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C64 Wizardry: GPs "Formula" In New Char Creation? [message #208901] Sat, 30 July 2011 08:04 Go to next message
Anonymous
Karma:
Originally posted by: WinstonSmith6079

I'm playing the C64 version of 'Wizardry: Proving Grounds of the Mad
Overlord' and I need to know by what "formula" the game uses to
determine how many Gold Pieces a brand new char starts with in the
process of the char being created?

Are there any stats, etc. that affect exactly how many GPS a char
gets? If so what are they and how, specifically, do they effect that?

If nothing else, maybe some coder could like break into the program
and read the code and figure it out that way or something?

Please help me with the answer! It's important!
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #208907 is a reply to message #208901] Sat, 30 July 2011 12:39 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: Ross Ridge

WinstonSmith6079 <winstonsmith6079@gmail.com> wrote:
> I'm playing the C64 version of 'Wizardry: Proving Grounds of the Mad
> Overlord' and I need to know by what "formula" the game uses to
> determine how many Gold Pieces a brand new char starts with in the
> process of the char being created?

I believe it's random like in Dungeons & Dragons. If anything has an
effect on it, it would just be class, again just like in D&D.

Ross Ridge

--
l/ // Ross Ridge -- The Great HTMU
[oo][oo] rridge@csclub.uwaterloo.ca
-()-/()/ http://www.csclub.uwaterloo.ca/~rridge/
db //
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #208924 is a reply to message #208901] Sun, 31 July 2011 15:03 Go to previous messageGo to next message
Anton Treuenfels is currently offline  Anton Treuenfels
Messages: 105
Registered: December 2011
Karma: 0
Senior Member
"WinstonSmith6079" <winstonsmith6079@gmail.com> wrote in message
news:e88dfe6e-2cdb-4fab-a5ca-f648d649f13f@h14g2000yqd.googlegroups.com...
> I'm playing the C64 version of 'Wizardry: Proving Grounds of the Mad
> Overlord' and I need to know by what "formula" the game uses to
> determine how many Gold Pieces a brand new char starts with in the
> process of the char being created?
>
> Are there any stats, etc. that affect exactly how many GPS a char
> gets? If so what are they and how, specifically, do they effect that?
>
> If nothing else, maybe some coder could like break into the program
> and read the code and figure it out that way or something?
>
> Please help me with the answer! It's important!

Why is it important?

IIRC, new character stats - and by extension everything else they get - are
randomly generated by the equivalent of dice rolls. You can create a new
character with whatever stats you like if you're patient enough to continue
"re-rolling" until you get them.

Most people don't bother.

To "read the code" you'd have to start with a UCSD Pascal p-code decompiler.
Got one handy?

- Anton Treuenfels
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #208938 is a reply to message #208924] Sun, 31 July 2011 17:27 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: Ross Ridge

Anton Treuenfels <teamtempest@yahoo.com> wrote:
> To "read the code" you'd have to start with a UCSD Pascal p-code decompiler.
> Got one handy?

Ah, that explains why it was so slow.

Ross Ridge

--
l/ // Ross Ridge -- The Great HTMU
[oo][oo] rridge@csclub.uwaterloo.ca
-()-/()/ http://www.csclub.uwaterloo.ca/~rridge/
db //
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #208949 is a reply to message #208938] Mon, 01 August 2011 18:25 Go to previous messageGo to next message
Anton Treuenfels is currently offline  Anton Treuenfels
Messages: 105
Registered: December 2011
Karma: 0
Senior Member
"Ross Ridge" <rridge@csclub.uwaterloo.ca> wrote in message
news:j14hco$1pi$1@rumours.uwaterloo.ca...
> Anton Treuenfels <teamtempest@yahoo.com> wrote:
>> To "read the code" you'd have to start with a UCSD Pascal p-code
>> decompiler.
>> Got one handy?
>
> Ah, that explains why it was so slow.
>
> Ross Ridge

Not really.

