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 Heroes I (DOS) - hexadecimal modding

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PostSubject: Heroes I (DOS) - hexadecimal modding   2018-05-09, 10:35

Units stats:

Starts at 00125360, the length of a single unit is 1C (28). For example, peasant stats:

14 00 12 00 00 00 09 0C 01 00 00 00 01 01 00 01 01 01 01 05 00 03 00 12 00 05 00 00

First two bytes are price. They are inverted so, for example, the paladin price (600 - 0258) is 5802.
The eighth is growth.
Thirteenth is HP.
Next is speed (01 - slow, 02 - medium, 03 - fast).
Sixteenth and seventeenth are attack and defense, later damage.
Twenty-first are shots.
The last is type (00 - normal; 01 - two hex size;  02 - flying; 03 - two hex size and flying; 04 - shooting, you need SHOOTnumber.82M and unitname.atk files in HEROES.DAT). If you need some specific ability (for example, a double attack or magic resistant), check it at the unit that owns it.


00124C40 - building prices.


00123BF0 - initial armies of the heroes:

00 1E 32 01 03 05 02 02 04 06 0F 19 07 03 05 08 02 03 0C 0A 14 0D 02 04 0E 01 02 12 06 0A 13 02 04 14 01 02

Knight armies. 00 1E 32 is a peasant. 00 is the type of unit (00 is a peasant, 1B is a genie), 1E is the minimum amount, 32 is maximum. The third unit is the relic of the beta version and will never appear.
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PostSubject: Re: Heroes I (DOS) - hexadecimal modding   2018-05-09, 17:13

Very interesting information. Can I ask about the reason of choosing DOS version? Smile

With this development, the ability to mod Heroes 1 might become true. Conversion of creatures, though, might also require some way to control how many frames are used for each creature. In Heroes 2, there were FRM files which were responsible for that, and Project Ironfist developed their own tool for editing them.

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PostSubject: Re: Heroes I (DOS) - hexadecimal modding   2018-05-09, 21:23

Windows version doesn't work on Windows 10. DOS version is available on GOG and doesn't cause any problems.
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