A Few Questions about QFG2VGA....

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SierraFan1885
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A Few Questions about QFG2VGA....

#1 Post by SierraFan1885 » Sun Aug 03, 2008 4:41 am

I oppologize if these have already been addressed elsewhere...but a quick search didn't reveal much....

I was just wondering a few things...

1) Will the remake maintain the flexability of the original version? It was fun having fighters that could join WIT as well as EOF....

2) one thing I thought was kind of unfair, when importing, you get no points talley to add to skills like you do in 3 on...will there be one in the remake?

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Re: A Few Questions about QFG2VGA....

#2 Post by Anonymous Game Creator 2 » Sun Aug 03, 2008 7:15 am

1) Yes, the game works identically to the EGA version in terms of flexibility. If you could do something in the EGA game (and it wasn't a glitch) then you'll be able to do it in the EGA version.

2) At Corey Cole's suggestion, we gave import characters 25 points to assign to their stats.

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Re: A Few Questions about QFG2VGA....

#3 Post by AsianMusicGuy » Sun Aug 03, 2008 1:06 pm

Anonymous Game Creator 2 wrote:1) Yes, the game works identically to the EGA version in terms of flexibility. If you could do something in the EGA game (and it wasn't a glitch) then you'll be able to do it in the VGA version.

2) At Corey Cole's suggestion, we gave import characters 25 points to assign to their stats.
dont you me VGA? LOL

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Re: A Few Questions about QFG2VGA....

#4 Post by MusicallyInspired » Sun Aug 03, 2008 1:42 pm

Well, if you want to be technical, the remake isn't really VGA either. :) VGA means 320x200 resolution with only 256 colours. QFG2 and the KQ remakes have way more than 256 colours.

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Re: A Few Questions about QFG2VGA....

#5 Post by Angelus3K » Sun Aug 03, 2008 2:19 pm

I prefer to think of them as AGDIGA lol!

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Re: A Few Questions about QFG2VGA....

#6 Post by MusicallyInspired » Sun Aug 03, 2008 2:25 pm

Hmmmm...

KQ1AGDIGA
KQ2AGDIGA+
QFG2AGDIGA


I don't think so. :eek

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Re: A Few Questions about QFG2VGA....

#7 Post by Angelus3K » Sun Aug 03, 2008 2:45 pm

Don't mind me MI, I live in my own world. Its a better place. :hat

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Re: A Few Questions about QFG2VGA....

#8 Post by Datakim » Sun Aug 03, 2008 6:12 pm

Just out of curiosity, is it possible to change your class when importing? I understand it was possible in the later games in the series and I wonder if its possible to say import a thief from qfg1vga and change it to fighter in qfg2vga?

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Re: A Few Questions about QFG2VGA....

#9 Post by b74life » Sun Aug 03, 2008 6:35 pm

AsianMusicGuy wrote:
Anonymous Game Creator 2 wrote:1) Yes, the game works identically to the EGA version in terms of flexibility. If you could do something in the EGA game (and it wasn't a glitch) then you'll be able to do it in the VGA version.

2) At Corey Cole's suggestion, we gave import characters 25 points to assign to their stats.
dont you me VGA? LOL
dont you mean MEAN? LOL

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Re: A Few Questions about QFG2VGA....

#10 Post by Erpy » Sun Aug 03, 2008 6:59 pm

Just out of curiosity, is it possible to change your class when importing? I understand it was possible in the later games in the series and I wonder if its possible to say import a thief from qfg1vga and change it to fighter in qfg2vga?
No, I'm afraid that's not possible.

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Re: A Few Questions about QFG2VGA....

#11 Post by Datakim » Mon Aug 04, 2008 2:52 am

Erpy wrote: No, I'm afraid that's not possible.
Pity.

I wonder if there is any way of changing the class of the character in the export of qfg1 via hex editing? Anyone clever know? :)

Though I suppose its not a huge deal.

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Re: A Few Questions about QFG2VGA....

#12 Post by kosch » Mon Aug 04, 2008 3:56 am

I remember using an editor for quest for glory saved games. It was a long time ago, but maybe its still out there. If you can't find it because it's too old, there is always wayback machine :/

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Re: A Few Questions about QFG2VGA....

