I was wondering if anyone else has tried altering/hacking the original games, for any advantages?Nice. How'd you do that?
I was recently experimenting with enabling Paladins and Rangers in the original Pool of Radiance, but was too limited by original code. I enabled the selection of extra classes during character creation, and added the experience tables for training,
I used IDA Pro to disassemble the code, and just updated several of the data tables:
-The classes shown during character creation are controlled via table, so it was easy to enable the hidden classes.
-The experience tables for Paladin and Ranger classes were just copied over from Curse of the Azure Bonds, they can only go as far as level 9 though.
-I increased the level limits for all classes to level 9, but maximum hit points aren't been calculated correctly for additional levels right now.
I attached updated file, in case anyone wants to try.
It is strange that Druid and Monk classes seem to exist in complete Pool of Radiance series, but they were never actually enabled to be used.Possibly they planned to include them, but ran out of time before completing them?
That would make sense if it was only one game, but Druid and Monk classes exist in all four games though.
Anyway, if you want to go down the path of hacking the gold box engine, Simeon Pilgrim has done a remake of of Curse of the Azure Bonds, based on a decompile of the original: https://github.com/simeonpilgrim/coab. You could tweak it so it would load Pool of Radiance data files, then add the features you want.
Yes, I have been using the Curse of the Azure Bonds remake sources for reference, when looking at dissembled code of Pool of Radiance.
Much of the code in Pool of Radiance is similar, but not sure about remaking the complete game.