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Old 29 June 2013, 01:33   #1
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Spelunker - Commodore 64

Creating C64 game maps couldn't be easier with Maptapper. Load game in Vice.

Go to debugger
Type "bank ram" then dump all 64k of RAM to a file.
Load in Maptapper.
Select 1 bitplane 8x8 width for both bitplane and tiles.
Find the tiles
Find dimension of map

To finish the job, the custom character data will need to be found and converted to Amiga to have color. The map as-is is plenty good enough to navigate the game though.
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Old 29 June 2013, 02:11   #2
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Very cool, the first C64 map! Are there any C64 experts out here that know how the big games like Turrican on the C64 store their data? Particularly how each 8x8 block stores the it's 4 colour entries?
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Old 29 June 2013, 02:18   #3
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No but this could help.
http://icu64.blogspot.fr/

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Old 29 June 2013, 11:48   #4
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In Color

Blitz2 utility for taking apart the C64 multicolor pixel pairs and putting them into a 2-plane Amiga bitmap.
Code:
 WBStartup
 DEFTYPE.b r,g,b,ax,p1,p2
 DEFTYPE.w c
 DEFTYPE.l bm,bm1,sz
 BitMap 0,320,256,2 ;***** tiles

 For j=0 To 3 ;***** create main game palette
 Read c
 r=c/256 AND 15:g=c/16 AND 15:b=c AND 15
 PalRGB 0,j,r,g,b
 Next j
 Data.w   $0000,$0f5f,$0c64,$000f
 InitCopList 0,44,256,$2,8,4,0

 DisplayPalette 0,0
 DisplayBitMap 0,0
 BLITZ
 CreateDisplay 0

 bm=Peek.l (Addr BitMap(0)+8)
 bm1=Peek.l (Addr BitMap(0)+12)
 If ReadFile (0,"1PlaneTiles.raw") = True 
 FileInput 0
 While NOT Eof (0)
 ax=Asc(Inkey$(1))
  GetReg  d6,ax
  MOVEQ #3,d3
loop:
  ASL.b #2,d4
  ASL.b #2,d5
  MOVE.b d6,d0
  AND.b #%11,d0
  CMP.b #%11,d0
  BNE do01
  OR.b #%11,d4
  OR.b #%11,d5
do01:
  MOVE.b d6,d0
  AND.b #%11,d0
  CMP.b #%01,d0
  BNE do10
  OR.b #%11,d5
do10:
  MOVE.b d6,d0
  AND.b #%11,d0
  CMP.b #%10,d0
  BNE  do00
  OR.b #%11,d4
do00:
  ROL.b #2,d6
  DBF d3,loop
  ROL.b #2,d4
  ROL.b #2,d5

PutReg d4,p1
PutReg d5,p2
Poke.b bm+sz,p1
Poke.b bm1+sz,p2
sz=sz+1
 Wend
 CloseFile 0
 EndIf
 MouseWait
AMIGA
SaveBitmap 0,"2Planes.iff",0
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Last edited by clenched; 30 June 2013 at 00:33. Reason: This game is done.
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Old 08 July 2013, 00:50   #5
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Thumbs up Target Renegade C64

I did a quick C64 format (8x8 pixel tiles with 1 plane, or 8x8 pixels with multicolour mode, doubling the pixels) as a test and managed to locate level 1 of Target Renegade. For anyone interested, it uses 8x8 tiles grouped as 4x4 to make 32x32 pixel blocks, then assembles these large blocks to make the levels.

This isn't 100% of course because C64 tiles have a custom colour for each one (cyan in the screenshot is the changable colour) and some tiles seem to toggle between normal and multi-colour mode (the arrows above the lift, and the phone boxes for example) - but I'm not sure exactly how games specify a colour for a particular tile. This current beta-C64 mode will be in the next update along with the grid (which has caused a few more problems than I had hoped!)
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Old 09 October 2013, 02:10   #6
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Netherworld - Commodore 64

This thread turned up while searching for something to try new Maptapper C64 capabilities.
http://eab.abime.net/showthread.php?t=46399
Too late now to do laffer any good but still as good as any to try. Map is in the Zone. This will probably be the next Amiga game mapped too.
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Old 13 July 2017, 20:23   #7
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Some more goofing off with Maptapper and VICE. This map is Raid on Bungeling Bay.

