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Making the C128 levels playable on a raw 64.
2002-08-04
02:42
Viktor
Account closed
Registered: Apr 2002
Posts: 78
Making the C128 levels playable on a raw 64.
The c128 version of the Kikstart 1 (it was name Kikstart II, but its working with the Kikstart 1 'engine') was different than the c64 one. In the c128 version was a practice course, and 3 other courses. The practice level includes 2 levels, loaded at the start, and the the three courses includes 8 levels, and are loadable with keys a,b and c.
I think these levels was never released for the c64.
Because it isnt playable in the x128 emulator (Vice), i try to mix the c128 datas, with the c64 program.
But i need some help, because i dont have c128, to check someting in the c128 version
The data layout of the c128 version is the following:
(I revers enginered it, so maybe its not fully correct)
crsra, crsrb, crsrc
these are includes the 8 courses which are
one level is $0c00 long
includes:
offset - function
$000-$500 - screen data (5 lines, which are $ff bytes long)
$500-$A00 - maybe motor position data (5 lines, $ff long)
$a00-$c00 - maybe motor rotation data
(the practice course hold the same layout, the only changing, that it includes only 2 levels, and these levels after loading are copied 3 times to the other levels locations.)
in the c64 version the levels are from $6000 and are
$1000 byte long.
offset - function
$000-$600 - screen data (6 lines, which are $ff bytes long)
$600-$c00 - maybe motor position data (6 lines, $ff long)
$c00-$e00 - maybe motor rotation data
The level charset in the c64 version after depacking is at $0800-$1000,
and in the 128 version at $4800-$5000 in the main file (the 72 block long file) (the first $0800 byte of the main file)
The level names are in the 128 version in the file named: data, and in the c64 version, if i remember good, at $1000.
(these are fast findable)
So its possible to make the course a, course b and course c edition (and practice course edition too) for the c64, but without i see the c128 version i cant make it. Because, the one line difference, that i cant check without a c128.
Anybody can help me?
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2003-05-21
20:42
Viktor
Account closed
Registered: Apr 2002
Posts: 78
You win. :)))
Viktor
2003-05-22
10:32
Steppe
Registered: Jan 2002
Posts: 1510
114 blocks?! Maximum respect, Zagon!
2003-06-12
20:40
Bender
Account closed
Registered: May 2003
Posts: 9
Would this also be possible with the game Last V8? Would be cool, since the gameplay is totally different from the C64 version (plus a different game-start-sample). If it's possible to do this hack, then could you please add an option for alternative joystick-controls? The one existing really sucks, would be better if it was like the ones in Super Sprint or Rally Speedway.
Btw, does anyone know what the aim of Last V8 (C128) is? Anyone got the docs?
Cheers!
2003-06-13
08:40
T.M.R
Account closed
Registered: Dec 2001
Posts: 749
My guess is that the samples will have to go to fit V8 128 into the C64, unless the levels crunch down *very* well...
2003-06-15
13:46
Zagon
Account closed
Registered: Apr 2002
Posts: 14
Thanks steppe! I customized the initial decruncher to allow for copying of already crunched segments.
v8 128 uses the second membank of the c128. This has to be
programmed around somehow in order to make a c64 port.
Not that I have examined it in detail...
2003-06-15
17:29
Viktor
Account closed
Registered: Apr 2002
Posts: 78
i Dont know the last v8 c128 version. is it runiing in c64 mode, or in native mode?
2003-06-15
17:31
T.M.R
Account closed
Registered: Dec 2001
Posts: 749
It runs in native 128 mode, the first level looks a lot like Red Max on the C64.
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