There's a user-settable wait time between player moves that, at its default
value, results in a fair amount of "busy waiting" by the p-code interpreter
(literally - it sets one of the CIA timers and watches until it counts
down). Set that wait time value to its minimum and the game speeds up
considerably.

The other major slow down occurs because of the slow serial links of the
Commodore floppy drives. The p-code interpreter is capable of handling code
overlays, and "Wizardry" uses all that UCSD Pascal provides. The two most
commonly used overlays are cached "under" the Kernel ROM in a stock C64, but
the rest have to be read anew each time they are used. Even with "fast
transfer" routines providing about a 5X speed-up and custom sector
interleave to take best advantage of that, it's still pretty annoying.

The best speed-up here is to provide more memory. Run on a stock C128 and
most of Bank One is used for caching. Stick a 1764 RAM expander in either
and everything possible gets cached.

That plus reduced move wait time makes "Proving Grounds" a very responsive
game.

After "Proving Grounds", intepreters for the others in the series know about
all the 17xx RAM expanders. The C128 versions will also cache in 80-column
video memory (16K or 64K) if there is no RAM expander.

- Anton Treuenfels
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #208950 is a reply to message #208949] Tue, 02 August 2011 01:39 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: Ross Ridge

Anton Treuenfels <teamtempest@yahoo.com> wrote:
> To "read the code" you'd have to start with a UCSD Pascal p-code
> decompiler.

"Ross Ridge" <rridge@csclub.uwaterloo.ca> wrote in message
> Ah, that explains why it was so slow.

Anton Treuenfels <teamtempest@yahoo.com> wrote:
> Not really.

Yes, actually it does. The factors you mentioned I'd expect in any
game of its type, like say Bard's Tale, and I expected in this game.
Indeed given the cache optimizations you mentioned, I'd expect Wizardry
to perform better. Wizardry's slowness on the Commodore 64 goes beyond
load times and delays between turns and is explained pretty well by the
fact its using a p-code interpreter and not assembly.

Ross Ridge

--
l/ // Ross Ridge -- The Great HTMU
[oo][oo] rridge@csclub.uwaterloo.ca
-()-/()/ http://www.csclub.uwaterloo.ca/~rridge/
db //
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #208955 is a reply to message #208907] Tue, 02 August 2011 18:43 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: WinstonSmith6079

On Jul 30, 12:39 pm, Ross Ridge <rri...@csclub.uwaterloo.ca> wrote:
> I believe it's random like in Dungeons & Dragons.  If anything has an
> effect on it, it would just be class, again just like in D&D.

Well it may be random, but I wouldn't assume it's exactly by the same,
exact rules as D&D. (And if it totally is, then I'd like to know
about that.) Any given CRPG could--and does, depending on any one of
many, many CRPGs of all kinds--have its own variation on the official
D&D rules.

And I'm thinking that there's probably some range in which the game in
the computer chooses a random number. I'm sure that it would give a
char you've just created like 1 GP, and it also wouldn't give like
10,000 GPs, see?

Furthermore, there may (or may not) be other factors in the char that
modifies the amount of GPs a brand new char would start with. Well
what could those be?
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #208956 is a reply to message #208924] Tue, 02 August 2011 18:49 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: WinstonSmith6079

On Jul 31, 3:03 pm, "Anton Treuenfels" <teamtemp...@yahoo.com> wrote:
> "WinstonSmith6079" <winstonsmith6...@gmail.com> wrote in message
>
> news:e88dfe6e-2cdb-4fab-a5ca-f648d649f13f@h14g2000yqd.googlegroups.com...
>
>> I'm playing the C64 version of 'Wizardry: Proving Grounds of the Mad
>> Overlord' and I need to know by what "formula" the game uses to
>> determine how many Gold Pieces a brand new char starts with in the
>> process of the char being created?
>
>> Are there any stats, etc. that affect exactly how many GPS a char
>> gets? If so what are they and how, specifically, do they effect that?
>
>> If nothing else, maybe some coder could like break into the program
>> and read the code and figure it out that way or something?
>
>> Please help me with the answer! It's important!
>
> Why is it important?
>
> IIRC, new character stats - and by extension everything else they get - are
> randomly generated by the equivalent of dice rolls. You can create a new
> character with whatever stats you like if you're patient enough to continue
> "re-rolling" until you get them.
>
> Most people don't bother.
>
> To "read the code" you'd have to start with a UCSD Pascal p-code decompiler.
> Got one handy?
>
> - Anton Treuenfels

These chars are already created. I need to give them back their
Gold. Or, at least, a proper amount. I do not know exactly how much
they actually did start with.