EDIT:
A PDF of ROBB materials has turned up. So the map has been reworked to approximate game's. All that is different is it's rotated left several screens and nudged up. This leaves the entire perimeter with a half screen of ocean. The small island at 80x was not to be found in the actual game.
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Name:	Raid_on_Bungeling_Bay_Instructions.png
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ID:	53736  

Last edited by clenched; 14 July 2017 at 19:45. Reason: touch up map
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Old 15 July 2017, 23:02   #8
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Garfield: Winter's Tail - Commodore 64

This post is inspired by a thread a while back where Amiga version was giving another EAB member fits. This one is a little more complicated than average so I will attempt to walk it through.

1 - First load the RAM dump in Maptapper. Tile Ripper tab / Address working downward fill in these, $c800,8,8,2,0,240,64,C64. Also select C64 palette. This produces the 8x8 pixel tiles seen upper right.

2 - Map Ripper tab / Address working downward fill in these,$3d00,3,174,0,0,Byte, Horizontal. This mini map transforms nine small tiles into one 24x24 pixel super tile (the long thin strips seen). Those are the basis for the main map. Also set actual tile size to 24x24 at bottom.

3 - Finally Map2 tab / Address working downward fill in these,$4000,256,128,0,0,Byte,Horizontal.

An instantly recognizable map apppears. Fiddle with palette to brighten the snow and a flaw is revealed. Some graphics are missing. Tires, trophy cup to name a few.

Mouse over affected area while monitoring the status bar. Some tile numbers are too high for the amount of tiles created. So change Mask to $3f and all the graphics are there. Rather than paint this whole map just paint the tile sheet and rebuild map. I believe the upper bits are used to signal a color change.

Just the map alone consumes half of the C64's memory.

EDIT:
Water was painted wrong on the first map. It was mistakenly assumed all tiles were multicolor. Now three map strips show. 4-color, 2-color, and both merged/painted. The fringe colors are visible in the multicolor strip even if the original map wasn't kept.

A little bonus: Garfield lifts the chocolate footprints on contact so the game was interrupted before that has a chance to happen. Way up NW where level starts, the missing footprint is there.
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Last edited by clenched; 18 July 2017 at 20:37. Reason: touch up map
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Old 15 April 2019, 15:20   #9
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Road Runner [and Wile E. Coyote] - Commodore 64

C64 sprites are easy compared to Amiga:
- Only 64k to search
- Always the same size
- Always start on 64 byte boundary
- Live on only 1 "plane"
Maptapper settings:
Code:
[Gfx]
Address=$5000
PaletteAddress=$0
TileWidth=24
TileHeight=21
Bitplanes=1
SkipBytes=1       *** because sprites are 63 bytes but begin every 64th
SkipMode=0
RipWidth=336
RipHeight=294
Bottom left is what Maptapper produces. The stripes indicate these are multicolor so they need further processing. Here is a Blitz program to do that. Parameters to be filled in are between asterisks. Difference between sheet 2 and 3 is idx(1) value. An advanced paint program can make multiple selections and paste them on the opposite one. Also these iffs are 4 planes so they have a full C64 palette. (as close as 12-bit could get). Finally the painted sheet and another to show the palette.
Code:
WBStartup
Dim p0.w(15)
blk=$0: whi=$1: xred=$2: cyn=$3: pur=$4: grn=$5: blu=$6: yel=$7
org=$8: brn=$9: lred=$a: dgry=$b: mgry=$c: lgrn=$d: lblu=$e: lgry=$f
.params
;****************
LoadBank 0,"dh1:ram"      ; 64k C64 memory dump
f$="dh1:sprites.iff"      ; file to save
Poke.l ?offs,$5000        ; hex = sprites offset
Poke.b ?m,1               ; <>0 = multicolor
Poke.b ?rip,192           ; how many sprites (14^2 max)
Poke.b ?idx+0,mgry        ; background color
Poke.b ?idx+1,brn         ; sprite color
Poke.b ?idx+2,yel         ; multicolor 0
Poke.b ?idx+3,blk         ; multicolor 1
;****************

BitMap 0,336,294,4   ; width divisible by 24 and 16
; ~ C64 Palette
Data.w  $000,$fff,$e44,$6ff,$e6e,$4e4,$44e,$ff4
Data.w  $ea4,$a75,$faa,$555,$999,$afa,$aaf,$ccc

For j=0 To 15
Read p0(j):c=p0.w(j)
r=c/256 AND 15:g=c/16 AND 15:b=c AND 15
PalRGB 0,j,r,g,b
Next j

InitBank 1,512,1 ;expand 504 bits to bytes (0-3) color index
Poke.l ?bm0,Peek.l (Addr BitMap(0)+8)
Poke.l ?ptr0,Peek.l (Addr Bank(0))
Poke.l ?ptr1,Peek.l (Addr Bank(1))

