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General Humpback


Gernot

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Disclaimer

I'm not responsible for possible data loss neither i'm responsible for how you will use what i post here.

Feel free to use it for your own pleasure, the hacks aren't meant to be unsporting - vice versa it is.

There is a good reason why i don't hack recent games they might be still further developed, thus you will find here only games from the era 1978 to 1990.

Sure the main reason is to add an extra life or two and some altering to the border color to mark the hacks as well adding of an extra title text string to differ the hacks already by their title screen.

 

If you are not interested in editing the config files then you can safely bypass this bla bla and scroll down to the first game "BUMP 'N' JUMP"

 

Before i post the hacks the things you will probably need and need to know to work with them.

 

Tools i use to edit text files and binaries:

notepad++

TinyHexer

and of course a calculator in programmer mode to work with the hexadecimal numbers (there is of course one in TinyHexer but it's not as comfortable to me, it overlays the editor window).

 

Notepad++ comes handy in all kind of situations apart from being a notepad (aha!) it is almost a developing environment, it understands quite a lot of scripting languages and can even help you to debug them.

Even if "unknown" like our .cfg files it is still fantastic for editing since you can mark, copy/cut, paste blocks of text (unrelated to line or column), simply press ALT to mark a free rectangular area (block) with the mouse in the text file. Using this it is a sneeze to i.e. copy a section out of a disassembled code, to copy snippets you probably put aside for a re-use - most what you need for a productive working.

Notepad++ doesn't forgets anything, you can have a power failure it will remember the last edit you made even without that you saved the work - isn't that cool?

One could teach notepad++ how to interpret the .cfg file and then even here comments and data, values, addresses could have different colors.

If there is interest i can see if i can make a template.

 

What you will often use is the dis1600.exe included in "SDK-1600" (or the complete jzIntv suite). I suggest to write a small batch like following on which you can simply drop the .bin to disassemble it (it must have the suffix .bin to be recognized).

dis1600 %1 %1.asm

The batch in this state will belong to "...\jzIntv\bin" and will output a file named as the input simply with .asm as suffix (after .bin, its a very simple batch but far enough for the purpose) but i assume it's the directory where you will edit your files (where else).

 

Notepad++ is familiar with the suffix .asm and will show the data in separate colors which makes reading it almost to a pleasure (what i haven't tried yet is to execute an .asm it should at least jump to the proper labels). Personally i keep the disassembled data and also all notes or code snippets in a special sub-directory to keep the dir "bin" neat. Finished projects i move completely out of sight to an archive where i keep all my inty games in separate zip files together with the additional material - whatever that might be from artwork to code.

 

The hex editor i use to search for values it is to me often more efficient to browse the .bin as to refer to the disassembled data, that is some i "smell" already only by looking at the code. Keep in mind that a decle equals to a 8bit word in length that means addresses in bytes shown in the editor must be divided by 2 to get the addresses in decles, i will refer here to decle if i write "word", i.e. "count 10 words back" means decles or words in length. Further i will mark decles with a $ sign and mark hex values with the usual 0x prefix. It becomes also handy if you like to extract a section of code i.e. the title code because you have to keep it for a new title or to extract a sfx or music data when you localized the address using the disassembled data.

Further it is a big help to write strings, just enter your text in the editor and receive the proper values they even can be copied to notepad++ (use the TinyHexer script "copy as formatted hex text" for this).

 

 

BUT

For a simple use of my already prepped .cfg files you won't need to know all this, it's just if you like to alter them. Unlike in my thread (gernot is a lame cheater) i will link here the complete stuff i have just all in zip files and not as code to be copied and pasted, means everyone should be able to use them together with the .bin and jzIntv (or bin2rom if you like to use them in a different emulator).

 

NOTE:

Posted .cfg files respectively "hacks" will usually come as four different files, one unaltered but with a probably altered title screen e.g. adding of a small sfx or tune, one which i label "advantage" this adds usually two lives to the usual amount as a little advantage and will have usually a blue text telling "advantage" and a blue border (if that was possible to hack), "lethal" tells what it is just a single life, personally i think this is the most interesting thing instead to hack countless lives just a single one, for certain games like "Astrosmash" or "Buzz Bombers" this makes no big difference since you get rewarded with countless lives in this games, "lethal" comes usually with red lettering and a crimson border and finally "trainer" for which i use the maximum amount of lives possible this isn't always 256, sometimes only 128, sometimes 99 in one case only 19 "Zaxxon", it depends on how much the game accepts, "Zaxxon" displays the ships and as soon as they overflow the screen it terminates since we have 20 characters for a line only 19 ships are possible here, "trainer" has usually a dark green text showing "trainer" and a dark green border, the colors might vary when it doesn't suits to the game but this is the rule i use. Sometimes i could not change the border color (yet) for all games i searched especially the "GAME OVER" string this will always receive a different color to mark a hacked game,but even this depends on if it was possible a few games are not to disassemble (i.e. Venture) it seems to be encrypted but at least i could a grip on the lives amount and the frickin' border color which has cost me some nerves.

 

 

Additional goodies to edit config files


First a quite handy text file where you can copy useful snippets from, i suggest to use it if you like to edit the linked config files and also to expand it by need.

I use it very often especially the section with the values from 00 to ff for addressing, the method is to copy a desired section out of it and paste it to your project after mark again a block in front of them and enter

the base address plus parse command to it e.g. "p 60" you will receive a row of addresses to parse in this example from $6000 to end of the selection, it makes life much easier. The same you can apply when you inserted new text string sections, lengthen them or shorten them, just block mark a section to change and paste the new row of values over it. Try it out it sounds far more complicated as it is.

 

Spoiler

 


copypaste.txt

text snippets

61 ; a		61 ; a		6c ; l		74 ; t		63 ; c
64 ; d          72 ; r          65 ; e          72 ; r          75 ; u
76 ; v          63 ; c          74 ; t          61 ; a          73 ; s
61 ; a          61 ; a          68 ; h          69 ; i          74 ; t
6e ; n          64 ; d          61 ; a          6e ; n          6f ; o
74 ; t          65 ; e          6c ; l          65 ; e          6d ; m
61 ; a                                          72 ; r                
67 ; g                                                                
65 ; e                                                                


49 ; I		59 ; Y
6e ; n          6F ; o
73 ; s          75 ; u
6f ; o          72 ; r
6d ; m          53 ; S
6e ; n          6F ; o
69 ; i          66 ; f
61 ; a          74 ; t
56 ; V          20 ; 
69 ; i          55 ; U
73 ; s          6E ; n
69 ; i          6C ; l
6f ; o          69 ; i
6e ; n          6D ; m
                69 ; i
                74 ; t
                65 ; e
                64 ; d

-------------------------------------------------------------------------------
header for text strings

  0 ;
(275 ;) only for first entry
2bc ;
200 ; position (0 characters from top left)
2bb ; 
  0 ; color (usually 0=black, 1=blue, 2=red, 3=tan, 4=d.green, 5=b.green, 6=yellow, 7=white) 
  4 ;
118 ;
 7b ;

-------------------------------------------------------------------------------
open screen in color... with border (if) in color...

1c0 ;
2b8 ;
  0 ; bkg color (as text color plus 8=grey, 9=cyan, a=orange, b=olive, c=pink, d=violet, e=lime, f=crimson)
240 ; 
 2c ; border
240 ; 
 28 ; screen

-------------------------------------------------------------------------------
# from 00 to ff (for addressing)

00
01
02
03
04
05
06
07
08
09
0a
0b
0c
0d
0e
0f
10
11
12
13
14
15
16
17
18
19
1a
1b
1c
1d
1e
1f
20
21
22
23
24
25
26
27
28
29
2a
2b
2c
2d
2e
2f
30
31
32
33
34
35
36
37
38
39
3a
3b
3c
3d
3e
3f
40
41
42
43
44
45
46
47
48
49
4a
4b
4c
4d
4e
4f
50
51
52
53
54
55
56
57
58
59
5a
5b
5c
5d
5e
5f
60
61
62
63
64
65
66
67
68
69
6a
6b
6c
6d
6e
6f
70
71
72
73
74
75
76
77
78
79
7a
7b
7c
7d
7e
7f
80
81
82
83
84
85
86
87
88
89
8a
8b
8c
8d
8e
8f
90
91
92
93
94
95
96
97
98
99
9a
9b
9c
9d
9e
9f
a0
a1
a2
a3
a4
a5
a6
a7
a8
a9
aa
ab
ac
ad
ae
af
b0
b1
b2
b3
b4
b5
b6
b7
b8
b9
ba
bb
bc
bd
be
bf
c0
c1
c2
c3
c4
c5
c6
c7
c8
c9
ca
cb
cc
cd
ce
cf
d0
d1
d2
d3
d4
d5
d6
d7
d8
d9
da
db
dc
dd
de
df
e0
e1
e2
e3
e4
e5
e6
e7
e8
e9
ea
eb
ec
ed
ee
ef
f0
f1
f2
f3
f4
f5
f6
f7
f8
f9
fa
fb
fc
fd
fe
ff

 

 

 

Further i offer you some snippets of sfx and simple music i extracted from a handful of games.

Copy paste them in the same manner as the snippets above to a row of to parse data (i suggest to copy paste such first and then to add the parse command and the addresses in length of the to parse data).

Feel free to experiment with them, for sfx it won't matter much if it's sfx one or two (0x4, 0x118, 0x3bb or 0x4, 0x118, 0x3be for either "sfx1" or "sfx2") sfx must end with 0xcf, 0x2cf, 0x3cf, for the simple use in the title this makes neither any difference as i found out.

NOTE that the "0x#cf" will end the whole process likewise a 0x2b7 exits, thus always position sfx as very last data in the altered title code.  


For music i use the simple note players "mus1" and "mus2" (0x4, 0x118, 0x327 or 0x4, 0x118. 0x35b) "mus1" sounds more clear "mus2" has a distorted sound, the difference is like it is used for "White Water" (mus1) or "Donkey Kong Jr." (mus2). The note player just plays the notes on a single channel and does not respect timbre and plays the notes in a fixed speed, simple but effective. Music you can play backwards sfx not! (or not as easy as try it out).

