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Old 15 July 2017, 22:02   #8
clenched
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Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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 19:37. Reason: touch up map
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