InitCopList 0,44,256,$4,8,16,0
DisplayAdjust 0,2,-8,0,-16,0 ;***** overscan for extra column
DisplayPalette 0,0
DisplayBitMap 0,0
BLITZ
CreateDisplay 0
  MOVEM.l d0-d7/a0-a6,-(a7)
  CLR.w col
  MOVE.l offs,d0
  ADD.l d0,ptr0
row:
  MOVE.b m,d4
  MOVE.l bm0,d5
  MOVE.l ptr0,a0
  MOVE.l ptr1,a1
  MOVE.l a1,a3
  MOVEQ #62,d1
m1:
  MOVE.b (a0)+,d0
  MOVEQ #7,d2
  TST.b d4           ; multicolor ?
  BEQ m2
  MOVEQ #3,d2
m2:
  MOVEQ #0,d3
  LSL.b #1,d0
  BCC m3
  OR.b #%01,d3
m3:
  TST.b d4
  BEQ m5
  LSL.b #1,d0
  BCC m4
  OR.b #%10,d3
m4:
  MOVE.b d3,(a1)+
m5:
  MOVE.b d3,(a1)+
  DBF d2,m2
  DBF d1,m1

  MOVE.l a3,a0
  MOVE.l d5,a1
  LEA 12348(a1),a2
  LEA 12348(a2),a3
  LEA 12348(a3),a4
  MOVE.l #idx,a5
  CLR.w d0  
  MOVEQ #20,d7
l0:
  MOVEQ #2,d5
l1:
  MOVEQ  #7,d6       ; pull 8 pixels
  CLR.B d1
  CLR.B d2
  CLR.B d3
  CLR.B d4
l2:
  MOVE.b  (a0)+,d0
  MOVE.b 0(a5,d0.w),d0
l3:
  LSR.b #1,d0
  BCC l4
  BSET  d6,d1
l4:
  LSR.b #1,d0
  BCC l5
  BSET  d6,d2
l5:
  LSR.b #1,d0
  BCC l6
  BSET  d6,d3
l6:
  LSR.b #1,d0
  BCC l7
  BSET  d6,d4
l7:
  DBF d6,l2
  MOVE.b d1,(a1)+
  MOVE.b d2,(a2)+
  MOVE.b d3,(a3)+
  MOVE.b d4,(a4)+
  DBF d5,l1
  LEA 39(a1),a1      ; new sprite line
  LEA 39(a2),a2
  LEA 39(a3),a3
  LEA 39(a4),a4
  DBF d7,l0
  SUB.b #1,rip
  BEQ all
  ADDI.l #$40,ptr0
  ADDQ.l #3,bm0
  ADDQ.w #1,col
  CMPI.w #14,col
  BNE row
  CLR.w col
  ADDI.l #840,bm0    ; new sprite row
  BRA row
bm0:    Dc.l  0
ptr0:   Dc.l  0
ptr1:   Dc.l  0
idx:    Dc.l  0
col:    Dc.w  0
rip:    Dc.w  0
m:      Dc.w  0
offs:   Dc.l  0
all:
  MOVEM.l (a7)+,d0-d7/a0-a6
MouseWait
AMIGA
SaveBitmap 0,f$,0
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Views:	280
Size:	88.2 KB
ID:	62895  

Last edited by clenched; 25 April 2019 at 03:44. Reason: Touch up sprite sheet. Top row #7, Bottom row #5 not encountered for correct painting.
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Old 20 January 2020, 17:15   #10
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BoneCruncher - Commodore 64

Commodore 64 "BoneCruncher" maps Zoned! Sample is map 11 of 22. Yellow V denotes a glook volcano.
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Last edited by clenched; 21 January 2020 at 15:07. Reason: Touch up attachment & Zoned! maps.
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Old 16 February 2020, 18:45   #11
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Starquake - Commodore 64

A byproduct of working on Galahad's conversion.
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Last edited by clenched; 17 February 2020 at 11:24. Reason: rework/reupload map
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Old 10 May 2020, 00:12   #12
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Curse of Babylon - Commodore 64

My latest ever C64 game purchase. I think C64 was the only western machine this Japanese game made it to. The goal is to defeat Pretaurious (bottom) and seal the Underworld. A legend lists useful pickups and persons.
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Old 02 August 2020, 22:44   #13
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Jim Butterfield's CBM pentomino puzzle solver to CoCo

After a month of rigorous testing of phx's brand new 6809 vasm back end, here is some CoCo entertainment. This is a 6502 to 6809 translation of Jim Butterfield's pentomino puzzle solver.

Once savestate is loaded Dream emulator is running, cassette will have already been loaded. There are 2 choices.

