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Wasteland Enhanced IDE64 fix [2021] |
Credits :
Code | .... | Grue of Beyond Force, Extend, Kasettilamerit |
| | TNT of Beyond Force, Kasettilamerit |
Music | .... | Aleksi Eeben of CNCD |
Graphics | .... | Duce of Extend, Phonics |
Crack | .... | Grue of Beyond Force, Extend, Kasettilamerit |
NTSC-Fix | .... | Grue of Beyond Force, Extend, Kasettilamerit |
PAL-Fix | .... | Grue of Beyond Force, Extend, Kasettilamerit |
Linking | .... | Grue of Beyond Force, Extend, Kasettilamerit |
Loader | .... | Grue of Beyond Force, Extend, Kasettilamerit |
Test | .... | Trurl of Extend |
Help | .... | TNT of Beyond Force, Kasettilamerit |
| | Trurl of Extend |
SIDs used in this release :
Download :
Look for downloads on external sites:
Pokefinder.org
Summary Submitted by Grue on 16 February 2021
Commodore 64 Wasteland game modification for IDE64
Wasteland IDE fix by Grue and lots of help from TNT / Beyond Force
This fix was initially based on the Wasteland 1MB REU version posted in
Lemon64 forums in 2013 by user mood_swing. He has since sadly removed all
postings and links to his fix. While the mood_swings REU version was an
excellent starting point, loading from real devices works so much differently
that's there's not much code left from the original REU version. Problematic
is also that the game uses almost all the available memory available on
Commodore 64.
Please note that this game will write its progress directly into the WL file,
so you need to keep a copy of the original and have a separate file for
playing. The only way to restart the game totally from scratch is to use a new
game image file. I modded the game to save into a separate SAVE" file to start
a new game with the old roster like the original game intended. I haven't
coded the tool yet. Maybe I never will. Time will tell.
Please make sure to make copies of your SAVE file. It is easy to get stuck,
rendering your savegame unusable.
Enhancements done so far:
Save the game in a separate "SAVE" file.
Time handler moved from busy loop to IRQ-based counter. Now, it won't run too
fast with Turbo. The original game ran the wrong speed on PAL systems and fixed
t to run the same PAL and NTSC systems.
PAL / NTSC adjustments to the Time counter depending on autodetecting
the system. Small adjustment is also needed on sprite positions on NTSC
screens at the loading picture screen.
It is now possible to hold left shift or use shift lock for speeding up the time
for healing, but be sure to be in a safe place to avoid random encounters.
Much better random number generator was added. The original routine was using
$d012 and $dc04 for entropy. When running CPU faster speed, those get more and
more non-random in nature. The new code is from codebase64.org.
It is now possible to use original game floppies to create play image "WL" Just
merge existing d64's if your play floppies and rename it to WL, and commence playing.
You need a clean "SAVE" file and choose not to load your latest save on the Intro
screen to get going.
Implemented Load/Save indicator as green/red sprite at the lower right corner
of the screen. Green means load and Red Save.
It is now possible to make a backup copy of the "SAVE" file during boot.
Detection of faster CPU and adjusting game loop delays accordingly. Ultimate 64
users get extra speed if they have enabled Turbo Control: U64 Turbo Registers in
U64 settings. Other CPU speeder users will also benefit, but the U64 users game will
automatically adjust between 4Mhz and 48Mhz speed depending on the situation.
Added original iconic cover art of the game as loading picture, Duce / Extend did
the awesome pixeling.
Added a suitable moody sid tune from Aleksi Eeben's HVSC directory called "Ambient Music."
TODO:
Implement transferring roster from the old save file to start a new game.
Thanks to:
Soci / Singular for help and code! Special thanks for the IDE64 manual!
TNT / Beyond Force for code, help, support, and teaching me finesse of 6502 asm.
Codebase 64, beneficial resource for common problems and solutions.
Trurl / Extend for help, testing, suggestions, and ongoing testing to find those
little bugs and annoyances. You can thank Trurl for such a smooth experience.
All my friends on the IRC channel bearing my ongoing frustration with the
creepy irradiated wasteland bugs.
And to all IDE64 fans!
Tools used for making this IDE64 fix possible, not in any particular order:
IDE64
Ultimate 64
ucodenet
Sublime Text 3
64tass
TinyCrunch
010 Editor
Ida pro
C64debugger
Ghidra
Vice
Max roast level Coffee
// Grue 2021 |
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