Spoiler

 


  4 ; tootingcommon laser
118 ;
3bb ;
229 ;
 35 ;
3a5 ;
3ed ;
384 ;
180 ;
  f ;
 fe ;
  1 ;
3e1 ;
 8f ;
 30 ;
2cf ;
  0 ;
2b7 ;

  4 ; fanfare 1
118 ;
35d ;
  f ;
 6A ;
 1d ;
 6b ;
 26 ;
 6c ;
 48 ;
 2b ;
 22 ;
 2a ;
  0 ;
2b7 ;

  4 ; fanfare 1 reverse
118 ;
35d ;
  f ;
 2a ;
 22 ;
 2b ;
 48 ;
 6c ;
 26 ;
 6b ;
 1d ;
 6A ;
  0 ;
2b7 ;

  4 ; Mario dies
118 ;
35d ;
  f ;
1a0 ;
200 ;
190 ;
1f0 ;
180 ;
1e0 ;
170 ;
1d0 ;
160 ;
1c0 ;
150 ;
1b0 ;
140 ;
1a0 ;
130 ;
190 ;
120 ;
180 ;
110 ;
170 ;
100 ;
160 ;
 f0 ;
  0 ;
2b7 ;

  4 ; Mario dies reverse
118 ;
35d ;
  f ;
 f0 ;
160 ;
100 ;
170 ;
110 ;
180 ;
120 ;
190 ;
130 ;
1a0 ;
140 ;
1b0 ;
150 ;
1c0 ;
160 ;
1d0 ;
170 ;
1e0 ;
180 ;
1f0 ;
190 ;
200 ;
1a0 ;
  0 ;
2b7 ;


  4 ; Mario level up
118 ;
35d ;
  f ;
18c ;
1ac ;
1de ;
1ac ;
18c ;
1ac ;
 aa ;
 c8 ;
 e8 ;
 f8 ;
118 ;
138 ;
158 ;
168 ;
  0 ;
2b7 ;

  4 ; Mario level up reverse
118 ;
35d ;
  f ;
168 ;
158 ;
138 ;
118 ;
 f8 ;
 e8 ;
 c8 ;
 aa ;
1ac ;
18c ;
1ac ;
1de ;
1ac ;
18c ;
  0 ;
2b7 ;

  4 ; math fun
118 ;
327 ;
 fc ;   
 fc ;   
 fc ;   
 fc ;   
 fe ;   
3f2 ;
 fc ;
  c ;   
 fc ;   
 fc ;   
 fc ;   
 fc ;   
 fc ;   
 fc ;   
14e ;   
3f4 ;
13d ;
  c ;   
 fc ;   
 fc ;   
 fc ;   
 fc ;   
 fc ;   
 fc ;   
18d ;   
16c ;   
18d ;   
16c ;   
16c ;   
18c ;   
16e ;   
18d ;   
16c ;   
16c ;   
14e ;   
13e ;   
3f4 ;
 ff ;
  0 ;
2b7 ;

  4 ; math fun reverse
118 ;
327 ;
  f ;
 ff ;
3f4 ;
13e ;
14e ;
16c ;
16c ;
18d ;
16e ;
18c ;
16c ;
16c ;
18d ;
16c ;
18d ;
 fc ;
 fc ;
 fc ;
 fc ;
 fc ;
 fc ;
  c ;
13d ;
3f4 ;
14e ;
 fc ;
 fc ;
 fc ;
 fc ;
 fc ;
 fc ;
  c ;
 fc ;
3f2 ;
 fe ;
 fc ;
 fc ;
 fc ;
 fc ;
  0 ;
2b7 ;

  4 ; prelude d-moll bwv565 (donkey kong jr.)
118 ;
327 ;
  f ;
230 ;
210 ;
3f2 ;
234 ;
  1 ;
210 ;
1f0 ;
1e0 ;
1c0 ;
1b1 ;
  1 ;
3f2 ;
1c6 ;
3f4 ;
  4 ;
171 ;
151 ;
3f4 ;
173 ;
  1 ;
121 ;
131 ;
 f1 ;
3f2 ;
106 ;
3f4 ;
  4 ;
3f4 ;
 40 ;
3f4 ;
 a0 ;
3f4 ;
100 ;
3f4 ;
160 ;
1c4 ;
1b4 ;
1c4 ;
1b4 ;
1c4 ;
1b4 ;
1c4 ;
1b4 ;
3f2 ;
1c6 ;
  2 ;
  0 ;
2b7 ;

004 ; prelude d-moll bwv565 reverse
118 ;
327 ;
  f ;
  2 ;
1c6 ;
3f2 ;
1b4 ;
1c4 ;
1b4 ;
1c4 ;
1b4 ;
1c4 ;
1b4 ;
1c4 ;
160 ;
3f4 ;
100 ;
3f4 ;
 a0 ;
3f4 ;
 40 ;
3f4 ;
  4 ;
3f4 ;
106 ;
3f2 ;
 f1 ;
131 ;
121 ;
  1 ;
173 ;
3f4 ;
151 ;
171 ;
  4 ;
3f4 ;
1c6 ;
3f2 ;
  1 ;
1b1 ;
1c0 ;
1e0 ;
1f0 ;
210 ;
  1 ;
234 ;
3f2 ;
210 ;
230 ;
  0 ;
2b7 ;

  4 ; White Water Intro
118 ;
327 ;
191 ;
1da ;
19a ;
20a ;
14a ;
18a ;
14a ;
19a ;
 da ;
11a ;
 da ;
 f2 ;
114 ;
124 ;
14a ;
12a ;
11a ;
 da ;
14f ;
  0 ;
2b7 ;

  4 ; White Water Intro reverse
118 ;
327 ;
14f ;
 da ;
11a ;
12a ;
14a ;
124 ;
114 ;
 f2 ;
 da ;
11a ;
 da ;
19a ;
14a ;
18a ;
14a ;
20a ;
19a ;
1da ;
191 ;
  0 ;
2b7 ;

  4 ; sub hunt torpedo
118 ;
3bb ;
3f9 ;
 8f ;
 25 ;
 79 ;
2f5 ;
  3 ;
  4 ;
375 ;
  3 ;
  4 ;
3f5 ;
3fe ;
 4f ;
 28 ;
30d ;
  7 ;
 43 ;
3f0 ;
2cf ;
  0 ;
2b7 ;

004 ; spacebattle fanfare (partially)
118 ;
3bb ;
3e9 ;
3c0 ;
200 ;
  1 ;
3e0 ;
 8f ;
 1f ;
  1 ;
 8f ;
 8b ;
  1 ;
 40 ;
3f2 ;
 8f ;
 3f ;
3f9 ;
 23 ;
3f4 ;
275 ;
 94 ;
200 ;
  6 ;
275 ;
2f9 ;
  7 ;
28c ;
339 ;
  7 ;
  4 ;
154 ;
227 ;
2a0 ;
378 ;
204 ;
 52 ;
  4 ;
154 ;
201 ;
271 ;
2a0 ;
 4c ;
 41 ;
  4 ;
114 ;
357 ;
064 ;
  4 ;
114 ;
229 ;
2b1 ;
2f9 ;
  4 ;
248 ;
2f9 ;
  2 ;
2a0 ;
  4 ;
114 ;
268 ;
 80 ;
20d ;
  5 ;
 20 ;
 10 ;
248 ;
200 ;
 20 ;
248 ;
2a0 ;
 48 ;
 4c ;
2f9 ;
  6 ;
248 ;
339 ;
  4 ;
2a0 ;
  4 ;
154 ;
201 ;
339 ;
  8 ;
288 ;
3f8 ;
  8 ;
248 ;
  4 ;
154 ;
250 ;
2f9 ;
  7 ;
24c ;
  4 ;
114 ;
366 ;
  4 ;
114 ;
 1c ;
2b7 ;
339 ;
  6 ;
379 ;
33d ;
22c ;
 12 ;
2f9 ;
  8 ;
288 ;
  1 ;
3b8 ;
 e7 ;
248 ;
339 ;
  8 ;
220 ;
 1e ;
  4 ;
114 ;
366 ;
  1 ;
2f8 ;
 a4 ;
  1 ;
 82 ;
2b8 ;
  2 ;
250 ;
2b7 ;
275 ;
272 ;
 82 ;
3ba ;
  f ;
2f9 ;
  5 ;
24a ;
339 ;
  4 ;
 64 ;
 64 ;
 82 ;
 48 ;
 4c ;
110 ;
  1 ;
2f8 ;
 b6 ;
 54 ;
248 ;
 11 ;
2a0 ;
 40 ;
 60 ;
3c8 ;
  1 ;
 88 ;
 3f ;
3c8 ;
  1 ;
  0 ;
2cf ;
2b7 ;

  4 ; ad&d growl 1
118 ;
3be ;
 6f ;
319 ;
30d ;
248 ;
2f0 ;
244 ;
320 ;
 c5 ;
1db ;
 01 ;
 33 ;
 4e ;
31d ;
 77 ;
 f1 ;
 62 ;
 2b ;
319 ;
 23 ;
3e4 ;
  f ;
3fd ;
3fe ;
 12 ;
 01 ;
 43 ;
17b ;
 53 ;
 a4 ;
 77 ;
 f1 ;
 62 ;
 2b ;
319 ;
 23 ;
3e4 ;
379 ;
  e ;
117 ;
  0 ;
3e2 ;
 d7 ;
 c0 ;
2cf ;

  4 ;
118 ;
3be ; astrosmash expl
229 ;
  2 ;
  2 ;
  2 ;
  a ;
  b ;
  c ;
 30 ;
 3c ;
3a0 ;
 b7 ;
3ed ;
  2 ;
 8f ;
 14 ;
  2 ;
 8f ;
  a ;
  2 ;
2cf ;

  4 ; bump n jump fanfare
118 ;
327 ;
  d ;
137 ;
13e ;
15c ;
13c ;
11c ;
13b ;
10c ;
11c ;
15c ;
13c ;
11c ;
137 ;
137 ;
13c ;
  0 ;
2b7 ; exit

  4 ; bump n jump jump sfx
118 ;
3be ;
 32 ;
389 ;
 4f ;
  c ;
240 ;
 7d ;
 6b ;
345 ;
 77 ;
 99 ;
 d0 ;
 43 ;
3dc ;
300 ;
 29 ;
 6b ;
300 ;
 61 ;
 6b ;
240 ;
 7d ;
 6b ;
2c0 ;
 4c ;
 6b ;
240 ;
 7d ;
 6b ;
280 ;
 53 ;
 6b ;
240 ;
 7d ;
 6b ;
240 ;
 3e ;
 6b ;
200 ;
 30 ;
 6b ;
1c0 ;
 22 ;
 6b ;
100 ;
  0 ;
2eb ;
19d ;
240 ;
 7d ;
 6b ;
300 ;
 5a ;
 6b ;
240 ;
 7d ;
 6b ;
300 ;
 53 ;
 6b ;
240 ;
 7d ;
 6b ;
300 ;
 4c ;
 6b ;
240 ;
 7d ;
 6b ;
300 ;
 45 ;
 6b ;
 43 ;
398 ;
399 ;
3cf ;

