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Combat Overview
Vairn edited this page Jun 2, 2026
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Navigation: Home - Combat - Combat Overview
Might & Magic II combat is a turn-based round loop with up to 11 monster slots and parallel party character objects. This page is the hub; the full 68k trace lives in Combat System.
flowchart TD
A[Encounter / event OP_12] --> B[0x11C82 build battle arrays]
B --> C[0x12A22 round loop]
C --> D{Initiative}
D -->|party faster| E[0x119C2 player turn]
D -->|monster faster| F[0x1064C monster AI]
E --> G[0x13282 continue?]
F --> G
G -->|monsters alive| C
G -->|count zero| H[0x12430 victory + 0x10B74 rewards]
G -->|party dead/fled| I[0x11646 defeat / retreat]
| Topic | Doc |
|---|---|
| Round loop, commands, AI, rewards | Combat System |
monsters.dat bytes 0x10–0x13 (attacks, flee, multiply) |
monsters.dat Format |
| Spell bytes, combat-only flags | Spells and Item Use |
Item use byte → spell handler 0x133EC
|
items.dat Format |
| Encounter setup from maps |
Event Script Opcodes (OP_12 / OP_13) |
| Encounter sprites in viewport |
3D View and Game Screen (0x316E) |
Animated .anm
|
Monster Sprites · World Sprites (king 56, queen 41) |
From 0x11866 / 0x1175C — bar strings at A4-$6F9C:
| Key | Action |
|---|---|
| A | Attack (single target) |
| F | Fight (auto melee) |
| S | Shoot (ranged / bow) |
| C | Cast spell → jump table 0xD000
|
| U | Use item → 0x133EC
|
| B | Block |
| R | Run / retreat |
| E | Exchange |
| V | View character |
Capability flags (-$5E36 melee, -$5E35 shoot, -$5E34 cast) depend on rank,
class, silence, and SP.
Unpack each slot with 0x4C8E from monsters.dat, then AI at 0x106A0:
-
Flee — Oabil bits 5–6 →
0x10DFC -
Group verb — Pabil low 5 → table
A4-$6E56@0x10002(e.g. “frenzies”) -
Single-target status — Sabil low 5 → victim table @
0xFEEA -
Multiply — Oabil bit 7 →
0x100B0 -
Adds friends — Oabil low nibble →
0x11F0A
-
Monsters — all named
monsters.datrows + sprite thumb -
Monster Sprites — every combat
.anmreferenced by picture byte - Items Catalog — use-power / combat item spells
See Combat System § Open items — to-hit math, HP/XP tables, per-spell handlers.
| Page | Why |
|---|---|
| Combat System | Full ASM trace |
| monsters dat Format | Ability bytes |
| Event Script Opcodes | OP_12 encounters |
- Docs Wiki Hub ← full doc index
- Getting Started ← read this first
- Overview
- Workspace Notes
- Open Questions
- Full Analysis
- Game Remake
- Startup and Init
- Runtime Memory Map
- Main Loop and Map
- Exploration Input and Options
- Party and Session
- Game State Struct
- Data Hunk mm2 data 00
- Time Era Calendar
- GFX Loading
- ANM TV Format
- PC DOS graphics
- SNES graphics
- 3D View and Game Screen
- Amiga 3D Render Process
- Scripted Scene Graphics
- Event Graphics Opcodes
- Title Screen Assets
- Title Screen Animation
- Format inventory
- items.dat
- monsters.dat
- roster.dat
- attrib.dat
- map.dat
- spells & item use
- event.dat
- Events by location ← 71 maps
- Events hub (numbered)
- Event Script Opcodes
-
Event Script DSL ←
.mm2evtauthoring - Event Text Rendering
- Event Graphics Opcodes
- Combat Overview
- Combat System
- Encounter Tables
- Spell Cast ASM
- monsters.dat abilities
- Spells and item use
- Amiga audio in exe ← Paula / DATA / remake
- Controls: Sounds / Walk Beep
- MM2 music format (superseded)
- Title/death audio paths (superseded)
- Known songs catalog (superseded)
- Town Services
- Spell Sources
- Character Mechanics
- Skills and Hirelings
- Commerce Formulas
- Commerce World Services
- Mount Farview Class Quest
- Class Quest HP Bug
- Event Runtime
- Event to String Path
- Embedded Exe Strings
- Copy Protection
- Time Era Calendar
- Game State Struct
- MM1 Overview ← hub + decode status
- MM1 MAZEDATA format
- MM1 to MM2 outdoor
- MM1 WALLPIX by sector
- MM1 art & graphics
- MM1 items / monsters (status)
- MM1 map walker ↗
- MM1 2D maps gallery
- MM1 WALLPIX gallery