The extra enemies are great, do you think you'll be able to add all the missing enemies?
The enemies I managed to add so far are:
Now the only missing ones are the "special" enemies: Horse (only found in Ambrosia), Chest (only in Castle Death), Grass (only outside Castle Death).
There is enough of room for extra enemy sprites, but the game uses sprite indices to recognise enemies in this way: NPCs (townsfolk) are $00 to $14, plus $1D which is Sherry/Noriko; roaming enemies are $15 to $1C; $1E is the Whirlpool; the Floor found in Castle Death "recycles" id $05 which is normally assigned to the player owned ship.
To index enemies $15 is subtracted from their ID, while for NPCs $1E is added.
However, enemies go from $00 (Orcs) to $16 (pirates), thus leaving $17 to $1C free to use (and that's where I added the enemies listed above).
Also since the game manages random encounters in a completely different way than the computer versions, it's probably not possible to add the Ambrosian Horses and the Grass without basically re-writing half the game.
Once I look better into how encounters are managed in the castle, I will see if there is any hope to include at least the Chest.
This looks so great.
Never bothered to play the game, because it felt so unpolished.
Once you complete your hack, I will definitely give it a try, if only for your care and dedication.
Cheers mate, this game's always had lots of potential but I felt like it could have been much better - which is why I've been working on it for over a month now
I still have a couple of gameplay/balance issues I want to fix, then it should be ready for playtesting while I finish polishing the graphics!
UPDATE 18 Jan 2020
Taking a break from the dialogue UI, I turned my attention to the dungeons and gave them a new "coat of paint".
Now each dungeon uses its own palette, fitting its "theme".
Also, I changed chest's graphics to a much larger sprite for the "3D" view, and chests can also be seen from one tile away instead of only being visible when you step on them.
I have also redone the ladders and the Marks graphics.
Now, as I was testing the game with a high level party I noticed that I was hugely underpowered in battle, and better gear did very little to improve that.
So I looked into the battle routines again, and this is what I found...
Hit chance is calculated using this formula: 8 >= RANDOM(0 to armour + 10)? hit : not hit
So with no armour: 20% miss chance. With Mystic Armour ($07): almost 53% miss chance.
Dexterity is not part of the formula, i.e. dexterous characters are not any more able to avoid damage.
The basic damage formula is: RANDOM(0 to ((enemy's min HP / 8 ) + (high byte of target's max HP * 2) + 1)) + X, where X is normally 6 but higher in dungeons or Castle Death.
So damage is a minimum of 6, and also depends on target's HP.
This can be definitely improved, and while the game should be more challenging at higher levels, the player should also be rewarded for levelling up and have new tools/abilities to better fight the more powerful enemies.
Here's what I thought...
- Have armour also absorb a bit of damage (similarly to how armour works in Ultima VI)
- Give high level Barbarians a damage bonus
- Give high level Fighters an extra chance to avoid damage depending on their Dexterity
- Give high level Thieves a "critical hit" chance based on their Dexterity
- Slightly reduce MP consumed by higher level spells
- Give magic users a chance to reduce magical damage taken (e.g. from Dragon's fireball) based on their caster stats (e.g. INT for Wizards, INT+WIS/2 for Druids etc.)