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Kind of a necro reply, but I started participating on these forums a little more. I recently found out the Pascal source code for Apple 2 Wizardry was reverse engineered and made available, some time in the last 2 years. I found it really novel that Wizardry used concatenated 3 integers to represent experience points. You now have a number in the quintillions. I don't know how Bard's Tale or Ultima represented numbers nor Deathlord, which was Ultima-like and used similar assembler trickery to do whatever it does.

Editing a binary compiled Pascal file (and whatever encoding scheme SirTech used) certainly wasn't within the range of a normal Apple 2 user, and would definitely need a 3rd party editor program.

https://steamcommunity.com/app/2518960/discussions/0/4326349159975669701/?ctp=2#c4347743556799907215

there's some extra posts with analysis too!

https://steamcommunity.com/app/2518960/discussions/0/4330853975912992805/#c4330853975913067065
https://steamcommunity.com/app/2518960/discussions/0/4330853975912992805/#c4347743556799934501
https://steamcommunity.com/app/2518960/discussions/0/4330853975912992805/#c4347743556799953463
Post edited December 29, 2024 by darthvo
avatar
darthvo: Kind of a necro reply, but I started participating on these forums a little more. I recently found out the Pascal source code for Apple 2 Wizardry was reverse engineered and made available, some time in the last 2 years. I found it really novel that Wizardry used concatenated 3 integers to represent experience points. You now have a number in the quintillions. I don't know how Bard's Tale or Ultima represented numbers nor Deathlord, which was Ultima-like and used similar assembler trickery to do whatever it does.

Editing a binary compiled Pascal file (and whatever encoding scheme SirTech used) certainly wasn't within the range of a normal Apple 2 user, and would definitely need a 3rd party editor program.

https://steamcommunity.com/app/2518960/discussions/0/4326349159975669701/?ctp=2#c4347743556799907215

there's some extra posts with analysis too!

https://steamcommunity.com/app/2518960/discussions/0/4330853975912992805/#c4330853975913067065
https://steamcommunity.com/app/2518960/discussions/0/4330853975912992805/#c4347743556799934501
https://steamcommunity.com/app/2518960/discussions/0/4330853975912992805/#c4347743556799953463
I've seen the decompiled source code for Wizardry 1 and 3, and the code for 1 is a mess in parts (see, for example, the HAMAN/MAHAMAN routine).

Ultima 1, in its original version, was written in BASIC. This, of course, affects how things like numbers were represented. (The later remake, as well as Ultima 2, were written in assembly language.)

In Ultima 2 and some versions of Ultima 3, if a stat goes above 99, or certain other values (like gold, maybe food and, in 2, HP) go over 9999, the value will actually roll over. For example, if, in U3, each character is carrying 2600 gold, and you have somebody pool the party's gold, that character now only has 400 gold, with the other 10,000 just vanishing. (Apparently, the IBM PC version of Ultima 3 has checks to prevent this sort of overflow; I heard that pooling gold in this situation won't be allowed. Because of this, and the fact that the IBM PC version lets you transfer over 99 food/gold between party members, I think that may be the best computer version, even with the lack of music, the treasure chest bug, and the scarce overworld encounters; it helps that this version has a nice mod out there that improves it.)