English Amiga Board


Go Back   English Amiga Board > abime.net - Hosted Projects > project.Maptapper

 
 
Thread Tools
Old 29 June 2013, 00:33   #1
clenched
Registered User
 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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.
Attached Thumbnails
Click image for larger version

Name:	Crude_Spelunker_C64_Elevator.png
Views:	1595
Size:	38.3 KB
ID:	35806  
clenched is offline  
Old 29 June 2013, 01:11   #2
Codetapper
2 contact me: email only!
 
Codetapper's Avatar
 
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,182
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?
Codetapper is offline  
Old 29 June 2013, 01:18   #3
kamelito
Zone Friend
 
kamelito's Avatar
 
Join Date: May 2006
Location: France
Posts: 1,801
No but this could help.
http://icu64.blogspot.fr/

Kamelito
kamelito is offline  
Old 29 June 2013, 10:48   #4
clenched
Registered User
 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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
Attached Thumbnails
Click image for larger version

Name:	Elevator.png
Views:	1271
Size:	53.3 KB
ID:	35808   Click image for larger version

Name:	Falls.png
Views:	1665
Size:	56.3 KB
ID:	35812  

Last edited by clenched; 29 June 2013 at 23:33. Reason: This game is done.
clenched is offline  
Old 07 July 2013, 23:50   #5
Codetapper
2 contact me: email only!
 
Codetapper's Avatar
 
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,182
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!)
Attached Thumbnails
Click image for larger version

Name:	TR_Level1.png
Views:	1043
Size:	9.4 KB
ID:	35955  
Codetapper is offline  
Old 09 October 2013, 01:10   #6
clenched
Registered User
 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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.

Last edited by clenched; 07 December 2020 at 00:32.
clenched is offline  
Old 13 July 2017, 19:23   #7
clenched
Registered User
 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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.
Attached Thumbnails
Click image for larger version

Name:	robbc64_reoriented.png
Views:	988
Size:	96.5 KB
ID:	53735   Click image for larger version

Name:	Raid_on_Bungeling_Bay_Instructions.png
Views:	688
Size:	205.8 KB
ID:	53736  

Last edited by clenched; 14 July 2017 at 18:45. Reason: touch up map
clenched is offline  
Old 15 July 2017, 22:02   #8
clenched
Registered User
 
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.
Attached Thumbnails
Click image for larger version

Name:	GWTC64_v2.png
Views:	811
Size:	318.2 KB
ID:	53779  

Last edited by clenched; 18 July 2017 at 19:37. Reason: touch up map
clenched is offline  
Old 15 April 2019, 14:20   #9
clenched
Registered User
 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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
Attached Thumbnails
Click image for larger version

Name:	RoadRunner.png
Views:	603
Size:	88.2 KB
ID:	62895  

Last edited by clenched; 25 April 2019 at 02:44. Reason: Touch up sprite sheet. Top row #7, Bottom row #5 not encountered for correct painting.
clenched is offline  
Old 20 January 2020, 16:15   #10
clenched
Registered User
 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
BoneCruncher - Commodore 64

Commodore 64 "BoneCruncher" maps Zoned! Sample is map 11 of 22. Yellow V denotes a glook volcano.
Attached Thumbnails
Click image for larger version

Name:	Bone11.png
Views:	519
Size:	61.1 KB
ID:	65959  

Last edited by clenched; 21 January 2020 at 14:07. Reason: Touch up attachment & Zoned! maps.
clenched is offline  
Old 16 February 2020, 17:45   #11
clenched
Registered User
 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
Starquake - Commodore 64

A byproduct of working on Galahad's conversion.
Attached Thumbnails
Click image for larger version

Name:	C64Starquake.png
Views:	662
Size:	957.1 KB
ID:	66204  

Last edited by clenched; 17 February 2020 at 10:24. Reason: rework/reupload map
clenched is offline  
Old 09 May 2020, 23:12   #12
clenched
Registered User
 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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.
Attached Thumbnails
Click image for larger version

Name:	CBmap.png
Views:	554
Size:	649.9 KB
ID:	67287  
clenched is offline  
Old 02 August 2020, 21:44   #13
clenched
Registered User
 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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.
Attached Thumbnails
Click image for larger version

Name:	new6X10.png
Views:	444
Size:	325.3 KB
ID:	68362  
Attached Files
File Type: uss pento.uss (145.4 KB, 289 views)

Last edited by clenched; 22 August 2020 at 20:32. Reason: fix optional EXEC typo
clenched is offline  
Old 02 August 2020, 23:17   #14
Steve
I Identify as an Ewok
 
Steve's Avatar
 
Join Date: Jul 2001
Location: North Lincolnshire
Age: 45
Posts: 2,356
Hi Clenched. Would you be able to do maps for Scumball and Count Duckula??
Steve is offline  
Old 03 August 2020, 10:46   #15
clenched
Registered User
 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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
Attached Thumbnails
Click image for larger version

Name:	C64Duckula.png
Views:	393
Size:	118.0 KB
ID:	68369  
clenched is offline  
Old 03 August 2020, 21:40   #16
Steve
I Identify as an Ewok
 
Steve's Avatar
 
Join Date: Jul 2001
Location: North Lincolnshire
Age: 45
Posts: 2,356
Quote:
Originally Posted by clenched View Post
Also a new one for Amiga.
http://hol.abime.net/3103
Thanks.
Steve is offline  
Old 05 August 2020, 11:21   #17
clenched
Registered User
 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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
Attached Thumbnails
Click image for larger version

Name:	xyC64Scumball.png
Views:	409
Size:	283.2 KB
ID:	68508  

Last edited by clenched; 16 August 2020 at 10:35. Reason: Needed a little more work; repair loc. 1
clenched is offline  
Old 30 September 2020, 22:42   #18
clenched
Registered User
 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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, 292 views)
clenched is offline  
Old 22 October 2020, 07:22   #19
clenched
Registered User
 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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 to 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.
Attached Thumbnails
Click image for larger version

Name:	Image6.png
Views:	338
Size:	42.8 KB
ID:	69440   Click image for larger version

Name:	Image8.png
Views:	417
Size:	30.2 KB
ID:	69441   Click image for larger version

Name:	TRMap&Tiles.png
Views:	332
Size:	72.3 KB
ID:	69465  

Last edited by clenched; 03 December 2020 at 18:36.
clenched is offline  
Old 07 December 2020, 20:48   #20
clenched
Registered User
 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
Map grab bag (11 games) - Commodore 64

Attachment is scaled down to ΒΌ size.
Full size map on EAB file server.
ftp://ftp:any@grandis.nu/~Uploads/cl...C64GrabBag.png

Maps include top to bottom, left to right:
Vampire's Empire
Neighbours
Steel
Joe Blade
New York City
Wiz
Whistler's Brother
Fort Apocalypse
Gordian Tomb
Realm of Impossibility
Indiana Jones and the Temple of Doom
Attached Thumbnails
Click image for larger version

Name:	GrabBagThumb.png
Views:	352
Size:	667.4 KB
ID:	69886  
clenched is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Commodore OS zeke1312 support.Other 1 29 March 2013 11:38
Commodore 16 plus/4 ShanePelican support.OtherUAE 4 06 March 2013 21:27
Wanted Commodore Amiga CD32 and Commodore CDTV j_sntos MarketPlace 4 09 March 2012 14:18
Commodore One! Incomparabile Retrogaming General Discussion 25 22 January 2003 01:18
Spelunker and Co. Fred the Fop Nostalgia & memories 12 23 September 2002 17:28

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 08:06.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.22992 seconds with 14 queries