Pascal? I never knew that the C64 version of the first 'Wizardry'
game was written in that language. :/ Well, okay. I'll Google for
that. But before I do, I gotta ask: Are you serious? I mean that if
I actually do find such a thing availabe for use, would you--or
whomever is able (I'm not picky)--use it to find the answer to my
question?
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #208957 is a reply to message #208949] Tue, 02 August 2011 18:52 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: WinstonSmith6079

On Aug 1, 6:25 pm, "Anton Treuenfels" <teamtemp...@yahoo.com> wrote:
> "Ross Ridge" <rri...@csclub.uwaterloo.ca> wrote in message
>
> news:j14hco$1pi$1@rumours.uwaterloo.ca...
>
>> Anton Treuenfels <teamtemp...@yahoo.com> wrote:
>>> To "read the code" you'd have to start with a UCSD Pascal p-code
>>> decompiler.
>>> Got one handy?
>
>> Ah, that explains why it was so slow.
>
>> Ross Ridge
>
> Not really.
>
> There's a user-settable wait time between player moves that, at its default
> value, results in a fair amount of "busy waiting" by the p-code interpreter
> (literally - it sets one of the CIA timers and watches until it counts
> down). Set that wait time value to its minimum and the game speeds up
> considerably.
>
> The other major slow down occurs because of the slow serial links of the
> Commodore floppy drives. The p-code interpreter is capable of handling code
> overlays, and "Wizardry" uses all that UCSD Pascal provides. The two most
> commonly used overlays are cached "under" the Kernel ROM in a stock C64, but
> the rest have to be read anew each time they are used. Even with "fast
> transfer" routines providing about a 5X speed-up and custom sector
> interleave to take best advantage of that, it's still pretty annoying.
>
> The best speed-up here is to provide more memory. Run on a stock C128 and
> most of Bank One is used for caching. Stick a 1764 RAM expander in either
> and everything possible gets cached.
>
> That plus reduced move wait time makes "Proving Grounds" a very responsive
> game.
>
> After "Proving Grounds", intepreters for the others in the series know about
> all the 17xx RAM expanders. The C128 versions will also cache in 80-column
> video memory (16K or 64K) if there is no RAM expander.
>
> - Anton Treuenfels

Hey, cool! You are obviously very smart! So much so that I didn't
even understand what you said there, very much! Cool! hehehehe

So do you know what is the answer? ??? :)
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #208963 is a reply to message #208956] Tue, 02 August 2011 23:32 Go to previous messageGo to next message
Anton Treuenfels is currently offline  Anton Treuenfels
Messages: 105
Registered: December 2011
Karma: 0
Senior Member
"WinstonSmith6079" <winstonsmith6079@gmail.com> wrote in message
news:8adced0b-06a8-45c9-850a-7a8b27426c3d@h7g2000yqm.googlegroups.com...
On Jul 31, 3:03 pm, "Anton Treuenfels" <teamtemp...@yahoo.com> wrote:
> "WinstonSmith6079" <winstonsmith6...@gmail.com> wrote in message
>
> news:e88dfe6e-2cdb-4fab-a5ca-f648d649f13f@h14g2000yqd.googlegroups.com...
>
>> I'm playing the C64 version of 'Wizardry: Proving Grounds of the Mad
>> Overlord' and I need to know by what "formula" the game uses to
>> determine how many Gold Pieces a brand new char starts with in the
>> process of the char being created?
>
>> Are there any stats, etc. that affect exactly how many GPS a char
>> gets? If so what are they and how, specifically, do they effect that?
>
>> If nothing else, maybe some coder could like break into the program
>> and read the code and figure it out that way or something?
>
>> Please help me with the answer! It's important!
>
> Why is it important?
>
> IIRC, new character stats - and by extension everything else they get -
> are
> randomly generated by the equivalent of dice rolls. You can create a new
> character with whatever stats you like if you're patient enough to
> continue
> "re-rolling" until you get them.
>
> Most people don't bother.
>
> To "read the code" you'd have to start with a UCSD Pascal p-code
> decompiler.
> Got one handy?
>
> - Anton Treuenfels