  4 ; bnj tune
118 ;
327 ;
  a ;
10c ;
10c ;
 cc ;
 cc ;
 ec ;
 ec ;
11e ;
10c ;
10c ;
 cc ;
 cc ;
 ec ;
 ec ;
 7e ;
10c ;
10c ;
 cc ;
 cc ;
 ec ;
 ec ;
10c ;
11c ;
13c ;
13c ;
18c ;
13c ;
10c ;
13c ;
18e ;
18c ;
15e ;
11c ;
17c ;
13e ;
10c ;
15c ;
11e ;
 ec ;
13c ;
10e ;
 cc ;
 cc ;
10c ;
13c ;
13c ;
 ec ;
11c ;
15c ;
15c ;
13c ;
17c ;
1ac ;
1cc ;
18f ;
18a ;
178 ;
11e ;
17a ;
158 ;
10e ;
10a ;
118 ;
13e ;
 48 ;
 58 ;
 78 ;
 98 ;
 b8 ;
 c8 ;
 e8 ;
108 ;
11a ;
138 ;
15e ;
 58 ;
 78 ;
 98 ;
 b8 ;
 c8 ;
 e8 ;
108 ;
118 ;
10c ;
10c ;
11c ;
11c ;
13c ;
13c ;
 ce ;
10c ;
 cc ;
 ec ;
11c ;
10c ;
 ec ;
 ce ;
10c ;
108 ;
108 ;
 cc ;
 c8 ;
 c8 ;
11c ;
10c ;
0ee ;
10c ;
108 ;
108 ;
 cc ;
 c8 ;
 c8 ;
10c ;
 ec ;
 ce ;
10c ;
108 ;
108 ;
 cc ;
 c8 ;
 c8 ;
 e8 ;
108 ;
118 ;
138 ;
17e ;
10c ;
108 ;
108 ;
 cc ;
 c8 ;
 c8 ;
11c ;
10c ;
 ee ;
10c ;
108 ;
108 ;
 cc ;
 c8 ;
 c8 ;
 b8 ;
 98 ;
 b8 ;
 c8 ;
 ee ;
10c ;
108 ;
108 ;
 cc ;
 c8 ;
 c8 ;
 e8 ;
108 ;
118 ;
138 ;
15e ;
17c ;
178 ;
178 ;
13c ;
138 ;
138 ;
188 ;
178 ;
158 ;
178 ;
18e ;
18c ;
15c ;
11c ;
13c ;
17c ;
13c ;
10c ;
11c ;
15c ;
11c ;
 ec ;
10c ;
13c ;
10c ;
 ce ;
18e ;
15c ;
11c ;
17c ;
17c ;
13c ;
10c ;
15e ;
11c ;
 ec ;
13c ;
13c ;
10c ;
 c0 ;
  0 ;


  4 ; brickout blip
118 ;
3bb ;
 40 ;
 40 ;
 48 ;
 80 ;
 44 ;
 40 ;
 31 ;
3b1 ;
389 ;
 1c ;
  0 ;
 0b ;
3cf ;


  4 ; brickout popp
118 ;
3bb ;
 58 ;
 40 ;
359 ;
 ad ;
  c ;
340 ;
1b7 ;
  b ;
3cf ;

  4 ; burger ingrediens
118 ;
3be ;
 14 ;
3e9 ;
 35 ;
 2b ;
340 ;
 6b ;
 6b ;
 05 ;
 2b ;
340 ;
 71 ;
 6b ;
  5 ;
 2b ;
340 ;
 78 ;
 6b ;
  5 ;
 2b ;
340 ;
 7f ;
 6b ;
  5 ;
 2b ;
340 ;
 87 ;
 6b ;
  5 ;
 2b ;
340 ;
 8f ;
 6b ;
  5 ;
 2b ;
340 ;
 97 ;
 6b ;
  5 ;
 2b ;
340 ;
 a0 ;
 6b ;
  5 ;
 2b ;
340 ;
 aa ;
 6b ;
  5 ;
 2b ;
340 ;
 b4 ;
 6b ;
  5 ;
 2b ;
340 ;
0be ;
 6b ;
  5 ;
 2b ;
340 ;
 ca ;
 6b ;
  5 ;
 2b ;
340 ;
 d7 ;
 6b ;
  5 ;
 2b ;
3f9 ;
 cf ;


  4 ; burger peter dies
118 ;
3be ;
 24 ;
3c9 ;
 35 ;
 6b ;
380 ;
140 ;
 6b ;
 6b ;
308 ;
140 ;
 ab ;
  5 ;
 6b ;
380 ;
 fe ;
 6b ;
 25 ;
 6b ;
308 ;
140 ;
 ab ;
  5 ;
 6b ;
380 ;
 d7 ;
 6b ;
 25 ;
 6b ;
308 ;
140 ;
 ab ;
  5 ;
 6b ;
380 ;
 a0 ;
 6b ;
 25 ;
 6b ;
308 ;
140 ;
 ab ;
  5 ;
 6b ;
380 ;
 d7 ;
 6b ;
 25 ;
 6b ;
308 ;
140 ;
 ab ;
  5 ;
 6b ;
380 ;
 fe ;
 6b ;
 25 ;
 6b ;
308 ;
140 ;
0ab ;
  5 ;
 6b ;
380 ;
140 ;
 6b ;
 25 ;
 6b ;
308 ;
140 ;
 ab ;
  5 ;
 6b ;
380 ;
 fe ;
 6b ;
 25 ;
 6b ;
308 ;
140 ;
 ab ;
 05 ;
 6b ;
380 ;
 d7 ;
 6b ;
 25 ;
 6b ;
308 ;
140 ;
 ab ;
  5 ;
 6b ;
380 ;
 a0 ;
 6b ;
 25 ;
 6b ;
308 ;
140 ;
 ab ;
 6b ;
 35 ;
 6b ;
3f9 ;
2cf ;

  4 ; burger intro jingle 
118 ;
3be ;
 24 ;
3c9 ;
 35 ;
 6b ;
380 ;
 e2 ;
348 ;
23b ;
26b ;
  5 ;
 25 ;
 6b ;
380 ;
 be ;
348 ;
1c5 ;
26b ;
  5 ;
 25 ;
 6b ;
380 ;
 be ;
348 ;
17d ;
26b ;
  5 ;
 25 ;
 6b ;
380 ;
 d7 ;
  8 ;
  0 ;
 eb ;
  5 ;
 6b ;
380 ;
 e2 ;
 eb ;
  5 ;
 25 ;
 6b ;
380 ;
 d7 ;
348 ;
1fc ;
26b ;
  5 ;
 25 ;
 6b ;
380 ;
 aa ;
348 ;
1ac ;
26b ;
  5 ;
 25 ;
 6b ;
380 ;
 aa ;
348 ;
153 ;
26b ;
  5 ;
 25 ;
 6b ;
380 ;
 be ;
  8 ;
  0 ;
 eb ;
  5 ;
 6b ;
380 ;
 d7 ;
 eb ;
  5 ;
 25 ;
 6b ;
380 ;
 be ;
348 ;
12e ;
26b ;
  5 ;
 25 ;
 6b ;
380 ;
 97 ;
348 ;
17d ;
26b ;
  5 ;
 25 ;
 6b ;
380 ;
 97 ;
348 ;
153 ;
26b ;
  5 ;
 25 ;
 6b ;
380 ;
 aa ;
348 ;
12e ;
 eb ;
  5 ;
 6b ;
380 ;
 97 ;
 eb ;
  5 ;
 25 ;
 6b ;
380 ;
 8f ;
348 ;
11d ;
26b ;
  5 ;
 25 ;
 6b ;
380 ;
 aa ;
348 ;
153 ;
26b ;
  5 ;
 25 ;
 6b ;
380 ;
 be ;
348 ;
17d ;
26b ;
 25 ;
 6b ;
26b ;
  5 ;
 6b ;
3f9 ;
 cf ;
 
  4 ; bt finito
118 ;
3bb ;
3c9 ;
 35 ;
 6b ;
380 ;
 e2 ;
348 ;
1c5 ;
2eb ;
 25 ;
 6b ;
348 ;
23b ;
2eb ;
 35 ;
 6b ;
380 ;
 d7 ;
348 ;
1fc ;
2eb ;
 35 ;
 6b ;
380 ;
 e2 ;
348 ;
1c5 ;
2eb ;
 35 ;
 6b ;
380 ;
 fe ;
348 ;
1ac ;
2eb ;
 25 ;
 6b ;
348 ;
1ac ;
2eb ;
 35 ;
 6b ;
380 ;
 aa ;
348 ;
1ac ;
2eb ;
 35 ;
 6b ;
380 ;
 be ;
348 ;
1ac ;
12b ;
  5 ;
 6b ;
380 ;
 d7 ;
12b ;
 35 ;
 6b ;
380 ;
 e2 ;
348 ;
1c5 ;
2eb ;
 35 ;
 6b ;
380 ;
 be ;
348 ;
1c5 ;
2eb ;
 35 ;
 6b ;
380 ;
 aa ;
348 ;
1fc ;
2eb ;
 35 ;
 6b ;
380 ;
 97 ;
348 ;
1fc ;
2eb ;
 35 ;
 6b ;
380 ;
 8f ;
348 ;
23b ;
1eb ;
380 ;
 be ;
 eb ;
 35 ;
 6b ;
380 ;
 97 ;
2eb ;
  5 ;
 6b ;
380 ;
 8f ;
 8f ;
 19 ;
  5 ;
 6b ;
3f9 ;
2cf ;

  4 ; bt music (loop)
118 ;
3be ;
  1 ;
 7d ;
 77 ;
  2 ;
 6f ;
3c9 ;
17d ;
 35 ;
 ab ;
280 ;
 8f ;
248 ;
1ac ;
 ab ;
 35 ;
 ab ;
280 ;
 6b ;
 ab ;
 35 ;
 ab ;
280 ;
 71 ;
248 ;
17d ;
 ab ;
 35 ;
 ab ;
280 ;
 7f ;
 ab ;
 35 ;
 ab ;
280 ;
 8f ;
248 ;
153 ;
 ab ;
 35 ;
 ab ;
280 ;
 97 ;
248 ;
17d ;
 ab ;
 35 ;
 ab ;
280 ;
 8f ;
248 ;
153 ;
 ab ;
 35 ;
 ab ;
280 ;
 97 ;
248 ;
17d ;
 ab ;
 35 ;
 ab ;
280 ;
 8f ;
248 ;
153 ;
16b ;
 25 ;
 ab ;
  5 ;
 ab ;
280 ;
 6b ;
 ab ;
 25 ;
 ab ;
248 ;
153 ;
 ab ;
 35 ;
 ab ;
280 ;
 8f ;
248 ;
153 ;
16b ;
 25 ;
 ab ;
  5 ;
 ab ;
280 ;
 6b ;
16b ;
 25 ;
 ab ;
 35 ;
 ab ;
 77 ;
  2 ;
 6f ;
2cf ;


  4 ; carnival music
118 ;
327 ;
151 ;
144 ;
154 ;
184 ;
1D1 ;
1C4 ;
1D4 ;
1F4 ;
1D4 ;
1C4 ;
1D4 ;
154 ;
184 ;
1C7 ;
1A1 ;
134 ;
164 ;
1A4 ;
181 ;
164 ;
154 ;
134 ;
114 ;
104 ;
134 ;
181 ;
1D4 ;
  0 ;

  4 ; carnival music reverse
118 ;
327 ; 
1D4 ;
181 ;
134 ;
104 ;
114 ;
134 ;
154 ;
164 ;
181 ;
1A4 ;
164 ;
134 ;
1A1 ;
1C7 ;
184 ;
154 ;
1D4 ;
1C4 ;
1D4 ;
1F4 ;
1D4 ;
1C4 ;
1D1 ;
184 ;
154 ;
144 ;
  0 ;

 

 

Assumed you like to loop a sfx (except this can loop for itself check "burgertime loop" it loops without any advice to loop, how that works i don't know yet) or a music you can use following simple advice:

0x220, 0x"number of to step back words", also simple and efficient. The count of words is inclusive the 0x220 command and must point exactly to the start of the sfx or music inclusive heading command.

