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PAL
Registered: Mar 2009 Posts: 292 |
dragon 32 game
The Touchstone
http://www.dragonwiki.com/wiki/index.php?title=Touchstone
http://www.retrogames.co.uk/more/on/details/010484
Are there anyone out there who can say if I am able to find this great game from my youth on the internet and how I could pget to play it again og see a video of it... ?
Are there any emulators for dragon 32? he he... I know this is lame and comming but I gotta ask anyway. |
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TWW
Registered: Jul 2009 Posts: 545 |
I remeber my neighbour had a Dragon 32 with this game on it. The joystick was very gay I remeber but nevertheless:
http://www.6809.org.uk/dragon/xroar.shtml
Here you can find an emulator for it (haven't tried it though) and as far as I could tell there was some links to other dragon 32 sites from there.
Cheers! |
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STE'86
Registered: Jul 2009 Posts: 274 |
LOL another thing in common then.
i had a d32 and only a couple of weeks ago was telling Pete how this amazingly playable game from my first computer called Touchstone would make a great c64 project :)
the chaps i worked with on most of my ST/amiga stuff were ex dragon coders. 68000 was much easier for 6809 coders to get their heads around quickly i was told :)
Steve |
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PAL
Registered: Mar 2009 Posts: 292 |
That is so funny... I just remember I loved that game... Want it! And if I can remember correctly I always thoght that game were so playable and interesting and cool and had the works... it were a great game! STE... My mother had big blisters on her thumb from the sharp joystick edge on the dragon controllers because of this game, me and her played this one so much... great memories... |
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Pugsy
Registered: Jul 2004 Posts: 6 |
You can grab the WAV file (cassette dump) called "Microdeal - Touchstone.zip" from:-
http://archive.worldofdragon.org/archive/index.php?dir=Tapes/Dr..
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TWW
Registered: Jul 2009 Posts: 545 |
Downloaded the emu, downloaded the romz and downloaded the game.
Worked like a charm. |
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TWW
Registered: Jul 2009 Posts: 545 |
Don't get exited but:
This is an alternative Tileset:
Thought I'd post these since screenies are in these dayz. This isn't half a fraction as cool as EOTB or POP but what the hell^^
Should hit the market within a couple of leap-years 8-P |
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PAL
Registered: Mar 2009 Posts: 292 |
WHAT THE HELL!!!!!!! Are you creating a c64 version of the game? That is something of the coolest I have ever vitnesed if you are doing that!!!!!!!!
HA HAS HA - are you true? Are you doing a version? |
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TWW
Registered: Jul 2009 Posts: 545 |
Reall, Don't get too exited but I have manually converted the tileset and have the tree first level maps done (That's as far as I managed to play it on the Dragon) and I am almost done with the horisontal scroller code.
It's using a 3x3 tiles and is a bit of a nag to compute and the joystick control is el-weirdo but I intend to make is as tru to the original as possible.
Everything has been done manually so far and no re-engineering has been possible since I have no clue about extracting the code from the Dragon. Maybee someone here knows how to do this so I can get it 100% correct, not just estimated? I mean the scrolling and such is easy but when it comes to monster spawn rates, increasing difficulties, your respawnposition (Which seem to vary on the original) etc...
I'll reverse it if I can get my hands on the code and if not I'll continue to follow estimates according to my gut. |
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TWW
Registered: Jul 2009 Posts: 545 |
Alright,I managed to extract a binary from a snapshot (original gamefile was a .tap wave-file).
Now I just need a 6509 DisAssembler... Anyone know about one of these? |
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STE'86
Registered: Jul 2009 Posts: 274 |
seems like the dragon crowd use something called 6809dasm |
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PAL
Registered: Mar 2009 Posts: 292 |
I do not know anything about that disasembler but I know a thing or two about graphics... can I create graphics for this? And what is the rules then... would be incredible to do a full blown koala graphics and full super nice animations and all original graphics here... I would do that if we could settle on some rules that are nice... I think this is a cool game and it is important for me if I do it to be at the best there is possible... think about it and if you think that would be cool post me!
Your PAL |
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TWW
Registered: Jul 2009 Posts: 545 |
Sounds very cool :)
I was thinking of doing a 100% straight conversion but in this case perhaps it could be improved a little in more than just the graphics.
Let me do some gfx test code and I'll get back to you when I have something conclusive.
Steve: Yeah I saw that on some Dragon forum or some such but it's really the other way I wanted to go (from hexadecimal number sequences into readable code :-D). Either way, thanx!
-TWW |
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STE'86
Registered: Jul 2009 Posts: 274 |
hi, I got the disassembler name from here:
http://koti.mbnet.fi/~atjs/mc6809/#Dis
I have a sneaking suspicion that the DASM you refer to is the old Dragon assembler that came as part of the DASM/DEMON pack of assembler and monitor and is unlikely to be the one i pointed to.
Steve
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TWW
Registered: Jul 2009 Posts: 545 |
Thanx Steve, This will prove helpfull. Cheers! |
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STE'86
Registered: Jul 2009 Posts: 274 |
FYI Touchstone was an unofficial version of the arcade game Tutankham:
http://www.youtube.com/watch?v=I0hj8u5PYNE
if u are looking for graphic ideas, this would be a far easier on the eye place to start :)
and if you get it on mame you may even be able to use the graphic ripper in mame on it.
personally, i am thinking, a player that looks more like Indy/O'Connell than mario. less weird vultures and more scarabs and a SID score based on:
http://www.youtube.com/watch?v=Seqs7dx0YXo
Best of luck :)
Steve |
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TWW
Registered: Jul 2009 Posts: 545 |
Very interesting!
I managed to disassemble the code from Touchstone (dialect of 6502 but with more powerfull commands) and I got a reference book so I am able to work out the HW spesific parts.
However now I am in doubt if I should try to go for the original instead... |
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STE'86
Registered: Jul 2009 Posts: 274 |
yes 6809 was a stage between 6502 and 68000 in processor development. It makes more sense right off if you know 68000 :)
it is also as a bit of trivia Mr. Andrew Braybrooks "native" processor. as he was a dragon/tandy coder before a c64 one :)
as to the game. at first glance, it looks like it plays and operates on pretty much the same basis whether its the arcade or the dragon version.
the arcade graphics are easier to visualize to convert to c64, but either way, the screen will have to be done to what suits the c64, as the aspect is wrong on the arcade and the resolution is way different on the dragon. |
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PAL
Registered: Mar 2009 Posts: 292 |
Do your tests on the graphic modes you could do this in and let me know... If we could do this in like 16 color koala tiles it would really be super cool with scrolling... That would be a dream... If that would be possible and one could nail a good control and playability it would rule m universe and I would put a lot of effort into it! May be I could do a really cool intro for the game even... hmm... the ways to get it great are so many here...
Your PAL
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TWW
Registered: Jul 2009 Posts: 545 |
Let me just put this out there:
Would it be better to do the tiles in 2x2, 3x2 or 3x3?
2x2 = 20 x 12 tiles on a screen
3x2 = 13 x 12 tiles on a screen
3x3 = 13 x 8 tiles on a screen
The original Tutankhan is 14 x 12 tiles (one tile is 2x2(16 pixels))
The Dragon 32 is 11 x 6 tiles (I made these tiles already on the C64 by using 3x3 tiles. Made the screen 2 tiles wider)
So what do you think?
To scroll the graphics in 16 coll koala should be doable by utilizing VSP (Or maybee even without it depending on the screen-to-be-scrolled size). |