These chars are already created. I need to give them back their
Gold. Or, at least, a proper amount. I do not know exactly how much
they actually did start with.

Pascal? I never knew that the C64 version of the first 'Wizardry'
game was written in that language. :/ Well, okay. I'll Google for
that. But before I do, I gotta ask: Are you serious? I mean that if
I actually do find such a thing availabe for use, would you--or
whomever is able (I'm not picky)--use it to find the answer to my
question?

======================================

The first five "Wizardry" games are all written in UCSD Pascal, partly
because it was capable of overlays (and thus a game larger than available
memory) and partly because porting to different platforms was simply a
matter of writing an interpreter for that platform. All the Apple II and
C64/128 versions used the same 6502 p-code interpreter on the same compiled
code, with all hardware differences accounted for at a lower level 'under'
the intepreter.

As far as your question goes, no, I would not dig into the compiled code. If
I was really curious to know the details I would ask the original
programmer. But even knowing wouldn't help much to accomplish what you want
to do anyway. What you really seem to want is a character editor. Try
Googling for that.

- Anton Treuenfels
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #208993 is a reply to message #208963] Thu, 11 August 2011 00:55 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: WinstonSmith6079

On Aug 2, 11:32 pm, "Anton Treuenfels" <teamtemp...@yahoo.com> wrote:
> "WinstonSmith6079" <winstonsmith6...@gmail.com> wrote in message
>
> news:8adced0b-06a8-45c9-850a-7a8b27426c3d@h7g2000yqm.googlegroups.com...
> On Jul 31, 3:03 pm, "Anton Treuenfels" <teamtemp...@yahoo.com> wrote:
>
>
>
>
>
>> "WinstonSmith6079" <winstonsmith6...@gmail.com> wrote in message
>
>> news:e88dfe6e-2cdb-4fab-a5ca-f648d649f13f@h14g2000yqd.googlegroups.com....
>
>>> I'm playing the C64 version of 'Wizardry: Proving Grounds of the Mad
>>> Overlord' and I need to know by what "formula" the game uses to
>>> determine how many Gold Pieces a brand new char starts with in the
>>> process of the char being created?
>
>>> Are there any stats, etc. that affect exactly how many GPS a char
>>> gets? If so what are they and how, specifically, do they effect that?
>
>>> If nothing else, maybe some coder could like break into the program
>>> and read the code and figure it out that way or something?
>
>>> Please help me with the answer! It's important!
>
>> Why is it important?
>
>> IIRC, new character stats - and by extension everything else they get -
>> are
>> randomly generated by the equivalent of dice rolls. You can create a new
>> character with whatever stats you like if you're patient enough to
>> continue
>> "re-rolling" until you get them.
>
>> Most people don't bother.
>
>> To "read the code" you'd have to start with a UCSD Pascal p-code
>> decompiler.
>> Got one handy?
>
>> - Anton Treuenfels
>
> These chars are already created.  I need to give them back their
> Gold.  Or, at least, a proper amount.  I do not know exactly how much
> they actually did start with.
>
> Pascal?  I never knew that the C64 version of the first 'Wizardry'
> game was written in that language.  :/  Well, okay.  I'll Google for
> that.  But before I do, I gotta ask: Are you serious?  I mean that if
> I actually do find such a thing availabe for use, would you--or
> whomever is able (I'm not picky)--use it to find the answer to my
> question?
>
> ======================================
>
> The first five "Wizardry" games are all written in UCSD Pascal, partly
> because it was capable of overlays (and thus a game larger than available
> memory) and partly because porting to different platforms was simply a
> matter of writing an interpreter for that platform. All the Apple II and
> C64/128 versions used the same 6502 p-code interpreter on the same compiled
> code, with all hardware differences accounted for at a lower level 'under'
> the intepreter.
>
> As far as your question goes, no, I would not dig into the compiled code. If
> I was really curious to know the details I would ask the original
> programmer. But even knowing wouldn't help much to accomplish what you want
> to do anyway. What you really seem to want is a character editor. Try
> Googling for that.
>
> - Anton Treuenfels- Hide quoted text -
>
> - Show quoted text -