Check as example the script(s) for "Bump 'n' Jump". If you like to add a short pause in a music (this method won't work for sfx) insert at desired position a value between 0x1 and 0xf to reach this.

 


To reverse a row of data (the section between start and end of the music without the leading command and ending) i can offer you following batch proggie (32bit DOS shell but probably also powershell):

Spoiler

 


rem typeback.bat
@echo off&setlocal enabledelayedexpansion

set "file=tmp.txt"

for /f "delims=] tokens=1*" %%a in ('type "%file%"^|find /v /n ""^&type nul^>"%file%"') do (
set /a counter+=1
set "array!counter!=%%b"
)

for /l %%a in (%counter%,-1,1) do echo:!array%%a!>>"%file%"
endlocal

 

 

I suggest to copy this to a file named "typeback.bat" and place it somewhere you can find it easy i.e.: C:\temp.

NOTE: The batch will write the data in reverse order to the same file!

One could replace the given 'set "file=tmp.txt" ' which expects that a file "tmp.txt" is present in the same directory as the batch with %1 to use the first variable after the call for the batch but this will make this simple batch unsafe and no matter what will be dropped on it or executed with it will be reversed or even worse.

Be careful this batch really doesn't checks anything executes with whatever is set as "file" and will corrupt binary files if applied to them.

 

I will see if i find a macro for notepad++ or if not to create one since notepad++ only offers to sort alphanumerical but we like to reverse the row and not sort it alphanumerical.

 

(There is a DOS command "SORT" but what do you expect for the option /R(EVERSE), reverse? no for sure not it sorts alphanumerical, heck and the option is /R(EVERSE) how stupid!

Next time you shift in the gear "R" expect that your car will - whatever but not drive back, maybe drive a zig-zag course sorted alphanumerical by street names, but for sure not reverse, lol)

 


 

MATTEL ELECTRONICS

 


 

AD&D CLOUDY MOUNTAIN

 

This is gonna be a short entry (time is tight)

Most of the content of this hack and of "Astromashup" belongs to Midnight Blue International (Zendocon), i mostly only added a new title screen and allowed to alter some of the graphics.

 

shot0002.gif.01932dfee2f66282ae31de31a2af2c24.gif

 

As you can see the screenshot is from "Adventure" which is exactly the same game except for the shortened title string.

In the zip you will find both versions of the game one unaltered and one set to easy mode (overall 4).

A further addition is that i used the growl sfx of this game in the title.

 

ADDcloudymountain20210824.zip

 


 

ASTROSMASH (ASTROMASHUP)

 

Exactly like AD&D the content of this hack is mostly the work of Zendocon (Midnight Blue International).

 

shot0003.gif.54132fff2787f137f0c1d6c6dbefbcf8.gif shot0004.gif.4c96e6947fad10e5e1173b07779be8d2.gif shot0005.gif.f566fce6b50d0367b84094022fa835f9.gif

 

 

astromashup20210824.zip

 

The most interesting of these hacks is that the title will reflect proper the name of the game.

As for "Cloudy Mountain" it opens the possibility to change some of the gram cards and the design of the cannon/ship (which i slightly altered for "Astromashup" for the Meteor ship).

The hacks are fixed to reflect the slight differences in addressing of the three version "Astrosmash", "Astrosmash - Meteor" and "Astrosmash Competition".

A second "Lethal" version of each game starts with a single ship, still you get easy, to easy to a lot of reserve ships, probably i can change this in future to give bonus ships every 5'000 or 10'000 (it didn't worked out yet).

Even here i added a sfx to the title, for the "Astrosmash" hacks the explosion sfx (because i liked to keep the original size) and for "Astromashup" an excerpt of... i won't tell.

 

Perhaps i will work further on it to alter even the MOB gfx, that means the appearance of the Meteors in the game or the UFO.

 

 


 

BUMP 'N' JUMP

 

I already posted this i know but like i said here you will receive the finished .cfg files which you don't have to edit the zip will contain .cfg files for a "Bump 'n' Jump" with added title music (no gameplay relevant hacks), an "advantage" version which gives you 7 cars, a "lethal" variation with a single life and a "trainer" with 99 cars more this game doesn't accepts (even here the cars will be all displayed they overflow the screen several times before the program is dissatisfied).

The color code is as described, blue for "advantage", crimson/red for "lethal" and dark green for "trainer".

NOTE: the set color stack fg/bg (1) only allows uppercase letters for a string in the title screen.

 

 

Just that you get an idea a (very) short clip.

 

bump_n_jump_cfg.zip

 

 


 

BREAKOUT!

(BRICKOUT!)

 

Rather a coincidence but a funny one, if you look at the data of "Brickout!" in a hex editor following jumps in your eye:

P n P IS P & P (50006E005000CC00530023005000260050) not exactly but it is very close and of course since 50 is interpreted as "P" it isn't uncommon for real, nonetheless i thought "hmmm... interesting, plug 'n play is plug & play" yes it is! And Brickout! is a game which i start to really like as simple as it is.

There wasn't much i could change for this game, the amount of balls which i reduced instead to increase 15 are fairly enough (instead of 20) also i changed the trigger values for the rating it is now:

< 250, "NO COMMENT"

< 500, "TRY CARDS"

< 750, "FAIR"

< 1000, "GOOD"

< 1250, "VERY GOOD" (prev. < 1125)

< 1500, "EXCELLENT" (prev. < 1175)

< 1750, "DANGEROUS" (prev. < 1195)

< 2000, "CLASSIFIED" (prev. < 1200)

>= 2000, "ACE" (prev >= 1200)

That means you have to play good in this a little random game in results (which makes it so addictive to me you never know how good you will play), 2000 points are to reach with 20 balls and it should be also to reach in a very good play with only 15 balls. With the old rating i always ended up as "ACE" which isn't challenging but 2000 points aren't easy to reach. Further "DANGEROUS" and "CLASSIFIED" are so close together that you will almost never end up as "CLASSIFIED" or "DANGEROUS" five points (resp. 20 points) difference is a nothing or in other terms three bricks which equals 6 points (or 10 bricks which is even a nothing).

Further i changed the title from "Brickout!" to "Breakout!" what it is, fixed the copyright for this game and it shows now an additional line "Copr @ 1976 ATARI", the '80s are fortunately a long time past.

Plus that it will greet you with the typical "Pong bleep" when you start the game (reset).

 

0000.thumb.png.034bdfd3744cff5089b634d61f64ad20.png

 

Yes indeed if you stay up to long (48h and more) you will start to hallucinate...

"InsomniaVision"

While i'm not sleepless as soon as i pull the blanket over my head i sleep, no matter when or under which conditions and sometimes i take a nap after three hours if i feel exhausted or can't find a proper solution for a problem, a nap can untie a knot in your mind. "It's all in your mind" it's a question of mind setting as i guess, if you guess to have problems to find sleep you will have for sure.

Additionally included in the zip will be the revealed "Time Baum Dept. presents" variation for this game for which i changed nothing else as the flag to show the hidden string.

Because it was little work i also made a useless German translation for the classifications, usually i don't play games in German.

NOTE: the memory mapping shortens the rom if converted with bin2rom to 4kB which won't matter, a) there is still a lot of NIL present and b) it' won't matter if it is not a physical ROM.

 

Brickout_cfg.zip

 

NEW VERSION 20210727!

 

shot0000.gif.590701f262ce99f8332984b7f955543b.gif

 

shot0001.gif.f80dcbd072a51271196027ecaf85817d.gif

 

A short clip (1minute) which shows the changes i made somewhat better.

 

Changes:

New title screen using the GRAM font from "VECTRON", the font is also used to display rating and score. Unlike before i kept the GROM positions in GRAM for numbers and letters thus a program can use it as common. What i do not understand yet is the swapping of even and odd numbers for the background colors.

 

The lower shot shows a translation of the rating to german language for such and to probably use own expressions (like "frickin' lazy bastard") i left a whole line (20 characters) of space for the string. Further you can see that i changed the paddle color from blue to bright green, it is imho better to play with a brighter colored paddle. The 20 characters long empty strings have the positive effect to blank the probably underlying leftover bricks. Position for "GAME OVER" and "RATING:" is shifted up and contains additional lines to blank the screen between the lines.

Intentionally i would have liked to outsource the strings and use the a PRINT expression which calls an address but it didn't worked out as intended (not yet), but this is as good as.

 

Additionally i used a coloring for the rating (red=low, orange=medium, yellow=good, bright green=very good, cyan=excellent, ace) and added a sfx for the rating ("yer out" from BASEBALL for the lowest three and a cheer sfx in advancing duration for the rest of rating). The version "Vectronized" contains a few additional comments i.e. to how i (ab)used the GRAM init sequence, usually one would set couples of 8 characters (or less) and set the next 8 characters, this is also understood well by the disassembler but one could theoretically set all 64 GRAM carts at once which confuses the disassembler but works very well on the hardware or emulated.

 

BREAKOUT_20210727.zip

 

The zip file contains versions using different fonts, one which still uses the GROM font, one which uses the font from "VECTRON" (which i also used for the translated version) and the one from "SOLAR SAILER".

I also included the version "Fatfont" which uses a own created font which i didn't like to well but feel free to create a own font (the 8x8 space per cart limits this a lot). To create GRAM carts JzIntv offers some handy tools mainly "frombit.exe" which converts a binary bitmap to hex values you can use in your script. To create such a bitmap in a comfortable manner i suggest again to use "Notepad++" because you can simply design the carts using symbols like . for 0 and X for 1 and then replace the symbols which make the graphic more visible with 0 and 1. After you can feed this script to "frombit". Use # to mark comments e.g. to separate the "....XXX" from "00001111" else frombit will be confused by other values as 0 or 1. For a quick edit i suggest to use a value editor like you find it in "TinyHexer" it lets you toggle bits and to create or edit a single cart this is faster as the processing further a use of the value editor let's you understand in which manner bytes are coded and probably after a while you know the hex value just by looking at the bitmap. One i like much and know by heart is 01100110 which results in 0x66.

 

The bitmap i used for Fatfont:

Spoiler

#FAT FONT

00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00000000  #........ 
00011000  #...XX... 
00000000  #........ 

