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Author Topic: Fairy Tale Adventure  (Read 10432 times)

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Offline JLF65

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Re: Fairy Tale Adventure
« on: February 22, 2006, 06:36:53 AM »
There are a number of things you need to do, but the ultimate goal is to save the Princess. I got it when it first came out to play on my A500. It was awesome. My brother and I hacked the heck out of that game. I've still got an AmigaBasic save file editor on a disk somewhere. We also made maps of the continent, indoor areas, and underground areas using the data from the game. We also made a table of where all the magic circles take you. That table is VERY handy for getting around.
 

Offline JLF65

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Re: Fairy Tale Adventure
« Reply #1 on: February 23, 2006, 05:39:52 AM »
Yeah, I spent many fun hours playing it. The best advice I give folks is build your bravery before venturing out. Stay close to home, lure some bad guys into the town, kill them, go inside, then come out and kill them again. Repeat until they finally all get away, then lure some more in. Repeat until you have enough bravery to win your fights without much trouble. Then head south to the graveyard.

I'd really love to see a 3D version of The Faery Tale Adventure. That would be really cool. I saw that screenshot of the mod for Neverwinter Night. Looked interesting. Anyone have more info on that?
 

Offline JLF65

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Re: Fairy Tale Adventure
« Reply #2 on: February 23, 2006, 06:30:03 PM »
Just a few notes from my brother about the data layout:

The outside map is at 0x14000 and is 128x128 bytes. Each byte defines one of 256 blocks.

The inside map is at 0x18000 and is 128x32 bytes.

The definition of the outside blocks starts at 0x4000 and is 256 blocks of 16x8 bytes. Each byte selects a graphics set.

The definition of the inside blocks starts at 0xc000 and is 256 blocks of 16x8 bytes.

The graphics sets are 64 blocks of 5 bitplanes of 16bits wide by 32 lines tall. Graphics set code bytes are broken into four ranges: I = 0 to 63, II = 64 to 127, III = 128 to 191, and IV = 192 to 255.

If you plug in the above values, you find the world map is 32768 pixels by 32768 lines!

The various graphics sets are:

0x19000 - graphics set A (IV) = southeast mountains
0x1e000 - graphics set B (III) = graveyard area
0x23000 - graphics set C (II) = Marheim/Castle tiles
0x28000 - graphics set D (I) = basic terrain
0x2d000 - graphics set E (II) = basic buildings
0x32000 - graphics set F (III) = petrified forest
0x37000 - graphics set G (IV) = witch's castle
0x3c000 - graphics set H (II) = crystal palace/Azal/tombs
0x41000 - graphics set I (III) = snow/plains/misc terrain
0x46000 - graphics set J (IV) = north mountains
0x4b000 - graphics set K (IV) = southwest mountains
0x50000 - graphics set L (II) = citadel
0x55000 - graphics set M (I) = dungeon walls
0x5a000 - graphics set N (II) = basic indoors
0x5f000 - graphics set O (II) = caves
0x64000 - graphics set P (III) = castle/inn
0x69000 - graphics set Q (IV) = misc tiles

Using this info, you can render the nice maps you see around the net.
 

Offline JLF65

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Re: Fairy Tale Adventure
« Reply #3 on: March 08, 2006, 12:34:04 AM »
Quote

x_to79 wrote:
thanks JLF65 for the great infos... :-)

but i´ve got some troubles...there are 17 different tilesets but only 4 will be used at the same time..

how did we know which tileset is currently used..??


That wasn't in his notes. :-D  You derive it from the list and looking at the map. For example, you'll notice that basic terrain and dungeon walls are both group I tiles. They can't both be loaded at the same time. That's why the game always loads when you enter and exit the dungeon areas.

The 128x128 map is broken into equal 4x4 regions of 32x32. Each time you cross from one region to the next, the game loads the tile set needed for stuff in that region (unless it conflicts like the dungeon tile set). For example, tile set G is needed for the witch's castle, so it loads for region 3,1 where the witch's castle is. You'll notice no other group IV tile sets conflict within that region.


Quote
and:

imagine you would create a BMP with the sizes 32768 * 32768 pixel..with a depth of 8 bit (256 colors)

you will get exacly a file with a size of 1 GByte without the fileheader...phew...really big...

does your brother already started to create the map...maybe i can help him... :roll:


He has a HUGE TIFF on a disc somewhere he generated from the data. He said he'd keep an eye out for it. Some of the earlier posts in this thread give the same kind of map. You might check them.