Well, okay. I don't think that's what I actually need, really. But
I'll look.
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #208995 is a reply to message #208993] Thu, 11 August 2011 13:21 Go to previous messageGo to next message
christianlott1 is currently offline  christianlott1
Messages: 1852
Registered: January 2012
Karma: 0
Senior Member
Hey Winston,

Still not exactly sure what you want. Do you want your characters to
start off w/ more gold? Or are you just interested in what the dice
roll formula is?
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #208996 is a reply to message #208995] Thu, 11 August 2011 22:46 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: Ross Ridge

christianlott1 <christianlott1@yahoo.com> wrote:
> Still not exactly sure what you want. Do you want your characters to
> start off w/ more gold? Or are you just interested in what the dice
> roll formula is?

It seems he feels compelled to restore the gold his already generated
characters started with but then lost or disposed of in some way.

Ross Ridge

--
l/ // Ross Ridge -- The Great HTMU
[oo][oo] rridge@csclub.uwaterloo.ca
-()-/()/ http://www.csclub.uwaterloo.ca/~rridge/
db //
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #209001 is a reply to message #208995] Fri, 12 August 2011 19:26 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: WinstonSmith6079

On Aug 11, 1:21 pm, christianlott1 <christianlo...@yahoo.com> wrote:
> Hey Winston,
>
> Still not exactly sure what you want. Do you want your characters to
> start off w/ more gold? Or are you just interested in what the dice
> roll formula is?

Yeah, more-or-less, that's what I want.

I can't give the chars back the exact amount they had, because,
unfortunately, I neglected to like remember or jot down the amount
that each had (there are several such chars). That won't happen
again, BTW. But though it's about impossible (I guess) to give them
back the exact amount, at least I can restore them with a CORRECT
amount. IF, that is, I can know what would be a correct amount, see.
hehehehe

Correct me if I'm wrong, but I'm not assuming that the way Wizardry
does it is exactly by the exact same rules as D&D. Anyone who's
played CRPGs very much should know that most games have their own
variations of such rules hehehehe In fact, unless you're playing like
Pool of Radiance or Baldur's Gate or Neverwinter Nights and a few
others, you can almost bet that the rules WILL BE different, even if
only a little hehehe
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #209002 is a reply to message #209001] Sat, 13 August 2011 03:45 Go to previous messageGo to next message
dott.Piergiorgio is currently offline  dott.Piergiorgio
Messages: 166
Registered: March 2012
Karma: 0
Senior Member
Il 13/08/2011 01:26, WinstonSmith6079 ha scritto:

>> Still not exactly sure what you want. Do you want your characters to
>> start off w/ more gold? Or are you just interested in what the dice
>> roll formula is?
>
> Yeah, more-or-less, that's what I want.
>
> I can't give the chars back the exact amount they had, because,
> unfortunately, I neglected to like remember or jot down the amount
> that each had (there are several such chars). That won't happen
> again, BTW. But though it's about impossible (I guess) to give them
> back the exact amount, at least I can restore them with a CORRECT
> amount. IF, that is, I can know what would be a correct amount, see.
> hehehehe
>
> Correct me if I'm wrong, but I'm not assuming that the way Wizardry
> does it is exactly by the exact same rules as D&D. Anyone who's
> played CRPGs very much should know that most games have their own
> variations of such rules hehehehe In fact, unless you're playing like
> Pool of Radiance or Baldur's Gate or Neverwinter Nights and a few
> others, you can almost bet that the rules WILL BE different, even if
> only a little hehehe

