Search found 125 matches

by Weber G
Thu Jan 21, 2021 3:50 pm
Forum: Developer's Heaven
Topic: C64 BT2: complete item list
Replies: 44
Views: 13284

Re: C64 BT2: complete item list

Ok, let's take the bardsword as example. The value of the bardsword in the $8356 table is 21(hex) 00100001(bin). This value, as mentioned, is in X. 1. X is transferred to A 2. A is transferred to the stack 3. $A2B0 - $A2B4 selects bit 5-7 from A; in this case the one in brackets: (001)00001 => A = 1...
by Weber G
Thu Jan 21, 2021 2:34 pm
Forum: Developer's Heaven
Topic: C64 BT2: complete item list
Replies: 44
Views: 13284

Re: C64 BT2: complete item list

You're right! The address is $4000. This is the code for the damage creation. The value of $8356,x (damage) is in X at the beginning: .C:a2ae 8A TXA ; X => A .C:a2af 48 PHA .C:a2b0 A2 05 LDX #$05 ; 05 => X .C:a2b2 4A LSR A ; move A bitwise right .C:a2b3 CA DEX ; X = X -1 .C:a2b4 D0 FC BNE $A2B2 .C:a...
by Weber G
Thu Jan 21, 2021 7:33 am
Forum: Developer's Heaven
Topic: C64 BT2: complete item list
Replies: 44
Views: 13284

Re: C64 BT2: complete item list

The file on the boot disk which contains the items (and many other things) starts at track 21dec (15hex) and sector 0. Start address is $6400.
by Weber G
Wed Jan 20, 2021 10:18 am
Forum: Developer's Heaven
Topic: C64 BT2: complete item list
Replies: 44
Views: 13284

Re: C64 BT2: complete item list

-mumbles about how everything should have been written in CBM BASIC-
Basic would be too slow for such a game... :D
by Weber G
Wed Jan 20, 2021 10:05 am
Forum: Developer's Heaven
Topic: C64 BT2: complete item list
Replies: 44
Views: 13284

Re: C64 BT2: complete item list

And the "use out of combat"? What about values like 80?
80 (hex) => 1000 000 (bin) right?

bit7 = 1
bit0-6 = 0 (bin) => 0 (hex) and 0 (dec)

do you agree so far?

since bit7 is 1, this item is useable out of combat

bit0-6 is 0 => no constant effect
by Weber G
Wed Jan 20, 2021 9:29 am
Forum: Developer's Heaven
Topic: C64 BT2: complete item list
Replies: 44
Views: 13284

Re: C64 BT2: complete item list

One hint: if you want to display a data field/ table, please use the following format for a better overview: >C:7920 06 00 00 0a 00 02 02 03 03 04 05 05 06 06 07 07 ................ >C:7930 08 08 08 09 09 01 01 03 02 02 03 04 05 04 06 09 ................ >C:7940 07 07 08 08 09 03 04 05 05 03 05 02 0...
by Weber G
Wed Jan 20, 2021 9:26 am
Forum: Developer's Heaven
Topic: C64 BT2: complete item list
Replies: 44
Views: 13284

Re: C64 BT2: complete item list

Ok then, some examples including the calculation: price $9FF0,xx: price = 10 to the power of (bit0-2) * (bit3-7) Tower Shield ($9FF0,0B = 0A = 00001010: price = 10 to the power of 2 = 100 * 1 = 100 Troll Ring ($9FF0,64 = 24 = 00100100: price = 10 t the power of 4 = 10000 * 4 = 40000 # of loads $8656...
by Weber G
Tue Jan 19, 2021 11:29 pm
Forum: Developer's Heaven
Topic: BTII - Engine Subroutines & Variables (INCOMPLETE)
Replies: 6
Views: 2662

Re: BTII - Engine Subroutines & Variables (INCOMPLETE)

No, not one 2 byte number, but two 1 byte numbers.
by Weber G
Tue Jan 19, 2021 6:16 pm
Forum: Developer's Heaven
Topic: BTII - Engine Subroutines & Variables (INCOMPLETE)
Replies: 6
Views: 2662

Re: BTII - Engine Subroutines & Variables (INCOMPLETE)

$0890 - Random number generator. Stores a random byte in $5A and $5B I wonder if you can set the variables to generate a number from X to Y, say...? What you want. But it's a 8 bit system. So the random number is always between 0 and 255. If you want a lower number you can AND the result with a low...
by Weber G
Tue Jan 19, 2021 5:51 pm
Forum: Developer's Heaven
Topic: C64 BT2: complete item list
Replies: 44
Views: 13284

Re: C64 BT2: complete item list

You are right. Did you try it? Can the bard sing with only a van figurine equipped?
by Weber G
Tue Jan 19, 2021 8:51 am
Forum: Developer's Heaven
Topic: BTII - Character Details
Replies: 4
Views: 2265

Re: BTII - Character Details

According the character address table, the characters are stored beginning at B800: character address table ($0A0B): >C:0a00 9d 41 09 ca 10 f8 a9 02 4c dc 1c 00 b8 80 b8 00 .A......L....... >C:0a10 b9 80 b9 00 ba 80 ba 00 bb a0 a0 c3 e8 e1 f2 e1 ................ And so it is: slot0: $B800 slot1: $B8...
by Weber G
Tue Jan 19, 2021 8:38 am
Forum: Developer's Heaven
Topic: C64 BT2: complete item list
Replies: 44
Views: 13284

Re: C64 BT2: complete item list

The spell point regeneration is 02h in the $8556 table. It is requested at address $60E7 only (sub routine $6151 checks it => please go into the code an follow it because the sub routine $6151 does not always check if 02h is set at the item, it's a bit more complicated). It the item has 02h => $60F0...
by Weber G
Mon Jan 18, 2021 6:40 pm
Forum: Developer's Heaven
Topic: C64 BT2: complete item list
Replies: 44
Views: 13284

Re: C64 BT2: complete item list

Kato's Bracer is supposed to be given to a monster NPC in the party to prevent them from turning hostile. I know, but it doesn't. The start addresses in the RAM (you will find them also easily on the boot disk): $9FF0 (shop; the only value which is on the character disk) $8656 # of loads $85D6 if u...
by Weber G
Mon Jan 18, 2021 6:23 pm
Forum: Developer's Heaven
Topic: C64 BT2: complete item list
Replies: 44
Views: 13284

Re: C64 BT2: complete item list

Is it possible to change an item's function around in the game; for instance, making it so Leather Gloves regenerate 4 spell points? That's no problem. You can change each value of an item. The same for monsters... How do you mean exactly? e.g. the thief dagger and the speedboots have no effect. Bu...
by Weber G
Mon Jan 18, 2021 4:09 pm
Forum: Developer's Heaven
Topic: C64 BT2: complete item list
Replies: 44
Views: 13284

Re: C64 BT2: complete item list

btw: regarding the items, there are a lot of bugs in the game...