Search found 1518 matches
- Thu Mar 10, 2022 2:49 pm
- Forum: Off-Topic
- Topic: HAH HA HA HAH AH AHA HA HAH HELP ME PLZ
- Replies: 2
- Views: 1916
Re: HAH HA HA HAH AH AHA HA HAH HELP ME PLZ
I am the onion king.
- Wed Mar 09, 2022 1:47 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10325
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...
- Wed Mar 09, 2022 11:39 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10325
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 ...
- Wed Mar 09, 2022 6:59 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10325
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...
- Wed Mar 09, 2022 5:46 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10325
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...
- Tue Mar 08, 2022 2:54 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10325
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...
- Tue Mar 08, 2022 2:31 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10325
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...
- Tue Mar 08, 2022 1:20 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10325
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...
- Tue Mar 08, 2022 12:55 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10325
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?
Bits 0-3 are 0; yet he supposedly critically hits.
What's up with that?
- Tue Mar 08, 2022 12:45 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10325
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?
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?
- Tue Mar 08, 2022 12:22 pm
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10325
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?
It seems that 57 and 50 both convert to 14 for some reason, is that accurate?
- Tue Mar 08, 2022 11:50 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10325
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.
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.
- Tue Mar 08, 2022 11:36 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10325
Re: C64 BT2: complete monster list
Oh for....
I was reading "B" at "6". They look similar when you're tired/confused.
I was reading "B" at "6". They look similar when you're tired/confused.
- Tue Mar 08, 2022 11:30 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10325
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.
I guess 1C is the offset from b167 to find the relevant text, then.
- Tue Mar 08, 2022 10:38 am
- Forum: Developer's Heaven
- Topic: C64 BT2: complete monster list
- Replies: 82
- Views: 10325
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...