Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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raekuul
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby raekuul » Yesterday, 13:29

Characters retain their classes when you change continents. Each continent has the promotions that they originally had (all three can promote knights, but monks can only promote in Erathia and Trolls can only promote in Jadame).

MMMerge will have content from all three games so the classes table will have all of: Knight, Paladin, Cleric, Druid, Sorcerer, Archer, Thief, Monk, Ranger, Necromancer, Vampire, Troll, Minotaur, Dark Elf, Dragon (and all the associated promotions)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby TrentWoodruff » Yesterday, 17:21

Ok, with that being the case - I'm looking at that file again and it appears to me that the Knight can only learn the Sword to the Expert level and can learn the Staff to the Grandmaster level. Am I really reading that correctly?

If so, is that a file that I can edit in notepad without creating any problems (because I really don't want my knights to only be able to be expert in the sword)?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby raekuul » Yesterday, 17:39

you need to import it into a spreadsheet program to read it correctly, if you view it in a plaintext editor things wont line up at all

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby StormyG7 » Yesterday, 18:49

I'm curious about expanding the roster limit so I can add NPC Party members to houses in MM6 and MM7 that can join the party, similar to MM8. Also, this way, party members won't disappear from the tavern if there when the limit of 50 is reached. I'd imagine that expanding this limit to accommodate up to 255 or so would require expanding the associated memory allocation and references in the game's data structs would need to be extended. I'm not quite sure how to do that, but it looks as if however originally created all the lua scripts for expanding the game's limits knew how to do that, and did it quite a bit.

Anyone able to help?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby EstelRandir » Today, 01:21

No need to import the Class Skills.txt into a spreadsheet. Just open the file in TxtEdit.exe from Grayface. You can change the skill mastery level for any class to any level you want easily (B, E, M, G). I started off in MM6 also & just modified my characters skill mastery as required to progress through the merge.

https://grayface.github.io/mm/#Txt-Edit

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Tomsod » Today, 10:41

Well, you don't need to use a spreadsheet, but TxtEdit doesn't really do anything Excel can't either, and the latter is more commonly pre-installed. Heck, I use vim with custom macros to edit MM text tables. It's purely a matter of preference.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby cthscr » Today, 15:31

TxtEdit supports \n inside cell. While \r\n being line end in the file. Vim is fine but most of win software will fail.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby cthscr » Today, 15:45

StormyG7 wrote: Yesterday, 18:49 I'm curious about expanding the roster limit so I can add NPC Party members to houses in MM6 and MM7 that can join the party, similar to MM8. Also, this way, party members won't disappear from the tavern if there when the limit of 50 is reached. I'd imagine that expanding this limit to accommodate up to 255 or so would require expanding the associated memory allocation and references in the game's data structs would need to be extended. I'm not quite sure how to do that, but it looks as if however originally created all the lua scripts for expanding the game's limits knew how to do that, and did it quite a bit.

Anyone able to help?
Disassemble mm8.exe, search for usage of 0xB2187C (inclusive) till 0xB7CA4C (exclusive). There are a lot of places where roster index is checked against hardcoded 50. There was also some function that uses values greater than or equal to 50 as something different from roster index (maybe as party slot, can't remember now).

See also https://gitlab.com/cthscr/mmmerge/-/wik ... fsets-data

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby StormyG7 » Today, 17:47

I'm not too good with assembly or memory stuff. the most I've done is some cheat engine digging to fix issues with some older games. I was thinking, Rodril removed so many of the game's default limits that perhaps if he could've he would've removed the roster limit, so I'm not confident I could.

I have another idea, if possible, what I'm thinking is I could make some lua scripts for the adventurer's inn and player roster to instead simply swap out player data at the adventurer's inn.

I want to somehow have an external roster that's saves all characters in YAML and then archives them all in a bin file where there's space for more than currently fit the roster slots for non-party members. From there, I'll simply need some interface adjustments for the Adventurer's Inn, and even though some of the Adventurer's Inn is hardcoded, the mercenary scripts seem to have found a way to add a dismiss forever button and access that game menu.

I was thinking about adding Adventurer's Inn buttons that "flip pages" and then any slots in the roster that are in the Adventurer's Inn could be managed by my scripts. My bin file full of player data could be allowed to hold something like 255 party members data, and then simply manage the roster.txt table, and have the flip buttons swap out slots. My concern is that some scripts involving the roster or quest party members might break, so I'll need to be careful.

If this is feasible, then whenever the player saves or loads a game, my external roster bin would simply have to be saved and loaded with it, so that the characters exported and imported to it can be properly loaded into the adventurer's inn.


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