#13 Post by Barnacleaz the Avenger » Mon Aug 04, 2008 7:27 pm

FYI, here is a Quest for Glory character creator for making importable files (if you are into that sort of thing!)

http://webhome.idirect.com/~irwinco/Irw ... imp95.html

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Re: A Few Questions about QFG2VGA....

#14 Post by Barnacleaz the Avenger » Mon Aug 04, 2008 7:29 pm

Actually, on this page the third one down says you can edit your exported characters.

http://tawmis.com/collector/Cheats/QfGCharacters.html

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Re: A Few Questions about QFG2VGA....

#15 Post by Charles » Mon Aug 04, 2008 9:19 pm

Those are both the same program, and neither one can actually open your existing save and edit your character's stats or class. I should know, I wrote the darned thing.

I'll even let you in on a little secret: I never wrote the thing with cheating in mind, exactly. I, like I assume many others at the time, had a 3.5" floppy disk with all my character saves on them. One day my disk started deteriorating, and rather than just copy my character sav's to another disk, I got the idea that it'd be real neato having a program that could just automatically create these .sav files on demand. (I had just learned about text file writing via VB in highschool recently). But, since I was making this Program, I wanted to make sure there weren't any skills at only 97 or 98. So, I would literally play through the games, and open the .sav files in notepad, and copy the contents as STRING CONSTANTS in VB5. One for each combination: Pure Fighter/Wizard/Thief/Paladin, and one for Mixed Fighter/Wizard/Thief/Paladin.

When copying them into VB, I quickly noticed the Character's Name was just plain unencrypted text, so I added the ability to Name the character you created.

I went through the games the first couple of times honestly, but it really became too tedious, so I resorted to other means. The 1st two games were the easiest to do, because of the debug codes "Razzle Dazzle Root Beer" and "Suck Blue Frog". At the time, I knew exactly what commands would alter the skills, and what items I would need to finish the game. I think all I needed to do was give myself the magic mirror, and immediately walk into Baba Yaga's hut to initiate the end-game sequence. In QFG2, I'd boost my skills, and teleport myself to the sealed cave-room, with the Djinn's ring.

I played through those games so much I felt like I almost knew them inside out.

I never really followed through with a program where you could edit each individual skill. There was no pressing need for it. I took a few attempts at it at one point, and I uncovered a document somewhere on the net years back that revealed some very interesting information stored in the .sav files, such as whether you had turned Baba Yaga into a frog or not. Unfortunately, my HDD crashed shortly after and I never found it again.

I'm actually kinda (pleasently) surprised people are still finding my importer usefull over a decade later. Makes me wish I *had* tried a little harder to fully reverse the .sav format.

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Re: A Few Questions about QFG2VGA....

#16 Post by malekdarshin » Thu Aug 07, 2008 12:14 pm

Since AGDI's QFG2 won't allow you to change classes during import, does it do a better job that the original keeping classes? I made a fighter in QG1 about 11 years ago. I maxed out everything (stats and magic) and used him for years though QG3-5 where I imported him as a paladin. I tried to import him into QG2 just to see what would happen and he comes out as a thief with chainmail and magic. What I'm looking for is a way to start the game as a fighter with magic and the lockpick and thieves license, which is what it should be from my character's point of view. I know some will say that having a multi-classed character isn't being true to the game, I disagree. The whole reason I want to play this character from my save game is all about nostalgia. This is something I did 11 years ago, saved for 11 years... I want to see the old boy in action again. I would mind hex editing the SAV file is there is a way. I played around with it, but just ended up corrupting the copies of my original save files. Is this even possible?

AGDs? Charles? Anyone?

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Re: A Few Questions about QFG2VGA....

#17 Post by Anonymous Game Creator 2 » Thu Aug 07, 2008 12:21 pm

If you send me the character .sav file I can check what your character gets imported as in the remake if you want.

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Re: A Few Questions about QFG2VGA....