00111100  #..XXXX.. 
01100010  #.XX...X. 
01101010  #.XX.X.X. 
01101010  #.XX.X.X. 
01101010  #.XX.X.X. 
01100010  #.XX...X. 
00111100  #..XXXX.. 
00000000  #........ 

00011000  #...XX... 
00111000  #..XXX... 
00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00000000  #........ 

00111100  #..XXXX.. 
01000110  #.X...XX. 
00000110  #.....XX. 
00011100  #...XXX.. 
00110000  #..XX.... 
01100000  #.XX..... 
01111110  #.XXXXXX. 
00000000  #........ 

00111100  #..XXXX.. 
01000110  #.X...XX. 
00000110  #.....XX. 
00011100  #...XXX.. 
00000110  #.....XX. 
01000110  #.X...XX. 
00111100  #..XXXX.. 
00000000  #........ 

00110000  #..XX.... 
01100000  #.XX..... 
01100000  #.XX..... 
01101100  #.XX.XX.. 
01111110  #.XXXXXX. 
00001100  #....XX.. 
00001100  #....XX.. 
00000000  #........ 

01111110  #.XXXXXX. 
01100000  #.XX..... 
01100000  #.XX..... 
01111100  #.XXXXX.. 
00000110  #.....XX. 
01100110  #.XX..XX. 
00111100  #..XXXX.. 
00000000  #........ 

00111100  #..XXXX.. 
01100000  #.XX..... 
01100000  #.XX..... 
01111100  #.XXXXX.. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
00111100  #..XXXX.. 
00000000  #........ 

01111110  #.XXXXXX. 
00000110  #.....XX. 
00001100  #....XX.. 
00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00000000  #........ 

00111100  #..XXXX.. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
00111100  #..XXXX.. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
00111100  #..XXXX.. 
00000000  #........ 

00111100  #..XXXX.. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
00111110  #..XXXXX. 
00000110  #.....XX. 
00000110  #.....XX. 
00111100  #..XXXX.. 
00000000  #........ 

00111100  #..XXXX.. 
01000110  #.X...XX. 
00001100  #....XX.. 
00011000  #...XX... 
00011000  #...XX... 
00000000  #........ 
00011000  #...XX... 
00000000  #........ 

01111100  #.XXXXX.. 
10000010  #X.....X. 
10111010  #X.XXX.X. 
10100010  #X.X...X. 
10111010  #X.XXX.X. 
10000010  #X.....X. 
01111100  #.XXXXX.. 
00000000  #........ 

00111100  #..XXXX.. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
01111110  #.XXXXXX. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
00000000  #........ 

01111100  #.XXXXX.. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
01111100  #.XXXXX.. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
01111100  #.XXXXX.. 
00000000  #........ 

00111100  #..XXXX.. 
01100010  #.XX...X. 
01100000  #.XX..... 
01100000  #.XX..... 
01100000  #.XX..... 
01100010  #.XX...X. 
00111100  #..XXXX.. 
00000000  #........ 

01111100  #.XXXXX.. 
01100010  #.XX...X. 
01100010  #.XX...X. 
01100010  #.XX...X. 
01100010  #.XX...X. 
01100010  #.XX...X. 
01111100  #.XXXXX.. 
00000000  #........ 

01111110  #.XXXXXX. 
01100000  #.XX..... 
01100000  #.XX..... 
01111000  #.XXXX... 
01100000  #.XX..... 
01100000  #.XX..... 
01111110  #.XXXXXX. 
00000000  #........ 

01111110  #.XXXXXX. 
01100000  #.XX..... 
01100000  #.XX..... 
01111000  #.XXXX... 
01100000  #.XX..... 
01100000  #.XX..... 
01100000  #.XX..... 
00000000  #........ 

00111100  #..XXXX.. 
01100010  #.XX...X. 
01100000  #.XX..... 
01101110  #.XX.XXX. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
00111100  #..XXXX.. 
00000000  #........ 

01100110  #.XX..XX. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
01111110  #.XXXXXX. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
00000000  #........ 

00111100  #..XXXX.. 
00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00111100  #..XXXX.. 
00000000  #........ 

00011110  #...XXXX. 
00000110  #.....XX. 
00000110  #.....XX. 
00000110  #.....XX. 
00000110  #.....XX. 
01100110  #.XX..XX. 
00111100  #..XXXX.. 
00000000  #........ 

01100110  #.XX..XX. 
01101100  #.XX.XX.. 
01111000  #.XXXX... 
01110000  #.XXX.... 
01111000  #.XXXX... 
01101100  #.XX.XX.. 
01100110  #.XX..XX. 
00000000  #........ 

01100000  #.XX..... 
01100000  #.XX..... 
01100000  #.XX..... 
01100000  #.XX..... 
01100000  #.XX..... 
01100000  #.XX..... 
01111110  #.XXXXXX. 
00000000  #........ 

01101100  #.XX.XX.. 
11111110  #XXXXXXX. 
11010110  #XX.X.XX. 
11010110  #XX.X.XX. 
11000110  #XX...XX. 
11000110  #XX...XX. 
11000110  #XX...XX. 
00000000  #........ 

11000110  #XX...XX. 
11100110  #XXX..XX. 
11110110  #XXXX.XX. 
11011110  #XX.XXXX. 
11001110  #XX..XXX. 
11000110  #XX...XX. 
11000110  #XX...XX. 
00000000  #........ 

01111100  #.XXXXX.. 
11000110  #XX...XX. 
11000110  #XX...XX. 
11000110  #XX...XX. 
11000110  #XX...XX. 
11000110  #XX...XX. 
01111100  #.XXXXX.. 
00000000  #........ 

01111100  #.XXXXX.. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
01111100  #.XXXXX.. 
01100000  #.XX..... 
01100000  #.XX..... 
01100000  #.XX..... 
00000000  #........ 

01111100  #.XXXXX.. 
11000110  #XX...XX. 
11000110  #XX...XX. 
11000110  #XX...XX. 
11000110  #XX...XX. 
11000110  #XX...XX. 
01111100  #.XXXXX.. 
00000110  #.....XX. 

01111100  #.XXXXX.. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
01111100  #.XXXXX.. 
01100110  #.XX..XX. 
01100010  #.XX..XX. 
01100010  #.XX..XX. 
00000000  #........ 

00111110  #..XXXXX. 
01100000  #.XX..... 
01100000  #.XX..... 
00111100  #..XXXX.. 
00000110  #.....XX. 
00000110  #.....XX. 
01111100  #.XXXXX.. 
00000000  #........ 

01111110  #.XXXXXX. 
00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00011000  #...XX... 
00000000  #........ 

01100110  #.XX..XX. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
01100110  #.XX..XX. 
00111100  #..XXXX.. 
00000000  #........ 

01100010  #.XX...X. 
01100010  #.XX...X. 
01100010  #.XX...X. 
01100110  #.XX..XX. 
01101100  #.XX.XX.. 
01111000  #.XXXX... 
01110000  #.XXX.... 
00000000  #........ 

11000110  #XX...XX. 
11000110  #XX...XX. 
11000110  #XX...XX. 
11010110  #XX.X.XX. 
11010110  #XX.X.XX. 
11111110  #XXXXXXX. 
01101100  #.XX.XX.. 
00000000  #........ 

11000110  #XX...XX. 
11000110  #XX...XX. 
01101100  #.XX.XX.. 
00111000  #..XXX... 
01101100  #.XX.XX.. 
11000110  #XX...XX. 
11000110  #XX...XX. 
00000000  #........ 

11000110  #XX...XX. 
11000110  #XX...XX. 
01101100  #.XX.XX.. 
00111000  #..XXX... 
00110000  #..XX.... 
00110000  #..XX.... 
00110000  #..XX.... 
00000000  #........ 

01111110  #.XXXXXX. 
00000110  #.....XX. 
00001100  #....XX.. 
00011000  #...XX... 
00110000  #..XX.... 
01100000  #.XX..... 
01111110  #.XXXXXX. 
00000000  #........ 

00111100  #..XXXX.. finally the extremely complicated color bar ;)
00111100  #..XXXX.. 
00111100  #..XXXX.. 
00111100  #..XXXX.. 
00111100  #..XXXX.. 
00111100  #..XXXX.. 
00111100  #..XXXX.. 
00111100  #..XXXX.. 

 

 

The final "Fatfont" you find in the variation "Fatfont".

The output of "frombit" is meant to be used "as it is" and is a piece of hex code, to use it in a parsing script you need to line them up and address each word, a bit a boring procedure.

Otherwise of course it is possible to copy this into or onto the image you like to alter and to determine the starting address in it in your parsing script, i didn't used this method since i like to publish the edits and this would mean to publish the binary image of the game.

Fatfont is really just an example it is occasionally very close to Joe's MiniGROM font, an 8x8 bitmap doesn't leaves many possibilities.

 

---

 

Bits in bytes can be used for various things, David Braben who developed "Frontier - Elite2" used it to store weapon classes, hyperdrive classes, medals and permissions. A single byte can hold a lot of information.

 


 

BURGERTIME

(Cook Race, Beef Drop, whatever)

 

 

BurgertTime! (and Bump 'n' Jump) wasn't easy to hack and to keep the title screen (especially Bump 'n' Jump), i had to copy the complete title code to make the infused string work and visible in the animated title of the game. BurgerTime! at least left me more options where to place the string while for "BnJ" i had only two options, the topmost line and one of the two last lines which contain the copyright notice any else disturbs the animation. The topmost is annoying because it strips the animation by this line if i could have used an inverted cyan (sky blue) i would have taken it but it didn't looks good with a blue bar and an alternative text on the very top that's why i decided to mover both copyright notes to the lowest line and to compress them in length by removing some blank spaces, it wasn't easy at all to find the graphics for

this graphical font but in the end it worked out well. BurgerTime! was less difficult and i made this hack previous to "BnJ", apart from copying the whole title code for it there is no special limitation where to position an additional line of text, in fact i opened two but finally used only one line. Sure again you can set the amount of Cooks for this game, the crux within is that you can only set spare lives and pepper together, means what you enter for reserve Peters will be the amount of Peppers you have - unfortunately because for the lethal mod i would have liked to keep the 4 Peppers and same for the advantage mod. But since i only give you two additional cooks for advantage this isn't a big problem, only the lethal hack which offers only a single life would have profit of a Pepper or two more. The maximum for Peter is 128 here else the game gets confused and you will always start as player two while a second player won't appear (respectively first) for a two player game, if you play only alone 256 would work but it breaks the game that's why i say 128 is the maximum.

 

Sure the special thing (apart from hacking the amount of Peters) is again that i used the intro jingle and in game music for the title, in unlike for "BnJ" this is a sfx and sounds due to this in the title exactly the same as in the game (for the BnJ music i used the simple note player and not the advanced stuff you find in the code thus it fluctuates in volume, expression and it is slightly faster). A must for lovers of the BurgerTime! smash hit :) just start the game and enjoy the ear piercing chip tune.

