silence zones, HP regeneration zones, and SP drain zones.
- In BTII, the follow hazards were done away with: 'Stasis' squares and "Smoke in your eyes!"
- Also in BTII, the spell "SCSI" will not be cancelled by an Anti-magic square.

Other interesting tidbits/notes to come.
Post Reply