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Old 29 June 2013, 01:33   #1
clenched
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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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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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