 

Further the hack comes quite handy to label possible hacks made with Arnauld Chevallier's level editor, in my own case i used blatantly the example levels made by David Harley (that's why i unfortunately assumed it is his editor). In my case i named David's new levels "Beef Drop", the code is apart for the infused new levels the same after a editing which means you can use exactly the same script to modify the title as for BurgerTime! Yes i do attempted once (in fact twice) to create new levels with it. Since there seems to be interest in this i will see what i can achieve in a real attempt, in my opinion the editor is pretty easy to understand and i even thought about additional levels but this is future music.

0000.thumb.png.807b03e2684ea45e6f05ca0c96d4f4b8.png

Alternative title for David Harley's levels (20210616)

 

I made some small changes to the scripts apart from changing the title to "Beef Drop" (instead of Peter's Nightmare), that is mainly that i stripped the second custom text line from both projects and that i added a comment "custom text" to those fields which i suggest are to edit (if at all) it should make more obvious which section of the script can be edited safely, space i left exactly as much that it won't interfere with the title graphics.

 

burgertime_cfg_20210616.zip

 

beefdrop_cfg_20210616.zip

 

 


 

 

BUZZ BOMBERS

 

I'm aware it's no big deal, but if i made them a little harder like for "Brickout" it gives you the opportunity to fit the game to your skill, if you are really good set the limits higher if not set them lower.

It can increase fun especially for such a single player game, personally i would like to make a game like Astrosmash much harder, i played it far to often in my youth and it's almost like sleepwalking.

Seen from this ward i prefer to play "Space C*nt" because of the larger objects it's somewhat harder as Astrosmash. But still i find it lame that you receive for every thousand pts. a ship, i liked to alter this but haven't found the proper hook yet else i would have for sure presented it. "Buzz Bombers" is not as easy but even here you receive a lot of cans if you play good, it would even profit of a limitation or higher score to be rewarded with an extra spray can. Perhaps together with "Smash" i will see, recently i only have the obvious three to offer, Advantage which adds two cans, Lethal which starts with a single can and the "useless" (in my humble opinion useless) Trainer which gifts you in this case 256 Cans. It's really sad that you only have to finish a level and receive an extra can, it would be much more fun to start with a single one and get rewarded every 10'000 pts. It wasn't hard to alter the few colors and mostly it is again differed by the border color in the (for me) common scheme, blue, crimson, green. The border color was like for most Mattel games no problem only the text string in the animated title was a bit difficult to reach. Music we have already in "attract mode", to call it this, thus i don't had to add a single byte to the original. Yes i like the game, it's obviously an Astrosmash clone in some sort of manner, and yes it's not very nice to spray bees, but who cares it's a game and we neither battle with tanks in real life or do we? I never would burn the ass of my Scots piloting friend but would love it in a game and i know she as well as me. Unfortunately my budget is to low to buy me a machine good enough to play "Elite4". However "Buzz Bombers" is the topic, to compensate the violence against bees in this game i suggest to buy a "bee hotel" they are of importance for our wild bees their population is in danger. As i see right now not all are really useful for bees, i guess what has to be respected most is that the (mostly Bamboo) tubes must be closed on the back end and that it protects good against rain (while this might be even up to where you place them). Don't spend to much money for them most are made in the so called second market which means that the employees receive no salary and if then from society. Who cares for bees as long as some shareholders can brutally grin and get to the money in your wallet. That's the real problem in our world and cause for most bad things - beans and beans counters without a brain.

 

0000.thumb.png.062d449a82be48e0abca7d8b2b75440b.png

 

buzz_bombers_cfg.zip

 

 


 

What about SHARK! SHARK!

 

Yes i'm aware Zendocon cared already much for it, but what i can offer is let's say a cosmetic hack (perhaps in a future release i will implement some little things he mentioned in "Orbit Theory").

Foremost it fixes a little issue on my PAL Intellivision the wrong olive (brown) title screen, it should fix this also for the Sears as far as jzIntv and MAME let me judge this.

It further adds the ending music to the title, just because it's such a snappy tune and opens you the possibility to translate "GAME OVER" to something 18 (19 because of the Border size 1, 18 because of the bubbles which strike out one character) characters long of your choice (i.e. Juego Terminado).

Spoiler

If one takes himself a little time he can use the config file to alter some of the static (partially even animated) graphics of the game because i had to implement this to the titlecode to enable the YourSoft Smiley, the copyright symbol and centered color bar, the conversion in human readable symbols was for pure curiosity and already with the intention to let the user customize the game, all in all it's "YourSoft" that is my intention behind all here. To edit i suggest a HexEditor which includes a binary value editor like TinyHexer, as long as you don't like to edit the whole content of GRAM. Just type anything into the editor of one word length mark it and open the value editor enter then either the hex value to see the binary code or enter the binary code by the given scheme to see the hex value for it, "lismete" it's a knitting layout and "." is for 0, "X" stands for 1, for conversions of many carts or fonts i suggest to use the tools from jzIntv like "frombit", (rtfm). No gfx of the game so far have been changed it isn't at all needed to do so but perhaps someone has a brilliant idea what to do with the bubbles. When i started out it should just fix the title screen color issue but it didn't worked out, this snippet of code is sensitive to hierarchy, Sears likes it on top of the hierarchy my PAL inty at end of it and the optimum is somewhere between, somewhere which is to determine for each game separate, that sounds still weird to me but i can't help it is how it is. The short titlecode of the original at least has a lot of problems to set the screen proper to cyan. Enlarged to show the altered title it's fine to find a fitting lot for it. Honestly i would have liked to fix only the color issue and to add the melody - but the evil lord shark didn't let me. Of course you can use your own title or change it to a lookalike of the original. If you like to make the original color bar visible delete the section with my own color bar (of course re-address the mess) and enter to the clear screen section (cls) to "startpos" the value 228 (40 characters to start in the third line with blanking) and subtract from "#characters" the 40 characters (0xf0 = 240 total characters to display. 0xf0 - 0x28 = 0xc8 or 200) this lets the color bar appear. Of course you need to lower "pos" (line, character) for the text strings by one or two lines.

 

The following clip didn't shows my cabin this rather looks like after an alien attack what you see it's my moms flat, i just liked to show that i'm a honest cheater, no - that it really fixes the issue.

(Turn the volume up the sound is very weak, that it is only 83% of speed is caused by the 60Hz/50Hz difference in grid frequency)

Doesn't this smiley equal all evil in this world?

 

And how it looks emulated

 

My own voice? Maybe to a much more important topic as hacking games.

 

Shark! Shark! 20210803.zip

 

 


 

U.S. SKI TEAM SKIING, ALPINE SKIING

(SKI ALPIN)

 

A rather useless one.

I made this hack a few weeks ago and forgot to post it, It didn't changes many things except for a new bright blue title for "ALPINE SKIING" and that i outsourced all strings to translate them like i did for "SKI ALPIN" (german translation). Additionally the easter egg is hacked and it will show "YOURSOFT" on the finish-line banner instead of "PENDRAGON" (note that 8 characters is the ideal length). For "U.S. SKI TEAM SKIING" i kept all except that it will show "U.S. SKI TEAM SKIING" in the title instead of just "SKIING".

 

(text and no config files?)

 


 

ATARI SOFT

 


 

CENTIPEDE

(doo-dah blaster)

 

The Atari weirdness is a bit a challenge to hack, however i reached here what is the goal, custom amount of lives and a different border color, one could even change the screen color to dark green or olive the sad thing is that even in single player mode the counter for player two is spared out and that looks shitty else a dark green Centipede would be an option (or a blue one and you have to guess the location of centipede).

Strange-wisely i never was good in this shooter it was to find on every corner in every bar or mall, if i'm right it was a trackball game it really suited to the giant trackball back then. This feel you won't get on any console except you would have a trackball, a large beefy one. I even reached to hack the inevitable "advantage", "lethal" and "trainer" in a more or less pleasing way in the title screen, this i fixed right today before i wrote it over the copyright on bottom, but i finally found a few unused decles in the title code where i could hack this in. Unfortunately i can't make here a sfx or a little jingle work in the title, it would be nice but that won't work, it will be interpreted as graphic since the title is a sort of bitmap graphic, sort of but however everything i type in here is interpreted as graphic (text is graphic to and an own character set, the Atari games don't use a single byte of the grom i assume, which somehow together with the fact that it contains a lot of useless junk apart from a large credits section explains why the graphics are so limited leave the over-dimensional title away and all the junk text and the game would be an 8k game).

 

0001.thumb.png.8de307f53a895d6ef69b558706bf1b65.png0002.thumb.png.373f108ba20dd3a0688e1ecb58e6ba3e.png

 

It took me a while to understand how the lettering works but once you have nailed down one you will understand the rest.

 

Ha, i nearly forgot to attach the file, lol.

centipede_cfg.zip

 

Just for completeness and out of respect and the fact that we players haven't seen all this for at least a decade or two i post here all the "junk text" in Centipede.

To start off you get kicked in the ass:

"Why are you diassembling this code? That isn't nice!" note that the wrong spelling is present as shown.

over the whole program follows a sort of joke:

"Joe: Knock knock!"

"Moe: who's there?"

"Joe: Santa!"

"Moe: Santa who!"

"Joe: Santapede is comin' to town!!!"

"Programmed by Mark Kennedy Graphics by Eric Wels Sounds by Russel Haft. Greetings from ATARI!!!"

The title code is at least 1200k, make your own guess.

It would be possible to hide instructions in something that looks like text, guess of the spelling error because i think that was not unintentional, but of course such is very limited but would be possible.

 

If you wonder how i find values in something a disassembler only spits out a lot of junk or a blank file i do it exactly by such abnormalities, "that looks somehow suspicious" and to recognize a bitmap in a binary isn't so hard you can almost see the bitmap at least you see that it must be one. "Strange repetive use of same glyph - let's see - ahhh... text".

 

I guess the ideais obvious, as i posted for "Brickout!" sure it could be a bare coincidence since most in a common header points to an address in range 50## which results in a letter P viewed in the editor, but i stumbled over a second one almost as weird as the "P n P IS P & P" - "Tee n P P" it is with a very high chance a coincidence but on the other hand since this is the result of "pointer start of game" and "pointer date/title" it could be arranged quite easy intentional, in limited range but i guess you get the idea.

 

Quote

Fullers Law of Cosmic Irreversibility:
 1 Pot T equals 1 Pot P
 1 Pot P unequals 1 Pot T
R BUCKMINSTER FULLER

 


 

DEFENDER

 

This game gave me some headache, but at least could change the amount of ships and smart bombs and as a minimum the score is in different colors. It wasn't such a problem to alter the string in the title (to add one there is no space in this title but i couldn't find any way to change the border color for this game, the score is the only thing with which i can differ it from the original. I guess it's at least the third attempt i tried to like to change the frickin' border color. Not even the "GAME OVER" is written in the same manner as the copyright notice in the title, at least even this i liked to change in color but i can't find it.