EXEC12288 optional EXEC12288,<0-7> pause while solution shows
Uses letters to represent pieces.

EXEC12293 same delay arg
Invokes mode where color blocks are used. The CoCo hasn't enough colors for all 12 pieces so a few graphic blocks are substituted. Also, this mode will filter reflection, flips, and both from tally i.e. one fourth the solutions.

For speed run/stop is moved out of the main loop. During a solution display press Q to quit.

Another special version spooled each solution to cassette tape. Maptapper was then used to make the picture.
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Name:	new6X10.png
Views:	136
Size:	325.3 KB
ID:	68362  
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File Type: uss pento.uss (145.4 KB, 68 views)

Last edited by clenched; 22 August 2020 at 21:32. Reason: fix optional EXEC typo
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Old 03 August 2020, 00:17   #14
Steve
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Hi Clenched. Would you be able to do maps for Scumball and Count Duckula??
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Old 03 August 2020, 11:46   #15
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Count Duckula - Commodore 64

Quote:
Originally Posted by Steve View Post
Hi Clenched. Would you be able to do maps for Scumball and Count Duckula??
Also a new one for Amiga.
http://hol.abime.net/3103
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Old 03 August 2020, 22:40   #16
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Quote:
Originally Posted by clenched View Post
Also a new one for Amiga.
http://hol.abime.net/3103
Thanks.
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Old 05 August 2020, 12:21   #17
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Scumball - Commodore 64

The zip is a QBasic 16-bit tool to transform the location into XY coordinates. At the very top location 0 player drops down 1 screen. Since the map is 9 screens wide, I would expect to see location increase by 9. Instead it is only 4. Only occupied cells are counted L to R, T to B until location is reached. That is an annoying process.

EDIT: Dump program in favor of list.
Code:
 L             L              L               L
========================================================
 0 X=3 Y=0    32 X=3 Y= 9    64 X=7 Y=19     96 X=6 Y=25
 1 X=0 Y=1    33 X=4 Y= 9    65 X=8 Y=19     97 X=7 Y=25
 2 X=1 Y=1    34 X=1 Y=10    66 X=4 Y=20     98 X=0 Y=26
 3 X=2 Y=1    35 X=2 Y=10    67 X=7 Y=20     99 X=2 Y=26
 4 X=3 Y=1    36 X=0 Y=11    68 X=8 Y=20    100 X=4 Y=26
 5 X=4 Y=1    37 X=1 Y=11    69 X=4 Y=21    101 X=7 Y=26
 6 X=5 Y=1    38 X=1 Y=12    70 X=7 Y=21    102 X=0 Y=27
 7 X=6 Y=1    39 X=2 Y=12    71 X=8 Y=21    103 X=1 Y=27
 8 X=0 Y=2    40 X=0 Y=13    72 X=0 Y=22    104 X=2 Y=27
 9 X=2 Y=2    41 X=1 Y=13    73 X=1 Y=22    105 X=4 Y=27
10 X=4 Y=2    42 X=1 Y=14    74 X=2 Y=22    106 X=5 Y=27
11 X=0 Y=3    43 X=2 Y=14    75 X=4 Y=22    107 X=6 Y=27
12 X=1 Y=3    44 X=1 Y=15    76 X=6 Y=22    108 X=7 Y=27
13 X=2 Y=3    45 X=1 Y=16    77 X=7 Y=22    109 X=0 Y=28
14 X=4 Y=3    46 X=4 Y=16    78 X=8 Y=22    110 X=1 Y=28
15 X=0 Y=4    47 X=5 Y=16    79 X=0 Y=23    111 X=2 Y=28
16 X=2 Y=4    48 X=6 Y=16    80 X=1 Y=23    112 X=3 Y=28
17 X=3 Y=4    49 X=7 Y=16    81 X=2 Y=23    113 X=4 Y=28
18 X=4 Y=4    50 X=1 Y=17    82 X=4 Y=23    114 X=6 Y=28
19 X=0 Y=5    51 X=4 Y=17    83 X=5 Y=23    115 X=0 Y=29
20 X=1 Y=5    52 X=6 Y=17    84 X=6 Y=23    116 X=2 Y=29
21 X=2 Y=5    53 X=7 Y=17    85 X=7 Y=23    117 X=4 Y=29
22 X=3 Y=5    54 X=8 Y=17    86 X=8 Y=23    118 X=6 Y=29
23 X=1 Y=6    55 X=1 Y=18    87 X=0 Y=24    119 X=7 Y=29
24 X=2 Y=6    56 X=4 Y=18    88 X=2 Y=24    120 X=8 Y=29
25 X=3 Y=6    57 X=5 Y=18    89 X=4 Y=24    121 X=0 Y=30
26 X=2 Y=7    58 X=6 Y=18    90 X=7 Y=24    122 X=1 Y=30
27 X=3 Y=7    59 X=7 Y=18    91 X=0 Y=25    123 X=2 Y=30
28 X=1 Y=8    60 X=1 Y=19    92 X=1 Y=25    124 X=4 Y=30
29 X=2 Y=8    61 X=2 Y=19    93 X=2 Y=25    125 X=6 Y=30
30 X=3 Y=8    62 X=3 Y=19    94 X=4 Y=25    126 X=0 Y=31
31 X=1 Y=9    63 X=4 Y=19    95 X=5 Y=25    127 X=1 Y=31
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Last edited by clenched; 16 August 2020 at 11:35. Reason: Needed a little more work; repair loc. 1
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Old 30 September 2020, 23:42   #18
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Nobby the Aardvark - Commodore 64

