The map tile under the chest is encoded in the lowest 2 bits of the tile:Ġx24 = chest_tile*4 + 0 -> chest on bricks (tile 0x8)Ġx25 = chest_tile*4 + 1 -> chest on grass (tile 0x1)Ġx26 = chest_tile*4 + 2 -> chest on forest (tile 0x2)Ġx27 = chest_tile*4 + 3 -> chest on deep forest (tile 0x3) The tile under the horse can only be 0x1, because you can only dismount a horse on a grass tile. Horses are stored as 0x28 = horse_tile*4. The map tile under the monster is stored in the table at 0x11A0. Monsters are stored as basetile_number*4. U3 stores the location of these objects by writing them directly into the map. Signed byte to add to y coordinate of whirlpool possible values: 0, 1, 0xFFĬurrent phase of left moon ranges from 0-7Ĭurrent phase of right moon ranges from 0-7Ĭurrent sub-phase of left moon ranges from 0-0xBĬurrent sub-phase of right moon ranges from 0-3 Signed byte to add to x coordinate of whirlpool possible values: 0, 1, 0xFF Tile number of floor under monster 1-32 divide by 4 to get real tile number Tile number of monster 1-32 divide by 4 to get real tile number This file contains the world map and information about the game world state. The first 0x8 bytes of each character contain the first bit plane, the following 0x8 bytes contain the second bit plane. Each character in stored in CGA-compatible format. This file contains the 0x80 characters that make up the U3 font. (It's not possible to actually kill Lord British or Exodus, but it's fun to see what their XP would be if you could.) The table repeats every 16 monsters (with 2 rows never used), which explains why such difficult monsters like Floors or Grasses only get you a few XP. The index within this character set is also used to index the XP table. The Ultima III monochrome, CGA, and EGA tileset.
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