Hmm, I don't remember well (and certainly have not written it down) the old way of generating items. In much, the part about the magical properties is actually pretty much the same, although the current data tables differ some. Since the game only used to save the seeds (what you seem to call dword, but that is typically just a variable size) and the each game recreate the item, you actually need to have a built in feature to fully recreate (basically also thus create) an item, in the exact same way the game do (or did in this case since it is ild versions). That is the ONLY way.
From scetchy memory, there should be two seeds for items. One that is mainly used for non magical properties such as the exact DR in the range for an armor and ammount of items in stacked ones. The other is used for magical properties. THat seed is used first to actually determine the quality (yes despite that aspect being saved seperately). That step has a variable number of random numbers depending in quality. next it depends on the actual item type. For a magic item (blue), ther random rolls should be first to determine if it is a suffix or prefix, then it should be a random roll to pick one of the possible (for the specific item and case) affix, then agaon for the second one. Note if it was no prefix, it doesn't roll to pick one. And so on. For rare items it get more complicated but the process is more or less the same.
Finally note that you probably need to handle failed set and uniques as well.
This is in no way an exact help on how to do it though and you either need to go reread all the code for it (and I believe it might have differed slightly inbetween some versions, especially the save file and how it stored it, for example when it introduced the compact save) but I think item generation for the most was identical up until the expansion since any change would break existing items (morph them).
As for the save file. I have actually in the past week or so looked some at the current version (I have forgot ALL about older version I once looked at, think it was 1.04). If you want to exchange information about the save file, it would be fine. there are a few things I have not yet pinpointed.
Oh, and you might want to search the old news archieve at this site, espeically for the month of july to, say, september 2000 (or whatever the year the game was released). I posted several posts back then on various aspects of the game, including the item generation. Although not technical in nature, it should give a quite step by step procedure for how items are generated and you should be able to see in which order and what random decisions are made.
From scetchy memory, there should be two seeds for items. One that is mainly used for non magical properties such as the exact DR in the range for an armor and ammount of items in stacked ones. The other is used for magical properties. THat seed is used first to actually determine the quality (yes despite that aspect being saved seperately). That step has a variable number of random numbers depending in quality. next it depends on the actual item type. For a magic item (blue), ther random rolls should be first to determine if it is a suffix or prefix, then it should be a random roll to pick one of the possible (for the specific item and case) affix, then agaon for the second one. Note if it was no prefix, it doesn't roll to pick one. And so on. For rare items it get more complicated but the process is more or less the same.
Finally note that you probably need to handle failed set and uniques as well.
This is in no way an exact help on how to do it though and you either need to go reread all the code for it (and I believe it might have differed slightly inbetween some versions, especially the save file and how it stored it, for example when it introduced the compact save) but I think item generation for the most was identical up until the expansion since any change would break existing items (morph them).
As for the save file. I have actually in the past week or so looked some at the current version (I have forgot ALL about older version I once looked at, think it was 1.04). If you want to exchange information about the save file, it would be fine. there are a few things I have not yet pinpointed.
Oh, and you might want to search the old news archieve at this site, espeically for the month of july to, say, september 2000 (or whatever the year the game was released). I posted several posts back then on various aspects of the game, including the item generation. Although not technical in nature, it should give a quite step by step procedure for how items are generated and you should be able to see in which order and what random decisions are made.
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