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+ | The information on this page has moved to https://gitlab.com/moralbacteria/vampyr-unofficial/-/wikis/home[[Category:Reverse Engineering]] |
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− | Working backwards from the finished product to understand how it ticks. |
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− | == File List == |
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− | AFTER.CON afterlife tile images |
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− | AFTER.MAP afterlife tile data |
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− | BOAT.DAT ??? |
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− | CASTLE.MAP castle tile data |
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− | DUNGEON.CON talisman and Blackeye dungeon tile images |
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− | DUNGEON.MAP talisman and Blackeye dungeon tile data |
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− | DUNGMON.CON talisman and Blackeye dungeon NPC images |
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− | DUNGMON.DAT talisman and Blackeye dungeon monster data |
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− | ENCONTER.SET ??? NPC dialogue |
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− | ENDMON.CON end sequence NPC images |
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− | ITEM.001 menu image; forest at night |
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− | ITEM.002 menu image; castle |
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− | ITEM.003 menu image; sword in front of axe |
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− | ITEM.004 menu image; man at campfire during night |
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− | ITEM.005 menu image; club, shield, and morning star |
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− | ITEM.006 menu image; some design |
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− | ITEM.007 menu image; landscape |
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− | LAND.CON overworld tile images |
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− | LANDMON.CON overworld NPC images |
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− | LANDMON.DAT overworld NPC data |
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− | LIFEMON.CON afterlife NPC images |
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− | LIFEMON.DAT afterlife NPC data |
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− | MSCROLL.PIC scroll end image from title screen |
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− | PLAYER.CON player images |
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− | PLAYER.SAV Player data |
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− | RUINMON.CON ruin NPC images |
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− | RUINMON.DAT ruin NPC data |
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− | SCROLL.PIC Dalagash poem on start screen |
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− | SIGN.DAT ??? |
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− | THEEND.CON ending sequence tile images |
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− | THEEND.MAP ending sequence tile data |
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− | TITLE.001 top left of title screen background |
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− | TITLE.002 top middle of title screen background |
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− | TITLE.003 top right of title screen background |
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− | TITLE.004 bottom left of title screen background |
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− | TITLE.005 bottom middle of title screen background |
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− | TITLE.006 bottom right of title screen background |
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− | TOWN.CON town tile images |
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− | TOWN.MAP town tile data; all six towns are in this file |
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− | TOWNMON.CON town NPC images |
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− | TOWNMON.DAT town NPC data |
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− | UNIV.CON universal tile images; contains water, grass, FX tiles, and more |
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− | VAMPYR.001 logo on game hud |
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− | VAMPYR.DOC game info |
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− | VAMPYR.EXE executable; ??? |
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− | VCASTLE.MAP vampyr's castle tile data |
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− | WORLD.MAP overworld tile data |
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− | PLAYER.SAV |
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− | player data |
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− | refer to hax.xcf for specifics |
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− | x.MAP |
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− | raw tile data |
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− | each byte represents 1 tile |
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− | can be paired with a tileset to produce and image of the map |
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− | does NOT contain monster data |
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− | map dimensions divisible by 10; results in "interesting" file sizes |
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− | x.CON |
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− | graphic files |
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− | three different file sizes |
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− | 4860 (player.con, univ.con) |
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− | 6480 |
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− | 8424 (*mon.con) |
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− | file sizes divisible by 18^2, the size of graphics |
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− | BOAT.DAT |
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− | file size: 500 |
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− | UNKNOWN FUNCTION |
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− | XMON.DAT |
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− | all have filesize of 364 |
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− | monster data, stored in table fashion |
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− | 13 entries of 28 bytes each |
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− | 1 byte, 15 byte name, 12 bytes of data (including weapon/armor) |
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− | ENCONTER.SET |
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− | dialogue |
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− | UNKNOWN ORGANIZATION |
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− | filesize: 43806 |
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− | ITEM.001 - ITEM.007 |
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− | icons |
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− | == BOAT.DAT == |
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− | 500 bytes in size. |
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− | Each byte is a value between 0x0 and 0x4 |
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− | ==SIGN.DAT== |
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− | Length: 6480 bytes |
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− | Record length: 144 bytes |
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− | Number of records: 45 |
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− | Format: |
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− | |||
− | type |
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− | SignData = record |
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− | x : byte; |
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− | y : byte; |
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− | line1 : string[70] |
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− | line2 : string[70] |
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− | end; |
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− | Each sign shows 2 lines of text. The (x, y) coordinates apply to the map in which the sign is loaded (the file doesn't specify which map). Like most external strings, this one also has garbage full of Turbo Pascal code. |
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− | == Other *.DAT == |
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− | See [[Monster File Format]] |
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− | == *.CON, *.PIC, and *.00* == |
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− | See [[Image Files]]. |
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− | == ENCOUNTER.SET == |
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− | See [[NPC Dialog File Format]] |
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− | == PLAYER.SAV == |
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− | See [[Save File Format]] |
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− | == Judgement == |
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− | Judgement is random, but completing certain in-game functions will increase your likelihood of ressurrection. |
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− | Each completed mission changes your base level of survival. (Note that if the game thinks you've beaten later missions then it won't check for earlier missions): |
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− | * 10% if you've completed the first mission |
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− | * 25% if you've completed the second mission |
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− | * 40% for the third mission |
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− | * 50% for the fourth mission |
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− | * 70% for the fifth mission |
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− | The following stat bonus will DETRACT! |
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− | * +((constitution-10) + floor((constitution-10) / 2))% if constitution is >10 |
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− | ** constitution of 11 = 1+floor(.5) = 1% |
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− | ** constitution of 12 = 2 + floor(1) = 3% |
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− | ** constitution of 13 = 3 + floor(1.5) = 4% |
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− | ** constitution of 14 = 4 + floor(2) = 6% |
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− | ** ... |
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− | ** constitution of 20 = 10 + floor(5) = 15% |
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− | * same for charisma |
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− | * same for luck |
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− | * also some random data bitshifted left by 3? |
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− | On top of that, there's some miscellaneous game play progress points that DETRACT: |
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− | * +3% if got the blue rose |
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− | * +6% if learned Rust Armor |
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− | * +10% if you met Dalagash |
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− | == Map IDs == |
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− | Each map has a unique internal identifier. The current map is stored in ds:805h. There's also a related variable in ds:804h? |
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− | * 0x0 - overworld |
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− | * 0x1 - Balinar |
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− | * 0x2 - Rendyr |
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− | * 0x3 - Maninox |
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− | * 0x4 - Zachul |
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− | * 0x5 - Trocines |
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− | * 0x6 - Myron |
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− | * 0x9 - castle |
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− | * 0xA - Heaven? |
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− | * 0xB - A dungeon |
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− | * 0xD - Vampyr's Castle |
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− | [[Category:Reverse Engineering]] |
Latest revision as of 16:19, 5 September 2020
The information on this page has moved to https://gitlab.com/moralbacteria/vampyr-unofficial/-/wikis/home