#18 Post by Spikey » Thu Aug 07, 2008 2:00 pm

malekdarshin wrote:I know some will say that having a multi-classed character isn't being true to the game, I disagree.
Nobody here has a moral judgment concerning interclass characters, except maybe Blackthorne.

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Re: A Few Questions about QFG2VGA....

#19 Post by Erpy » Thu Aug 07, 2008 2:13 pm

And me. Boy, did I have to reign myself in during development.

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Re: A Few Questions about QFG2VGA....

#20 Post by Charles » Thu Aug 07, 2008 4:50 pm

malekdarshin wrote:I would mind hex editing the SAV file is there is a way. I played around with it, but just ended up corrupting the copies of my original save files. Is this even possible?
I'm not even sure that would be possible. I mean, obviously it's possible to hex edit your sav file to change the stats, or class, or whatever if you know how, but if we assume there's no errors in QFG1 creating the sav file, then there's no guarantee that changing these things in the sav file would actually correct the problem from QFG2's perspective.
erpy wrote:No, I'm afraid that's not possible.
Oh, just notice Erpy already really answered that earlier on.

Either way, I'm more than confident that the AGDs have fixed any importing problem that may have existed.

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Re: A Few Questions about QFG2VGA....

#21 Post by malekdarshin » Thu Aug 07, 2008 7:32 pm

AGC2, I sent the sav file to you via PM. Thanks for looking into it for me.

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Re: A Few Questions about QFG2VGA....

#22 Post by Anonymous Game Creator 2 » Thu Aug 07, 2008 9:05 pm

I took a look at your .sav file in the remake, but sadly it looks like your character gets imported as a thief here to. Since our game's running exactly the same code as the original QFG2 importer, that's not really a big surprise. There's not much we can do to fix it at this stage.

Though, once the game is released, I might be able to find a way to manually change your character class by altering a variable and then send you a save-file from the very beginning of the game where your character is a Fighter instead of a Thief.

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Re: A Few Questions about QFG2VGA....

#23 Post by SierraFan1885 » Fri Aug 08, 2008 12:57 am

Is there anyway to edit open a save game file or check the code to see what you didn't get awarded points for...hope it's not as complicated as it sounds like it would be..if it's even possible....499??! *pulls out more hair* WHY?!!!

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Re: A Few Questions about QFG2VGA....

#24 Post by jpnuar1 » Fri Aug 08, 2008 2:08 am

SierraFan1885 wrote:Is there anyway to edit open a save game file or check the code to see what you didn't get awarded points for...hope it's not as complicated as it sounds like it would be..if it's even possible....499??! *pulls out more hair* WHY?!!!
Erm, you're posting in the wrong thread a little (had to look through your other recent posts to find the exact thread you first mentinoed this in)... That nitpick aside though, you said you have a hybrid character, right? If that's the case, you're actually missing out on more than just one point. It's possible for hybrids to get "class specific" points that are restricted based on skills known, not actual class played as. (My hybrid thief I just checked had 502 points, and I'm fairly certain I've gotten it to like 513ish before)

It may not be possible to get it anymore though, depending on how you went about your quest. Offhand, I do remember that you get less points if you kill the Minotaur as opposed to using nonviolent means to get past. I'm sure there are other points in the game like that as well, with variable points based on how you solved the puzzle.

One thing you can try is repeatedly reentering the unused screen southwest of the Flying Falls, theres a small chance a Loch Ness Monster like creature will appear, which you get a point for speaking to. I hadn't even known that it existed until I read through one of the point guides. (again, there's no in-game need to visit the screen)

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Re: A Few Questions about QFG2VGA....

#25 Post by malekdarshin » Fri Aug 08, 2008 2:40 am

Thanks for looking AGC2.

I have yet another question. I believe someone said something about a fighter joining WIT which I assume is the wizard's guild. If a fighter can do that, can they also join the thieves guild and get a set of lockpicks? If so then I'm good. I used the super character that was offered on the website above and got my stats to where I had them in my SAV file. I'll just say that Abdula Doo took a sharp left with the magic carpet and the Hero had to make a grab for his sword but dropped his lockpicks.

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