C64 Dungeon Disk Layout
All files on the dungeon (aswell as most of the city-) disk have now been documented save for the files located between NM02-NM1C. Changing and exchanging the monster-images are quite trivial - understanding the image format is not. I will post my documentation/listing of the image files (NM50-90) later today.Darendor wrote:That's some excellent work, Twoflower. Have you been able to change monster images around by playing with this?
/Twoflower
Documentation of the image-files, as promised above - picked from both sides of the disk (City + Dungeon). After all, ther game is file-based and it won't keep beeing a two diskside game when some compression is added.
I don't have a clue about the correct monster-connection of all these images - after all, I played the tape-version which didn't feature all these fancy pics.
I don't have a clue about the correct monster-connection of all these images - after all, I played the tape-version which didn't feature all these fancy pics.

Code: Select all
NM50 The Guild.
NM51 Garth's Equipment Shoppe.
NM52 The Inn.
NM53 The outside of an Inn.
NM54 Temple.
NM55 Empty house A.
NM56 Review Board.
NM57 The outside of a Temple.
NM58 The outside of The Guild.
NM59 The outside of Garth's.
NM5A The outside of a house A.
NM5B The outside of a house B.
NM5C The outside of a house C.
NM5B The outside of a house D.
NM5E Barbarian.
NM5F Hobbit / Goblin.
NM60 Warrior.
NM61 Magician.
NM62 Zombie.
NM63 Golem?
NM64 Dragon.
NM65 Witch?
NM66 Skeleton.
NM67 Thief.
NM68 Dog / Wolf.
NM69 Old man.
NM6A Spider.
NM6B Orc.
NM6C Eye.
NM6D Priest / High Priest.
NM6E Monk.
NM6F Paladin.
NM70 Hydra.
NM71 Poltergeist?
NM72 Crystal Golem?
NM73 Chest.
NM74 Treasure.
NM75 Statue.
NM76 Gate.
NM77 Vampire Lord
NM78 Lich
NM79 Giant.
NM7A Michael Cranford.
NM7B Kylearan.
NM7C Mangar.
NM7D Magic Mouth.
NM7E Man w. Sword / Mad God.
NM7F Angel.
NM80 Goblin.
NM81 Barbarian.
NM82 Ghoul?
NM83 Empty house B.
NM84 Empty house C.
NM85 Empty house D.
NM86 Wizard with spinning globe? Roscoe?
NM87 Outside of an Inn, night.
NM88 Outside of a Temple, night.
NM89 Outside of The Guild, night.
NM8A Outside of Garth's, night.
NM8B Outside of house A, night.
NM8C Outside of house B, night.
NM8D Outside of house C, night.
NM8E Outside of house D, night.
NM8F Statue, night.
NM90 Gate, night.
/Twoflower
Yes, they are pure datafiles containing the images and the animations. There is no codesnippets in these packages. The data is not in any way normal for beeing a C-64 image - it clearly uses some kind of compression and possibly difference-coding for the animation (=each frame in the animation takes note only of the changes between each frame, it doesn't update the entire picture).
According to Michael Cranfords credits in the building opposite The Guild, the animation packer is made by Burger Betty Heineman herself. Scouring through the code which reads the datafile might prove an opening to this mystery - but approaching Burger Betty might be more valid.
Concerning the question about the "strange teleportation" you asked yesterday, ZeroZero told me that this is the switch turning walls to doors and vice-versa. I will try to compile a file-list which is as complete as possible later, containing the files on the two disksides.
According to Michael Cranfords credits in the building opposite The Guild, the animation packer is made by Burger Betty Heineman herself. Scouring through the code which reads the datafile might prove an opening to this mystery - but approaching Burger Betty might be more valid.

Concerning the question about the "strange teleportation" you asked yesterday, ZeroZero told me that this is the switch turning walls to doors and vice-versa. I will try to compile a file-list which is as complete as possible later, containing the files on the two disksides.
/Twoflower
Burger only stopped by once to make two posts and hasn't returned. I wish she would as her insight would be quite invaluable.Twoflower wrote:Yes, they are pure datafiles containing the images and the animations. There is no codesnippets in these packages. The data is not in any way normal for beeing a C-64 image - it clearly uses some kind of compression and possibly difference-coding for the animation (=each frame in the animation takes note only of the changes between each frame, it doesn't update the entire picture).
According to Michael Cranfords credits in the building opposite The Guild, the animation packer is made by Burger Betty Heineman herself. Scouring through the code which reads the datafile might prove an opening to this mystery - but approaching Burger Betty might be more valid.
Concerning the question about the "strange teleportation" you asked yesterday, ZeroZero told me that this is the switch turning walls to doors and vice-versa. I will try to compile a file-list which is as complete as possible later, containing the files on the two disksides.
Did you two need a comprehensive set of dungeon maps to work with, by the way?