I'm going to try to port the Apple II Dungeon Mapper that Quantum Reality found to the C64.
Link: http://victa.jamtronix.com/display/page/1664
I'll need help with this project.
Apple II Dungeon Mapper -> C64 Dungeon Mapper
- Quantum Reality
- Posts: 91
- Joined: Mon Mar 15, 2010 8:34 pm
- Quantum Reality
- Posts: 91
- Joined: Mon Mar 15, 2010 8:34 pm
Ok, done. I've put it in an encrypted ZIP file because while there's a provision in US copyright law that permits the limited archival and dissemination of out-of-date software, I'd prefer that Google didn't pick this one up anyway (and I've no idea about Canadian provisions).
Grab it here. I'll kill this link after approx 1 week.
Password available upon request.
Grab it here. I'll kill this link after approx 1 week.
Password available upon request.
- Quantum Reality
- Posts: 91
- Joined: Mon Mar 15, 2010 8:34 pm
A few notes:
1. You will need those specialized hi-res routines from COMPUTE! magazine since HPLOT commands in Applesoft are specific to its ability to handle high resolution graphics (for a 280x192 screen).
2. You will need to replace the CALLs to the track/sector reader by some other method of loading dungeon files in the C64.
3. You will need to cross-reference the hard-coded DATA statements that incicate for what byte value a partcular wall-pattern means to your program.
1. You will need those specialized hi-res routines from COMPUTE! magazine since HPLOT commands in Applesoft are specific to its ability to handle high resolution graphics (for a 280x192 screen).
2. You will need to replace the CALLs to the track/sector reader by some other method of loading dungeon files in the C64.
3. You will need to cross-reference the hard-coded DATA statements that incicate for what byte value a partcular wall-pattern means to your program.