 

defender.thumb.png.2aaef30ab0d98e0d3b732d3cac1ba819.png

 

The colors in the title are limited to blue, yellow, red and yellow on red, that's all you can use here for the lettering.

Sure i could move the identifier "lethal" i.e. to the upper right, but the problem is that i haven't enough free space in the code for the additional text here, thus i had to ovrwrite either "atari" or "williams", i liked to stuff all in the lowest line it works if i write all in one line without spaces and strip the "19" (it would show 80/83WILLIAMSATARI) but that looks shit.

 

 

defender_cfg.zip

 

 


 

COLECO

 

For all Coleco releases i removed the "Coleco" copyright notice.

 


 

CARNIVAL

 

For this game i did not made any trainer just the title screen playing the game music, i could change the amount of ammunition if that is wanted.

I would have liked to use a own font for the title string "CARNIVAL" (like for the other Coleco releases below) but i have no cards left for this.

Of course it would be possible to change some of the graphics for this game, note that you need to change the graphics for the running game in the original gfx list, to get to the address of the original gfx list disassemble the .bin (using dis1600 from jzIntv) and overwrite the gfx with yours (check Astromashup as example).

The config files allow to run the game on an Intellivision II (if it runs on the hardware i don't know but with MAME intv2 it works), some Coleco games should already work on an Intellivision II.

LTO Flash! corrects this error but maybe it is of interest for users of the cuttle cart and an Intellivision II.

 

carnival20210910a.thumb.png.87acafb27fcc395fc0016ec983ac8250.png

 

carnival20210910b.thumb.png.8cfb4d59a8875f2a68af44a40c12d452.png

 

Carnival_20210830.zip (obsolete)

 

Carnival_20210910.zip

 

Alternative box art

2118165026_Carnival(1982)(Coleco-CBS)(alt)box.thumb.png.3799ab7d6e37a8fbe339776429023240.png

 


 

 dkong3.png

 

I'm aware that Donkey Kong is obsolete nonetheless some trainer versions for this game (advantage 7 men, lethal 1 man, trainer 256 men) of course you can change them to your need.

Likewise for "Carnival" the config files allow to run this game on an Intellivision II.

This game uses very little gram cards but you could change the appearance of Kong (refer to Astromashup).

The versions are color coded as usual, standard=black border, advantage=blue border, lethal=magenta border, trainer=dark green border.

As always the config files are very similar and only the amount of men and the border color changes you might like to use only one (standard) and alter the amount of men in this by choice.

I added the level up tune to the title screen.

 

 

dkong20210910a.thumb.png.318b02cb052e82dcd507e62c1bdcf74d.png

 

dkong20210910b.thumb.png.cc45ef5cc00b939a60380ac204eb0a5d.png

 

DonkeyKong_20210830.zip (obsolete)

 

DonkeyKong_20210910.zip

 

Alternative box art

410276824_DonkeyKong(1982)(Coleco)(alt)box.thumb.png.5dc3dd2cea80dd3fba2662eb85f02be9.png

 


 

dkjr3.png.3f465dab25220c463790a07e8b9d0a44.png

 

In general the same as for "Donkey Kong", this one won't need a title music/sfx it already plays a stumped down version of the toccata from BWV565.

The altered config files don't respect the level you set which means the amount of men is equal (except for the standard config).

This game should run anyway on an Intellivision II.

 

dkongjr20210910a.thumb.png.542f33f6cc3b8e8bc43f9c9396203dff.png

 

 

dkongjr20210910b.thumb.png.f49728bd383a7b3a0eb88d7edd5f0253.png

 

DonkeyKongJr_20210830.zip (obsolete)

 

DonkeyKongJr_20210910.zip

 

Alternative box art

98893142_DonkeyKongJr(1983)(Coleco)(alt)box.thumb.png.cf65ba6f9fb7700cfe6c6eadc30f1e72.png

 


 

ladybug0.png.e211b70e29d91a8df75cb43939f760f7.png

 

I put a lot of effort in the title string but i couldn't get any grip on the amount of bugs you have that's sad and that's why this is only a hacked title playing an opening fanfare.

Intellivision II proof (MAME). Still i haven't found the initial amount lives.

 

 

ladybug20210910a.thumb.png.084407c6e9d512d0d60f14b006cd770a.png

 

ladybug20210910b.thumb.png.425f671852b78709507e2c329ff878c4.png

 

LadyBug_20210830.zip (obsolete)

 

LadyBug_20210910.zip

 

Alternative box art

17775850_LadyBug(1983)(Coleco)(alt)box.thumb.png.eefa69a85a759d350b3b2e3a4506b354.png

 


 

mtrap0.png.8c8f656c9d509acf41f0f472e16bba6b.png

 

This config files come as standard, advantage, lethal and trainer in common color code, the game music playes continous in the title.

Again you could alter a lot of the gfx of the game (refer to Astromashup, you need to change the cards at the original addresses for the MOB gfx).

Runs on Intellivision II (MAME).

 

This game has as "standard" only 4 mice instead of 6 and as "advantage" 6 mice.

 

 

mousetrap20210910a.thumb.png.93fb0f17dfb217d19c4cd9401c929fa2.png

 

mousetrap20210910b.thumb.png.4ef772f806b69e9d20fd2c7426163746.png

 

MouseTrap_20210830.zip (obsolete)

 

MouseTrap_20210910.zip

 

Alternative box art

734875194_MouseTrap(1982)(Coleco)(alt)box.thumb.png.51969b18986f229518d48bf55ab35ad0.png

 


 

turbo0.png.81670557b610be0273907096a1e5634c.png

 

Since you have no lifes in this game i hacked the lap time for this game, as standard you have 99 sec., advantage 133 sec. and trainer 256 sec. per lap.

The game is quite difficult to play emulated since the steering depends on the Intellivision handcontroller, in an emulated play you never know if your car will move left or right.

Plays the reversed title melody of "White Water" as opening fanfare.

Works with Intellivision II (MAME).

 

 

turbo20210910a.thumb.png.6690cbec6c2846cf96ac3eb2e4320844.png

 

turbo20210910b.thumb.png.c8c88453d69a9c044157a07d4624d030.png

 

Turbo_20210830.zip (obsolete)

 

Turbo_20210910.zip

 

Alternative box art

749994258_Turbo(1983)(Coleco)(alt)box.thumb.png.fe574fbbcb0b4d4f69b704759e8e2fd6.png

 


 

venture0.png.4133d9519d518619efe3a70dd341ab0b.png

 

This is one of my favorite games i liked it 1982 and i still like it, the gfx are as low as they are quite close to the original arcade game (since they are very primitive to).

Again it comes as standard, advantage, lethal and trainer in the known color code.

Intellivision II tested (MAME).

It plays the "William Tell" overture in the title.

Since i had a lot of spare gram cards i used them up for a slightly altered "Tower" font.

This game is altered for the border color original would be a yellow border in the setup and inter-level screen and a bright green in the game screen, the setup screen and inter-level screens are now black while the levels are coded in standard=black, advantage=blue, lethal=magenta and trainer=dark green. The border size is opened so that the border won't leap into the screen as in the original note that for standard you can't see the border but you will be warned with a buzz sound anyway.

 

Also "Venture" offers only 3 men for "standard" instead of 5 and 5men  for "advantage"

 

 

venture20210910a.thumb.png.1540b1b6f68128c6d70d9131a697681e.png

 

venture20210910b.thumb.png.fb511f4b516aeaa3e854eb9de6bbb499.png

 

Venture_20210830.zip (obsolete)

 

Venture_20210910.zip

 

Alternative box art

444929795_Venture(1982)(Coleco)(alt)box.thumb.png.af72d0915d526246f1f43978cf127f40.png

 


 

zaxxon0.png.78b82a72131c85c19e3a6e1fe58db974.png

 

The last (in alphabetical order) of the coleco releases but it was the first where i changed the the title string to use own gfx.

Standard, advantage, lethal and trainer in common color code, note that the trainer offers only 19 ships because more fighter plane symbols as 19 will crash the game (they would leap out of the screen).

Works with Intellivision II (MAME).

It plays a short section of the end game fanfare of "Space Battle" in the title.

 

Even "Zaxxon" has only 3 ships as "standard" instead of 5 and 5 ships for "advantage".

 

 

zaxxon20210910a.thumb.png.51b9806e85cd9ee333b5ba258f33a688.png

 

zaxxon20210910b.thumb.png.5d7b70bb1f3a484900127f51d7c59eb5.png

 

Zaxxon_20210830.zip (obsolete)

 

Zaxxon_20210910.zip

 

Alternative box art

113116167_Zaxxon(1982)(Coleco)(alt)box.thumb.png.0c4c8e5dec64db942f2932b572046824.png

 


 

PARKER BROTHERS

 


 

frogger20210910c.png.10fdc5aa0ee1821536a3ad1f6fb0dc68.png

 

The first of my newly released hacks had a major bug in the hack and couldn't be started with the right controller it is fixed now plus that i added a new title screen. No "Parker Brothers" copyright notice.

 

"Frogger" has only 3 frogs for "standard" instead of 5 frogs while advantage offers the 5 frogs.

 

frogger20210910a.thumb.png.841c2d608f9c5d14b3181b031deee696.png

 

frogger20210910b.thumb.png.9d3796aa46862d73c37f3fa19c56a458.png

 

Frogger_20210910.zip

 

 


 

starwars20210911c.png.4b0422362de9e94540f8ffb4b5967d10.png

 

"Star Wars - The Empire Strikes Back" lurked a long time around because i could not alter the border color unless now. As one can see i removed the "Parker Brothers" copyright and added the credit for "Lucasfilms".

 

"Standard" offers only 3 ships instead of 5 ships therefore "advantage" offers 5 ships.

 

starwars20210911a.thumb.png.3e6d527dd3903508d3002f424899bd64.png

 

 

StarWarsESB_20210911.zip

 

 


 

tut0.png.8ae9a88398fc46d0c1613056f941eb70.png

 

Tutankham comes in the usual four versions standard, advantage, lethal and trainer, since i can't change the border color in the levels i had to use a different color code to differ the variations. The standard version only changes the title screen and adds the end level tune to the title screen the levels are colored as in the original, 1=blue, 2=blue, 3=olive, 4=black, "PLAYER", "GAME OVER" and score are in original colors. For all other versions "PLAYER" and "GAME OVER" are in red and score is in yellow. For the advantage version all levels have a blue background, for the lethal hack all levels have a black background and for the trainer all levels are dark green, this is meant to differ by a screenshot which version was running the red "GAME OVER" already will tell that it has more or less men for the game. This game heavy uses the gram cards fortunately enough was left to add the YourSoft logo and the Tunakham font.

 

No changes to default amount of men.