Differences compared to unreleased Amiga version:

1. level 1 - C64 hand operated car v locomotive
2. "well" is deeper on C64. Tough due to O2 time limit
3. Atlantis 340 BC - C64 side scroll v first person.
4. Maze - Amiga lacks key needed to complete this level


Atlantis 340 BC (Not Atlantis City) Amiga

The rest is pretty much the same for Amiga levels that work.
Attached Files
File Type: zip C64NobbyAardvarkMaps(8).zip (475.8 KB, 47 views)
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Old 22 October 2020, 08:22   #19
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Finishing Target Renegade - Commodore 64

This ini file is sufficient to reproduce Image6.
Code:
[File]
GfxFileName=C:\ram
GfxTilesFileName=
ChipMemoryOffset=$0
[General]
Original=$E9A282
[Gfx]
Address=$4800
PaletteAddress=$0
TileWidth=8
TileHeight=8
Bitplanes=2
SkipBytes=0
SkipMode=0
RipWidth=320
RipHeight=256
Mode=4
MaskBefore=0
MaskAfter=0
ActualTileSize=Same as tiles
CopperlistStopYPos=$80
TilesPerBlockAcross=1
TilesPerBlockDown=1
TilesPerBlockDirection=0
TilesPerBlockSize=Same as tiles
Rearrange=0
UseLoadedTiles=0
[Map]
FileName=
Address=$B000
WidthInTiles=4
HeightInTiles=1024
MemoryType=0
Direction=0
Mask=$ffff
Shift=0
ScaleMode=0
TrimTiles=0
SkipBytes=0
FlipYMask=$0
FlipXMask=$0
FlipYMaskEnabled=0
FlipXMaskEnabled=0
ReplaceCount=0
Adjust=0
TilesPerBlockAcross=1
TilesPerBlockDown=1
TilesPerBlockDirection=0
ActualTileSize=32 x 32
CustomGame=
UseLoadedMap=0
[Map2]
FileName=
Address=$31A8
WidthInTiles=30
HeightInTiles=20
MemoryType=0
Direction=1
Mask=$ff
Shift=0
ScaleMode=1
TrimTiles=0
SkipBytes=0
FlipYMask=$0
FlipXMask=$0
FlipYMaskEnabled=0
FlipXMaskEnabled=0
ReplaceCount=0
Adjust=0
TilesPerBlockAcross=1
TilesPerBlockDown=1
TilesPerBlockDirection=0
CustomGame=
[Search]
FileName=
IndexCount=0
[Palette]
Thanks to the previous synopsis it's pretty easy get a basic map. It's not necessary to deal with color or multicolor. The 64 knows what to do. Go about one screen into map and replace existing index with ordered index. Notice Min/Max 7A/A6? Only 45 tiles for this level need to be made.

(Image8) VASM macro will fashion array of bytes VERTICALLY and update tiles within yellow rectangle without disturbing surrounding tiles.

Code:
map	set	$3284
tile	set	$7a+0*32
	rept	8
	org	map
	byte	tile
	byte	tile+8
	byte	tile+16
	byte	tile+24
map	set	map+20
tile	set	tile+1
	endr
Cut and paste that area as many times as needed to assemble a new tile sheet (then map) in full color.

EDIT:
Some map additions. Tile sheets added to take advantage of excess space. Level 4 extended. This level starts just right of the newly visible pole. It's not possible to go left. Since manual describes this as a mall and the new section looks like an escalator, it was put back. Correct offsets must be used for tile sheets to be useful. For example level 1 offset is -122 because no unnecessary tiles before 122 were made.
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Last edited by clenched; 23 October 2020 at 20:42.
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