I don't have played Wizardry I on a 64, but, generally speaking, the
8-bit CRPG has a separate program for the char generation, easing the
"reverse engineering" process you want, whose perhaps is eased by a pair
of thingies: firstly, the code being in a p-code whose I suspect is
fairly known; I guess that there's around enough documentation on UCSD
p-code. and when one get what is the RNG routine, should be a simple
matter of looking to the calls to it, the basic algorithm being the same
of a pen-and paper RPG: roll the dice and jot down the results.

What you need is finding the p-code whose calls the RNG routine and
store the results in the "GP" variable, and taking note on how is called
the RNG routine, whose is the algorithm you're asking.

HTH and I guess is a nice summer pastime for people here, esp. whose
have already done similiar works (for sure at least one here has done
various trainers for non-CRPG games...)

Best regards from Italy,
dott. Piergiorgio.
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #209206 is a reply to message #209002] Fri, 30 September 2011 07:52 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: WinstonSmith6079

On Aug 13, 3:45 am, "dott.Piergiorgio"
<dott.PiergiorgioNI...@KAIGUN.fastwebnet.it> wrote:
> Il 13/08/2011 01:26, WinstonSmith6079 ha scritto:
>
>
>
>
>
>>> Still not exactly sure what you want. Do you want your characters to
>>> start off w/ more gold? Or are you just interested in what the dice
>>> roll formula is?
>
>> Yeah, more-or-less, that's what I want.
>
>> I can't give the chars back the exact amount they had, because,
>> unfortunately, I neglected to like remember or jot down the amount
>> that each had (there are several such chars).  That won't happen
>> again, BTW.  But though it's about impossible (I guess) to give them
>> back the exact amount, at least I can restore them with a CORRECT
>> amount.  IF, that is, I can know what would be a correct amount, see.
>> hehehehe
>
>> Correct me if I'm wrong, but I'm not assuming that the way Wizardry
>> does it is exactly by the exact same rules as D&D.  Anyone who's
>> played CRPGs very much should know that most games have their own
>> variations of such rules hehehehe  In fact, unless you're playing like
>> Pool of Radiance or Baldur's Gate or Neverwinter Nights and a few
>> others, you can almost bet that the rules WILL BE different, even if
>> only a little hehehe
>
> I don't have played Wizardry I on a 64, but, generally speaking, the
> 8-bit CRPG has a separate program for the char generation, easing the
> "reverse engineering" process you want, whose perhaps is eased by a pair
> of thingies: firstly, the code being in a p-code whose I suspect is
> fairly known; I guess that there's around enough documentation on UCSD
> p-code. and when one get what is the RNG routine, should be a simple
> matter of looking to the calls to it, the basic algorithm being the same
> of a pen-and paper RPG: roll the dice and jot down the results.
>
> What you need is finding the p-code whose calls the RNG routine and
> store the results in the "GP" variable, and taking note on how is called
> the RNG routine, whose is the algorithm you're asking.
>
> HTH and I guess is a nice summer pastime for people here, esp. whose
> have already done similiar works (for sure at least one here has done
> various trainers for non-CRPG games...)
>
> Best regards from Italy,
> dott. Piergiorgio.- Hide quoted text -
>
> - Show quoted text -

Yeah gee, I sure wish some smart program-reading person would like do
that.

And I looked and looked and looked all over for a trainer for the C64
ver. of Wizardry, but I didn't find one. :(
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #209208 is a reply to message #209206] Fri, 30 September 2011 09:01 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: ZappedC64

On Fri, 30 Sep 2011 04:52:24 -0700 (PDT), WinstonSmith6079
<winstonsmith6079@gmail.com> wrote:
> Yeah gee, I sure wish some smart program-reading person would like do
> that.
>
> And I looked and looked and looked all over for a trainer for the C64
> ver. of Wizardry, but I didn't find one. :(

Haha! Ah yes... I remmeber having a character editior for Wizardy on
my Apple //e. I loved Wizardy! I found a boxed set of all the
Wizardry's a (C64) few years ago... I should probably take it out of
the plastic one of these days.

