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
Search found 125 matches
- Sun Mar 13, 2022 1:05 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
- Wed Mar 09, 2022 1:00 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
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 ...
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 ...
- Wed Mar 09, 2022 10:40 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
Re: C64 BT2: complete monster list
Sorry, but you start so many question at the same time.
But: There is a difference in the monster damage depending if the monster attacks the party or the monster is in the party and attacks a monster.
In case the monster attacks the party, my calculations are correct ...
But: There is a difference in the monster damage depending if the monster attacks the party or the monster is in the party and attacks a monster.
In case the monster attacks the party, my calculations are correct ...
- Tue Mar 08, 2022 1:43 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
Re: C64 BT2: complete monster list
The post on page one of this thread:
Code: Select all
9513 20 90 08 JSR $0890
9516 A5 5B LDA $5B
9518 29 02 AND #$02
951A 8D 27 95 STA $9527
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
- Tue Mar 08, 2022 1:04 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
Re: C64 BT2: complete monster list
Check the code from post 120 and you will find out.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?
- Tue Mar 08, 2022 12:27 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
Re: C64 BT2: complete monster list
Yes, only bit2 to bit7 is used for the attack text. That's why 2xLSR is used.It seems that 57 and 50 both convert to 14 for some reason, is that accurate?
- Tue Mar 08, 2022 12:12 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
Re: C64 BT2: complete monster list
it's not $B168 but $B166
and the result address is $B1FA
and the result address is $B1FA
- Tue Mar 08, 2022 11:28 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
Re: C64 BT2: complete monster list
Wrong! The text strings are not at $B167. The addresses where the text strings are, are att $B167!I get that the text strings are at b167.
Sorry, but if you don't understand my last post, do something to understand it.
- Tue Mar 08, 2022 9:57 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
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 ...
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 ...
- Tue Mar 08, 2022 9:19 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
Re: C64 BT2: complete monster list
check post 115:
Code: Select all
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
- Tue Mar 08, 2022 8:38 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
Re: C64 BT2: complete monster list
You will not find any table without the corresponding code.
Sure, I can provide you the code extracts, but would it help you?
I already provided you the code extracts for the attack texts. Could you understand these code? Do you know what it does? If not, use google for a command-reference and go ...
Sure, I can provide you the code extracts, but would it help you?
I already provided you the code extracts for the attack texts. Could you understand these code? Do you know what it does? If not, use google for a command-reference and go ...
- Tue Mar 08, 2022 7:12 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
Re: C64 BT2: complete monster list
You will need this code from the original game to build an editor for the monsters...
- Tue Mar 08, 2022 7:11 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
Re: C64 BT2: complete monster list
Consider byte #$14. It is supposedly the max # of monsters.
Going by that, one should never encounter more than 2 Wolfmen. However, it is clearly possible to encounter as many as 6. :?
You can not take over the bytes 1:1! There are tables and calculations. Search the code and you will find the ...
Going by that, one should never encounter more than 2 Wolfmen. However, it is clearly possible to encounter as many as 6. :?
You can not take over the bytes 1:1! There are tables and calculations. Search the code and you will find the ...
- Tue Mar 08, 2022 6:00 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
Re: C64 BT2: complete monster list
To the bytes in my list from yesterday.
- Tue Mar 08, 2022 5:10 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 140552
Re: C64 BT2: complete monster list
Sorry, typo in my list:
0B => 1B
0C => 1C
0D => 1D
0E => 1E
0F => 1F
0B => 1B
0C => 1C
0D => 1D
0E => 1E
0F => 1F