Hex Editing savegames

Chat about "The Legend of Skullkeep", the true sequel to the original Dungeon Master.
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danielcg
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Post by danielcg »

While you can set attribute to 220 which is maximum for display, it is too far beyond game limit. Limit for the attribute is 170. Anything above 170 AND your skill level is very high, the game may crash.

Recommanded maximum limit for starting character is 120 because getting skill level and clothes will increase the attribute toward 170. For anti-magic and anti-fire, you may set them to 150. I don't think anti-magic and anti-fire high attribute would crash the game.
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beowuuf
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Post by beowuuf »

It crashes the game? Interesting...you could get away with 255 on DM and even four figure mana (though the display took a hit)
danielcg
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Post by danielcg »

I have played Interplay Skullkeep last 8 years ago (in DOS mode, not in DOSBOX) and I have hacked savegame from someone else that set my every attributes to 220. When I hit <> Master, in few seconds delay following gain <> Master level, Interplay DMII Skullkeep crashed with general protection fault and immediately exit.

When I start new game with no hacks, I can boost up to 170 by constantly drink attribute boost potions. There is no way I can able to exceed 170 even with constantly drink attribute potion(s).

I think this bug may only to Interplay DMII Skullkeep, not original DM or RTC DMII. I heard Interplay author says that very high attribute will cause subtle problem(s). Note: It does not exist in RTC DMII however and I can exceed 170 easily in RTC DMII.

Also, I found another bug in Interplay DMII. When I play for long time without exit and restart, Interplay DMII will cause processing hogs and memory leak. Every 3 hours, it should be exit and restart DMII in fresh.
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beowuuf
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Post by beowuuf »

RTC DM II is a different engine and allows 255 , although potion etc cap to 170 as before I believe

Anyway, definitely wasnt' a bug in PC DM, interesting somehow that changed for PC DM II

Also interesting about the memory leak! I've played it in DOS for ages without problem, but then DOS isn;t exactly resource intensive...never played it under DOSbox etc
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Suule
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Post by Suule »

DM2 suffered from rushed programming. I'm not suprised to hear about it.
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Gambit37
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Post by Gambit37 »

Hmmm... maybe originally it was rushed for the first release on the Sega CD in Japan -- but it then took two more years to appear in USA and Europe after they went back and reworked all the graphics and tweaked the engine.
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Sophia
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Post by Sophia »

It's not like something can't be both rushed and delayed... ask any school child doing a project. :D
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