ladyabaxa: (Default)
Why screenshots? Well for one thing they're smexy! Ha, ha, ha, I'm terrible I know. Seriously, however, I've finished searching through the portraits for the game using a Hex editor. It's nothing particularly fancy. I just started with a few known values and through a tedious process of slowly incrementing and decrementing the values deciphered the correct numbering scheme for all the portraits in the game. They are, in chronological order:

Arthur: 5c 81
Breeze: 70 81
Brick: 84 81
Darren: 98 81
Gallop: ac 81
Lance: c0 81
Lug: d4 81
Phil: e8 81
Tone: fc 81
Trunk: 10 82
Wally: 24 82
Zeke 38 82
Lady of the Lake: 4c 82
Merlin: 60 82
Blacksmith: 74 82
Hungry Traveler: 88 82
Unknown Male (Erek?): 9c 82   
Brave Woman: b0 82
Wise Woman: c4 82
Morgana: d8 82
Lord Pendragon: ec 82
Everett: 00 83 and 14 83 [2 separate portraits of Everett]

Blaise: 28 83
Druas: 3c 83
Gnome Prince: 50 83
Kazak: 64 83
Gemcutter: 78 83
Mapmaker: 8c 83
Death's Doorman: a0 83
Undead: b4 83
Skeleton: c8 83

[For reference the knight portraits are as displayed here: www.flyingomelette.com/koj/knights.html and the NPCs are here: www.flyingomelette.com/koj/chars.html. There were NO portraits for the warlords as there is no dialogue for any of them to be had. The one mysterious block of unused dialogue that sounds like a challenge is actually tagged to the Lady of the Lake.]

This means that each one is precisely twenty values (in hex!) from the one prior to it. Simply change the two bytes preceeding the block of text to change what appears in the portrait slot. It should be noted that Merlin's text in his room in Camelot can NOT be modified in this way as it is both A.) compressed and B.) uses a different system as it is displayed differently.

Most values will simply crash but some do not and the game can continue although the graphics will be temporarily glitched. The following screenshot only encompasses a small sampling of what is possible. I've only tested for a tiny fraction of the possible values and all tests have been done on a single screen. That's important because anything that rewrites the entire screen will remove the glitchy data and restores the game's proper graphics.



The lower left shot has disabled layers as layer two (normally the treetops) fills up the entire screen with garbage that makes it hard to see anything. The most common effect of my screwing around was that the lone poison flower in the upper left shot would be moved around. The two sets of glitched tiles in the upper right shot are normally piles of bones.



More glitchiness abounds with this result. The treetops turn this biting shade of pink and it appears the game loads either text graphics (part of the graphics engine for text) or displays some code as junk text. A secondary effect is what happens to the poison flower in the same area.



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Now playing: Motoi Sakuraba - Tiger of Integrity and Benevolence
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