8-Bit BTCS - 6502 Reverse Engineering Project
Just an update:
I've solved the issue with memory by splitting the reader up into two seperate programs chained together. I reclaimed about 4000 bytes which should be plenty enough to let me finish rendering the unfinished dungeon tile translations.
This of course means it'll take twice as long to debug any errors I make, but such is the price of progress.
Cheer me along, folks. I could use the pick-me-up.
I've solved the issue with memory by splitting the reader up into two seperate programs chained together. I reclaimed about 4000 bytes which should be plenty enough to let me finish rendering the unfinished dungeon tile translations.
This of course means it'll take twice as long to debug any errors I make, but such is the price of progress.
Cheer me along, folks. I could use the pick-me-up.
- dragonbait
- Posts: 124
- Joined: Tue May 15, 2007 12:21 am
- Location: Under the Ruins of Yulash
Skip the beer, I'll have an iced tea.
I present to the Bard's Tale community a fully functional alpha-tested Bard's Tale I Dungeon Layout reader.
http://www.mediafire.com/?sharekey=2273 ... f6e8ebb871
Download "btdungeoneditor.d64" and load "BOOT.PRG" and run it to see it.
What's new:
- Every single dungeon level should render correctly! However, I need you people to take the time to examine the maps thoroughly and compare them to your own notes to ensure no errors exist.
- The memory issue is solved! For now anyways.
In case you don't read the blurb when it prompts you for the dungeon disk, hit F1 on your emulator to return to the menu and F7 cold-boots the C64.
Now, what I need from you (Horpner, you out there?) people is to tell me if there's any wall/secret door/door combination that hasn't been coded yet. I can't go ahead and put in an edit mode until I know I've nailed every single combination and I fear that all the dungeon levels don't necessarily present all combinations.
Tell me what you all think.
I present to the Bard's Tale community a fully functional alpha-tested Bard's Tale I Dungeon Layout reader.
http://www.mediafire.com/?sharekey=2273 ... f6e8ebb871
Download "btdungeoneditor.d64" and load "BOOT.PRG" and run it to see it.
What's new:
- Every single dungeon level should render correctly! However, I need you people to take the time to examine the maps thoroughly and compare them to your own notes to ensure no errors exist.
- The memory issue is solved! For now anyways.
In case you don't read the blurb when it prompts you for the dungeon disk, hit F1 on your emulator to return to the menu and F7 cold-boots the C64.
Now, what I need from you (Horpner, you out there?) people is to tell me if there's any wall/secret door/door combination that hasn't been coded yet. I can't go ahead and put in an edit mode until I know I've nailed every single combination and I fear that all the dungeon levels don't necessarily present all combinations.
Tell me what you all think.
The following decimal codes represent tiles that need to be assigned dungeon schemes:
11, 14, 15, 27, 30, 31, 42, 43, 44, 45, 46, 47, 50, 51, 55, 56, 58, 59, 60, 61, 62, 63, 75, 78, 79, 95, 107, 108, 109, 111,
113, 114, 115, 119, 120, 123, 124, 125, 126, 127, 131, 135, 138, 139, 140, 141, 142, 143, 151, 156, 157, 158, 159, 162,
163, 167, 171, 172, 173, 174, 175, 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191, 195,
198, 199, 201, 202, 203, 204, 205, 206, 207, 211, 212, 215, 216, 218, 219, 220, 221, 222, 223, 225, 226, 227, 228, 230,
232, 233, 234, 235, 236, 237, 238, 239, 240, 241, 242, 243, 244, 245, 246, 247, 248, 249, 250, 251, 252, 253, 254, 255.
126 to go out of 256. Oh what fun.
11, 14, 15, 27, 30, 31, 42, 43, 44, 45, 46, 47, 50, 51, 55, 56, 58, 59, 60, 61, 62, 63, 75, 78, 79, 95, 107, 108, 109, 111,
113, 114, 115, 119, 120, 123, 124, 125, 126, 127, 131, 135, 138, 139, 140, 141, 142, 143, 151, 156, 157, 158, 159, 162,
163, 167, 171, 172, 173, 174, 175, 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191, 195,
198, 199, 201, 202, 203, 204, 205, 206, 207, 211, 212, 215, 216, 218, 219, 220, 221, 222, 223, 225, 226, 227, 228, 230,
232, 233, 234, 235, 236, 237, 238, 239, 240, 241, 242, 243, 244, 245, 246, 247, 248, 249, 250, 251, 252, 253, 254, 255.
126 to go out of 256. Oh what fun.
Alright, a few questions and comments.
I am looking over the Wine Cellars-Level 1. Are all of the specials supposed to have the special cursor? I noticed that some of the messages do, some don't
I don't know if it is the emulator that I am using(CCS64), but the top few rows are not accessible-they don't show up and scrolling up doesn't help.
I am looking over the Wine Cellars-Level 1. Are all of the specials supposed to have the special cursor? I noticed that some of the messages do, some don't
I don't know if it is the emulator that I am using(CCS64), but the top few rows are not accessible-they don't show up and scrolling up doesn't help.
When in doubt, kick your neighbors dog!
Care to post a couple of screenshots?Chaney wrote:Alright, a few questions and comments.
I am looking over the Wine Cellars-Level 1. Are all of the specials supposed to have the special cursor? I noticed that some of the messages do, some don't
I don't know if it is the emulator that I am using(CCS64), but the top few rows are not accessible-they don't show up and scrolling up doesn't help.
http://www.mediafire.com/?a2mvm4dqzwm
http://www.mediafire.com/?zi0flnmmwwk
http://www.mediafire.com/?ly2zwna52gz
http://www.mediafire.com/?zi0flnmmwwk
http://www.mediafire.com/?ly2zwna52gz
When in doubt, kick your neighbors dog!