KeighnMcDeath
RPG Codex Boomer
- Joined
- Nov 23, 2016
- Messages
- 13,127
No short Snes Wiz 6 videos? One is enough to see what is there:
The originals were written in Pascal.AFAIK, it uses pretty much the same 6502 code as the Apple ][ originals, but the graphics is different (slightly improved, IMO).
Yeah I know, and I almost mentioned that. So to be clear, they used the same Pascal source code for both the C64 and Apple ][ versions, which presumably generated the same 6502 opcodes as it was essentially the same compiler on both the C64 and the Apple ][ (minus stuff like I/O which was platform specific).The originals were written in Pascal.AFAIK, it uses pretty much the same 6502 code as the Apple ][ originals, but the graphics is different (slightly improved, IMO).
Automapping is cancer.Except Llylgamyn Saga / New Age of Llylgamyn weren't designed with an automap in mind, so it breaks navigational challenges. That's why most people recommend mapping on paper while playing these ports.
Well, this confuses the issue a bit... And we don't know whether the original authors have revised the Pascal source code for the different releases...The Commodore 64/128 versions of Wizardry 1-3 share a common code base with the Apple originals, as they all use the same run-time 6502 Pascal interpreter which provides support for overlays and low-level functions to interface with the hardware. USCD Pascal was also used for the IBM versions, but with an x86 version of the interpreter.
So, it seems like the C64 version is a good version, indeed. In any case, I'll report back once I've finished it.Old post, I know, but I'm currently playing the Commodore 64 version (it looks like the CGA version, but with better / more colors; screen updates are slower but bearable), and stats going down happens, but it's relatively rare. Most of the time, 3-5 stats go up, and then about half the time one stat goes down as well. So it's common to see 3-5 increases and no decreases, or 3-5 increases and one decrease, which is still a net gain, of course.
As, AFAIK, the C64 version of Wizardry 1 was released years later (1987, I think) than the DOS one, it's likely that the DOS version was indeed bugged in terms of the RNG. Kyle's hypothesis makes sense, it could well be the cause -- and that was probably fixed for (or didn't affect) the C64 release.
/thread
Anyone try that wiz6 remaster?
Anyone try that wiz6 remaster?
which one?
Anyone try that wiz6 remaster?
which one?
I've only played the PSX ports of those versions. They're excellent and to me, the best way to play, regardless of automap - you can always choose not to use it if that's your preference. The only downside is not everything is translated, but they're all very playable.
/thread
Did you got it working on Windows?
Anyone try that wiz6 remaster?
which one?
His Wiz8 is pretty good.
I actually asked this in the Wizardry thread about a year ago, at least for the first four.
The TL;DR is this
- DOS is bugged.
- Apple II works fine if you don't mind the way everything on the system looks. (AppleWin hasn't done me dirty yet, and works through WINE but I admit ignorance on the details of Apple II emulation)
- The console versions don't change too much and the PSX version might just be the definitive port.
IIRC there are two console versions: Playstation and Nintendo, of which the Nintendo version changes some of the dungeon maps. It's also transfers characters from 1 to 3 to 2. So yes, the PSX version should be the definitive version. I was meaning to play it, but I still suffer from post Wiz8 stress disorder.
I'm playing the original (DOS) with Grid Cartographer right now (I also played with a pencil and graph paper before). Automaps are pure incline for blobbers.aside from graphics and automap
Depends on the game. If it's designed with an automap in mind, like Shin Megami Tensei was, it works fine.Automaps are pure incline for blobbers.
Using automap in a game where mapping the dungeon is at least 50% of the challenge and is one of the main game mechanic is like to play an old-school platformer with sprite collisions turned off. Or playing a text adventure by following a walkthrough to the letter. It's absolutely pointless.Depends on the game. If it's designed with an automap in mind, like Shin Megami Tensei was, it works fine.Automaps are pure incline for blobbers.
But if it isn't, it can easily break the game, e.g. Wizardry relies heavily on fucking around with your understanding of where you are with levels that wrap around themselves, teleporters, spinners, etc.
Once the automap enters the picture, these challenges stop working and become a mere annoyance. Fortunately, most versions that feature an automap put it on a separate screen, which can be easily ignored.
gesundheitBut DUMAPIC