I'm sure there is a C64 based Wizardry character editor out there
somewhere.

/Zapped/
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #209209 is a reply to message #209206] Fri, 30 September 2011 12:31 Go to previous messageGo to next message
dott.Piergiorgio is currently offline  dott.Piergiorgio
Messages: 166
Registered: March 2012
Karma: 0
Senior Member
Il 30/09/2011 13:52, WinstonSmith6079 ha scritto:

> Yeah gee, I sure wish some smart program-reading person would like do
> that.
>
> And I looked and looked and looked all over for a trainer for the C64
> ver. of Wizardry, but I didn't find one. :(

Trouble is that the resident trainer-maker (whose is truly a master of
said art) is another Italian whose is rather snobish....

Best regards from Italy,
dott. Piergiorgio.
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #209214 is a reply to message #209208] Sat, 01 October 2011 09:30 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: WinstonSmith6079

On Sep 30, 9:01 am, ZappedC64 <n...@me.com> wrote:
> On Fri, 30 Sep 2011 04:52:24 -0700 (PDT), WinstonSmith6079
>
> <winstonsmith6...@gmail.com> wrote:
>> Yeah gee, I sure wish some smart program-reading person would like do
>> that.
>
>> And I looked and looked and looked all over for a trainer for the C64
>> ver. of Wizardry, but I didn't find one. :(
>
> Haha! Ah yes... I remmeber having a character editior for Wizardy on
> my Apple //e. I loved Wizardy! I found a boxed set of all the
> Wizardry's a (C64) few years ago... I should probably take it out of
> the plastic one of these days.
>
> I'm sure there is a C64 based Wizardry character editor out there
> somewhere.
>
> /Zapped/

I hope so. I'd think so too, but I can't find any such thing. I
wonder if it might be that maybe there was one out there in the Good
Old Days™, but is now lost and can't be found anywhere.

But whatever the case may be, I have yet to find one anywhere. :(
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #209215 is a reply to message #209209] Sat, 01 October 2011 09:30 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: WinstonSmith6079

On Sep 30, 12:31 pm, "dott.Piergiorgio" <chiedet...@ask.me> wrote:
> Il 30/09/2011 13:52, WinstonSmith6079 ha scritto:
>
>> Yeah gee, I sure wish some smart program-reading person would like do
>> that.
>
>> And I looked and looked and looked all over for a trainer for the C64
>> ver. of Wizardry, but I didn't find one. :(
>
> Trouble is that the resident trainer-maker (whose is truly a master of
> said art) is another Italian whose is rather snobish....
>
> Best regards from Italy,
> dott. Piergiorgio.

Oh? What do you mean? ???
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #373300 is a reply to message #208901] Wed, 05 September 2018 00:16 Go to previous message
Anonymous
Karma:
Originally posted by: thea2ien

On Saturday, July 30, 2011 at 8:04:12 AM UTC-4, WinstonSmith6079 wrote:
> I'm playing the C64 version of 'Wizardry: Proving Grounds of the Mad
> Overlord' and I need to know by what "formula" the game uses to
> determine how many Gold Pieces a brand new char starts with in the
> process of the char being created?
>
> Are there any stats, etc. that affect exactly how many GPS a char
> gets? If so what are they and how, specifically, do they effect that?
>
> If nothing else, maybe some coder could like break into the program
> and read the code and figure it out that way or something?
>
> Please help me with the answer! It's important!

There is/was a character editor, at least at one time. I had downloaded it off of Qlink a long time ago. However I can't seem to locate it.
I am trying to write my own now.
And yes, I know this is an old post. Hopefully there still might be some folks that would be interested in this once I am finished.
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