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64Copy - Tutorial Needed
Posted: Mon Apr 05, 2010 10:04 pm
by Darendor
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.
Posted: Mon Apr 05, 2010 11:18 pm
by ZeroZero
It has a complete help file with it. The most useful tools in it are the:
the excellent disassembler
the file explorer with ability to easily copy files between dos directories and D64s
the hex editor
the bam editor
etc etc etc
Just read the help files
Posted: Mon Apr 05, 2010 11:25 pm
by Darendor
I did that. That's why I posted this thread - the help files didn't help me much.
And I was asking you to post how you used it.
Posted: Mon Apr 05, 2010 11:43 pm
by Darendor
I've gone ahead and copied Mangar's Level 5 - NMAF.PRG - and renamed the copy NMB0.PRG.
I'm trying to get it to where we edited it before but I forget how exactly. ALT-F4 isn't co-operating with me.
Help?
Posted: Tue Apr 06, 2010 12:10 am
by Darendor
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:
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.
Posted: Fri Apr 09, 2010 5:13 am
by Darendor
Oh come on, man.
Posted: Sat Apr 10, 2010 1:20 am
by ZeroZero
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.