Okay ZeroZero, you and I used this program to explore the Bard's Tale C64 disk images last year.
I forget how to use this stupid thing.
So could you tell us all how you use it to find the things you find?
Thanks.
64Copy - Tutorial Needed
So I used the HEX edit for my NMB0.PRG file, but I am having a hard time visually figuring things out.
I refer to this chart you made:
But the byte numbers on the 64Copy screen aren't the same and I get confused.
I refer to this chart you made:
Code: Select all
000 - 001 Load Address of file
002 - 201 Wall Map, one byte per cell (see below),
lines are encoded south to north, west to east
202 - 401 Event Map, one byte per cell (see below),
lines are encoded south to north, west to east
402 - 409 Level flags, relate to NMAx file (8 levels)
40a - 411 Lock flags, teleport protected level FF, free level 00
412 monster level for random encounters
413 PHDO lock, 01 = PHDO locked, disabled
414 wall set style: 0 = sewer, 1 = Cellar, 2 = catacomb, 3 = Mangar
415 - 416 point of return into Skara Brae map
417 dungeon direction, 00 = cellars, 03 = towers
418 - 421 dungeon name (9 chars and dc)
422 - 431 coordinates for up to 8 special events
loaded from files (8 coors)
432 - 441 indices into file load table to evaluate file
number to be loaded from there (see below)
442 - 461 anti magic (16 coors)
462 - 471 teleport FROM coors (8 coors)
472 - 481 teleport TO coors (8 coors)
482 - 491 Spinners (8 coors)
492 - 4a1 Smoke (8 coors)
4a2 - 4c1 HP damage zone (16 coors)
4c2 - 4d1 SP regeneration zone (8 coors)
4d2 - 4e1 Stasis chambers (8 coors)
4e2 - 4f1 cells with messages, same sequence as following texts (8 coors)
4f2 - 501 forced encounters, inavoidable fights (8 coors)
502 - 511 type and number of opps from 4f2
512 - 521 text offset, low/high byte, in file text starts actually
when you substract -FD20 (8 pairs)
522 - eof texts
_______________________________________________________
002 - 201 Wall Map, one byte per cell (see below)
each byte represent 1 cell. The bits 0 and 1 for the north side,
bits 2 and 3 for the south side, bits 4 and 5 east and bits
6 and 7 west.
00 = no walls
01 = wall
10 = door
11 = secret door
_______________________________________________________
202 - 401 Event flags
bit 0 set if there are stairs to previous level, depending on 417 up or down
bit 1 set if there are stairs to next level, depending on 417 up or down
bit 2 set if there is a special
bit 3 set if there's darkness
bit 4 set if there's a trap.
bit 5 set if there's a portal down
bit 6 set if there's a portal up
bit 7 set if there's a random encounter scheduled for this tile.
But the byte numbers on the 64Copy screen aren't the same and I get confused.
If you hex edit the file directly on the D64 image, you get a "disk editor" that edits the files the same way a C64 disk editor would do, sectorwise.
It is easier to use 64 copy to copy a file out of a D64 image to a DOS binary file. This is easily done if you have open a D64 in the one side of 64copy and a dos/windows directory in the other side and just copy a file from D64 to the other side. Then hex edit the created dos binary file.
E D I T
It is just as easy to copy back a modified dos binary file to the D64 image.
It is easier to use 64 copy to copy a file out of a D64 image to a DOS binary file. This is easily done if you have open a D64 in the one side of 64copy and a dos/windows directory in the other side and just copy a file from D64 to the other side. Then hex edit the created dos binary file.
E D I T
It is just as easy to copy back a modified dos binary file to the D64 image.