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Wizardry: Knight of Diamonds (NES)/Notes
20-2F Special Tiles
The following table notes what the 20-2F "special tiles" are for each floor of the maze. The specifics on how these are actually defined will be covered elsewhere.
- | floor | - | - | - | - | - | |
---|---|---|---|---|---|---|---|
Address Value | B1 | B2 | B3 | B4 | B5 | B6 | |
20 | Stairs to Castle | Stairs to 5E5N1D | Stairs to 0E0N2D | Stairs to 12E12N3D | Stairs to 7E12N4D | Stairs to 8E4N5D | |
21 | Stairs to 5E5N2D | Stairs to 16E2N1D | Stairs to 18E1N2D | Stairs to 16E2N3D | Stairs to 0E0N6D | “One Alone” (Teleport to castle if more than one member in party) | |
22 | Stairs to 16E2N2D | Stairs to 0E0N3D | Stairs to 12E12N4D | Stairs to 7E12N5D | KOD's Gauntlets Door | Room on Fire- If character not equipped with KOD equipment, kills them and dumps them back at the castle. | |
23 | Nothing | “Three roads to follow” square | “Ever considered…” square | Nothing | Rock! | Exchange KOD equipment for Staff of Gnilda, teleport to 14E14N1D | |
24 | Kobold King (And Gory Badge) | Stairs to 17E2N3D | Stairs to 16E2N4D | Trade Mithril key for Master Key | Entrance of Cavern | "It is beyond my support..." | |
25 | Corroded Key square | Trade Gory Badge for Weird Emblem | Trade Weird Emblem for Mithril Key | Teleporter to 8E11N4D | Shattered Stone | "The most evil voice..." | |
26 | Trade Corroded Key for Key of Ebony | Trade Key of Ebony for Key of Cloister | Chute to 3E4N4D | Teleporter to 11E11N4D | A cavern’s dark.. | Tombstone- WORTHLESS RESTS HERE | |
27 | Teleporter to 11E10N1D | Teleporter to 17E16N2D | Chute to 6E14N4D | 100K Gold for information and to teleport to 10E0N4D | As the inside.. | Foul Smell- Leave it to the brave | |
28 | Teleporter to 14E17N1D | Teleporter to 5E2N2D | Chute to 17E16N4D | Square where you get the information after paying the gold | Down the hall.. | Teleporter to 0E0N6D | |
29 | Proclamation of Gnilda | Teleporter to 10E10N2D | 5K Gold to teleport to Castle | Teleporter to 16E16N4D | ...a clear blue fountain | Teleporter to 19E4N6D | |
2A | KOD's Armor | KOD's Shield | Hrathnir | KOD's Helmet | KOD's Gauntlets | Nothing | |
2B | “Are you ready?” square | Teleporter to 5E15N2D | Teleporter to 2E13N3D | Teleport to Castle (Mapiro Mahama Diromat) | "You are almost ruined." | Teleporter to 8E9N6D | |
2C | “Officers Only” (At least Weird Emblem required) | Corroded Key Door | Teleporter to 16E11N3D | Anti-magic (Need to at least leave floor to reset) | Nothing | Teleporter to 1E5N6D | |
2D | Search to fight Murphy’s Ghost | Gory Badge Door | Key of Cloister Door | Nothing | Nothing | Teleporter to 3E13N6D | |
2E | Pit | Ebony Key Door | Master Key Door | Spinner Tile | OUCH (Take damage) | Spinner | |
2F | Stronger Pit | Mithril Key Door | Rock! | Rock! | Even Stronger Pit | Demon Lord, but more research is needed on what actually triggers the fight to appear. |
How These Tiles Are Implemented (And How To Change Them)
The specific data for these tiles begins at 0x850B. Each floor takes up 64 (0040) bytes. Each individual code is four bytes. So 0x850B is B1 Code 20, 0x850F is B1 Code 21, 0x8513 B1 Code 22, and so on. 0x854B is the start of B2's data, 0x858B is B3's data, etc. The first byte governs what type of square it is, and thus what the remaining three bytes mean.
For some codes, it may look like there is redundant data--for code 0C for instance, both the second and fourth bytes are the Item ID being checked. This is not a typo; it is actually how it is stored in the ROM, though I don't yet know why without a deep dive into the code.
If the first byte is | The square is | The second byte is | The third byte is | The fourth byte is |
---|---|---|---|---|
00 | Nothing! | Nothing! | Nothing! | Nothing! |
01 | Stairs | East coordinate of destination | North coordinate of destination | Down coordinate of destination |
02 | Teleporter | East coordinate of destination | North coordinate of destination | Down coordinate of destination |
04 | Rock! (Party dies and is transported back to the castle) | Nothing! | Nothing! | Nothing! |
05 | Pit | (Specifics unknown, but all three bytes seem to govern the power of the pit/how much damage you take) | - | - |
06 | OUCH | (Specifics unknown, but all three bytes seem to govern how much damage you take) | - | - |
07 | Spinner- faces you in a random direction when you step onto it | Nothing! | Nothing! | Nothing! |
08 | Message square | Nothing! | Pointer to the correct text | Nothing! |
0C | Square that checks for an item | Item ID checked for | Message to show if you don't have the item | Item ID checked for |
0D | Message square with a "Will you search?" at the end | The item you'll acquire | Message to display | The item you'll acquire (One of these may be a check to see if you have the item before displaying anything) |
0E | Message square with a "Will you trade?" at the end | The item you'll acquire | Message to display | The item you'll trade away |
0F | A forced battle | The monster or monsters you'll fight | Nothing! | The item you'll get for winning the fight |
10 | Another forced battle that works differently from 0F, but I don't know exactly how yet. | The monster or monsters you'll fight | Nothing! | (This is the byte that perplexes me right now) |
16 | A message square with a "Will you search?" that leads to a battle | The monster or monsters you'll fight | (??) | (??-maybe treasure you get for winning the fight. More research is needed) |
Internal Data for Wizardry: The Knight of Diamonds (NES)
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