 

 

tutankham20210911a.thumb.png.f7e765425978fd390d41fc61167c0158.png

 

tutankham20210911b.thumb.png.6df4ebf60d2339c22677ceda1160f660.png

 

 

Tutankham_20210831.zip (obsolete)

 

Tutankham_20210911.zip

 

 


 

 

 

 

 

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I made a couple of changes to the posted hacks mainly "BREAKOUT" (this will maybe happen again because i use "BRICKOUT" as a sort of sandbox to experiment).

So the content of "BRICKOUT" above is new while i don't changed a thing to the rating it is fine and it's hard to reach already "CLASSIFIED" (>1750 pts) and "ACE" (>2000 pts) which i not yet reached (the low <1200 >1200 was to easy to reach and i usually ended up as ACE especially on the console since it acts a little different and the ball collides different as i the emulator(s) it more often crosses bricks).

Foremost i changed the title screen to get comfortable with the GRAM content, certain things like the "yoursoft smiley" and a own color bar (it's positioned in center of the cart) i kept even for other projects. BRICKOUT was the ideal program for this (without that i knew this in advance) because it uses not a single cart from GRAM thus all 64 carts are free to toy around for me (this will help me with a little job).

 

A little extra is that i put a title screen in front of some IntyBASIC projects (playable demos foremost) which leak of one and this can be a bit annoying on the console, the recent default title looks now like this:

0000.thumb.png.9c11fe948558b6c7c2230a51d2f474b6.png

 

The "nanochess horse" is a copy but recreated and not blatantly extracted, i had the idea to add it after i created the "yoursoft smiley" because it looked pretty well in center of the upper two lines.

The color bar is a gfx cart and can be edited to whatever one likes (i.e. a heart). The "IntyBASIC" default opens with a little knock on the inner side of the tube (it sounds like), but sometimes i used a jingle e.g. exactly for "SNAKE" (and derivatives of) for which i used the "opponent dies" jingle of SNAFU. What would work well for anything is the "cheer" this is a extremely simple to handle preset.

 

One might wonder what for all this effort, it turned out that Joe's "SDK-1600" was a complete riddle even when i've read the contents several times, while as i hack and refer to it (which doesn't helps in all cases) i start to really understand what it is about, step by step. That is because you have a specific goal and need a solution this let's you understand a certain section and you don't care for all the rest, you concentrate on something specific, each achievement brings me a small step further (one thing for sure there are many ways which lead to Rome).

 

shot0000.gif.505fc516dff629e0aeff3f06f1a7f8c6.gif

 

I even used the "SOLAR SAILER" font for the same title but it is to large it uses the whole height of a cart and looks not good if a string is directly followed by a string in next line, using spaces fills the screen and let's the title of the game vanish between letters which fill the whole screen. I made three own fonts meanwhile but i'm not satisfied with 'em, the first looked very close to Joe's minigrom font, the second and third was to thin to look really good thus i stayed with the VECTRON font which suits well for BREAKOUT. The font i used for the whole game though "game over", rating and score is displayed using the same GRAM font. I outsourced the strings and each string has now a full line of 20 characters to enter a text of your choice i.e. a translation or different expressions for the rating, rating differs now in colors (low rating red, medium orange, good yellow, top rating cyan) further a sfx is played for the rating, the well known "yer out!" from Baseball for low scoring and a cheer in different duration for the better ratings. All in all my edits are now half as large as the original game code (cough), whopping 1k of words (The image would be 4k in decles, 8k if counted as bytes, i assume this is because of the rom size because 2k of it are nul of this 2k i used now 1k for the title. Yes i like this simple but somehow addictive game mainly because it can be hair-raising how you can lose balls and sometimes even miss the slowest ones.

 

 

The updated "BREAKOUT" you will find in the initial post, a template for the title-less IntyBASIC projects i will post right here as code snippet.

A new entry to it will be the "PAC-MAN" hack which corrects the fruit bonus scoring and also includes the usual "advantage, lethal, trainer" stuff, the "trainer" lately was useful to evaluate the exact scoring of the fruit bonuses to find the table for it. To tell, the first really useful hack.

 

Something i have to learn is how to handle the GRAM carts proper since odd and even position numbers are exchanged when you use a background color, for sure there is a routine and reason for this behave - i just don't know it yet and until i have to use the complicated manner to exchange odd and even manually if i use a background color.

 

CS Snake (2016) (catsfolly).cfg

Spoiler

;;;CS Snake (2016) (catsfolly).cfg
;;;20210725gernotschrader
[vars]
name = "CS Snake"
short_name = "CS Snake"
author = "catsfolly"
publisher = "IntyBASIC"
release_date = 2016
;
[mapping]
$0000 - $09FF = $5000
;
[memattr]
$5A00 - $5BFF = ROM 16 ; 200 decles space for the title screen
;
[macro]
p 5006  20 ; ptr gfx list
p 5007  5b ;  "
p 5008   0 ; ptr gram init
p 5009  5b ;  "
p 500a   0 ; ptr date/title
p 500b  5a ;  "
;
p 5a00   74 ; year 2016 (1900 + 116)
p 5a01   49 ; I
p 5a02   6e ; n
p 5a03   74 ; t
p 5a04   79 ; y
p 5a05   42 ; B
p 5a06   41 ; A
p 5a07   53 ; S
p 5a08   49 ; I
p 5a09   43 ; C pardon me for stripping the word "program".
p 5a0a    0 ; ---------------- end of Title string
;
p 5a0b  275 ; ---------------- Start of title code
p 5a0c  2bc ; cls, clears screen
p 5a0d  200 ;  " pos top (00) could be used to start in a lower line as the
;             very first one i.e. to leave the original color bar visible
p 5a0e  2b8 ;  "
p 5a0f   f0 ;  " chars (f0) must be 240 - start position.
p 5a10    4 ;  " the quasi PRINT expression to fill the screen.
p 5a11  114 ;  "
p 5a12  338 ; ----------------
;
p 5a13  2bc ; pos of first color bar, note that fore / bkg colors use either
;             even or odd GRAM cart numbers and differ by this.
p 5a14  200 ; 0
p 5a15  2bb ; color 
p 5a16 180f ; magenta
p 5a17    4 ;
p 5a18  118 ;
p 5a19   7b ;
p 5a1a   4a ; |
p 5a1b    0 ; ----------------
p 5a1c  2bc ; pos
p 5a1d  20b ; 11
p 5a1e    4 ;
p 5a1f  118 ;
p 5a20   7b ;
p 5a21   4a ; |
p 5a22    0 ; ----------------
p 5a23  2bc ; pos
p 5a24  202 ; 2
p 5a25  2bb ; color 
p 5a26  806 ; yellow
p 5a27    4 ;
p 5a28  118 ;
p 5a29   7b ;
p 5a2a   4b ; |
p 5a2b    0 ; ----------------
p 5a2c  2bc ; pos
p 5a2d  20d ; 13
p 5a2e    4 ;
p 5a2f  118 ;
p 5a30   7b ;
p 5a31   4b ; |
p 5a32    0 ; ----------------
p 5a33  2bc ; pos
p 5a34  204 ; 4
p 5a35  2bb ; color 
p 5a36  805 ; bgreen
p 5a37    4 ;
p 5a38  118 ;
p 5a39   7b ;
p 5a3a   4b ; |
p 5a3b    0 ; ----------------
p 5a3c  2bc ; pos
p 5a3d  20f ; 15
p 5a3e    4 ;
p 5a3f  118 ;
p 5a40   7b ;
p 5a41   4b ; |
p 5a42    0 ; ----------------
p 5a43  2bc ; pos
p 5a44  206 ; 6
p 5a45  2bb ; color
p 5a46 1809 ; cyan
p 5a47    4 ;
p 5a48  118 ;
p 5a49   7b ;
p 5a4a   4a ; |
p 5a4b    0 ; ----------------
p 5a4c  2bc ; pos
p 5a4d  211 ; 17
p 5a4e    4 ;
p 5a4f  118 ;
p 5a50   7b ;
p 5a51   4a ; |
p 5a52    0 ; ----------------
p 5a53  2bc ; pos
p 5a54  208 ; 8
p 5a55  2bb ; color
p 5a56  801 ; blue
p 5a57    4 ;
p 5a58  118 ;
p 5a59   7b ;
p 5a5a   4b ; |
p 5a5b    0 ; ----------------
p 5a5c  2bc ; pos
p 5a5d  213 ; 19
p 5a5e    4 ; 
p 5a5f  118 ;
p 5a60   7b ;
p 5a61   4b ; |
p 5a62    0 ; ----------------
;
p 5a63  2bc ; pos first letter of colored "BASIC"
p 5a64  22c ; 44
p 5a65  2bb ; color
p 5a66 180f ; magenta
p 5a67    4 ;
p 5a68  118 ;
p 5a69   7b ;
p 5a6a   30 ; B
p 5a6b    0 ; ----------------
p 5a6c  2bb ; color 
p 5a6d  806 ; yellow
p 5a6e    4 ;
p 5a6f  118 ;
p 5a70   7b ;
p 5a71   30 ; A
p 5a72    0 ; ----------------
p 5a73  2bb ; color 
p 5a74  805 ; bgreen
p 5a75    4 ;
p 5a76  118 ;
p 5a77   7b ;
p 5a78   42 ; S
p 5a79    0 ; ----------------
p 5a7a  2bb ; color 
p 5a7b 1809 ; cyan
p 5a7c    4 ;
p 5a7d  118 ;
p 5a7e   7b ;
p 5a7f   39 ; I
p 5a80    0 ; ----------------
p 5a81  2bb ; color
p 5a82  801 ; blue
p 5a83    4 ;
p 5a84  118 ;
p 5a85   7b ;
p 5a86   32 ; C
p 5a87    0 ; ----------------
p 5a88  2bc ; pos string left of "BASIC"
p 5a89  228 ; 40
p 5a8a  2bb ; color 
p 5a8b    7 ; white
p 5a8c    4 ;
p 5a8d  118 ;
p 5a8e   7b ;
p 5a8f   49 ; I 
p 5a90   6E ; n
p 5a91   74 ; t
p 5a92   79 ; y
p 5a93    0 ; ----------------
p 5a94  2bc ; pos string right of "BASIC"
p 5a95  234 ; 52
p 5a96    4 ;
p 5a97  118 ;
p 5a98   7b ;
p 5a99   70 ; p
p 5a9a   72 ; r
p 5a9b   65 ; e
p 5a9c   73 ; s
p 5a9d   65 ; e
p 5a9e   6e ; n
p 5a9f   74 ; t
p 5aa0   73 ; s
p 5aa1    0 ; ----------------
;
p 5aa2    2 ; screen color, sets screen color to black, this is quite 
;             experimental each program seems to handle it different 
;             and each hardware even acts different on this, needs a lot
;             of testing to find a position which works in all cases, 
;             for this game this exact position works even on my console
;             and even when i run it emulated using the sears exec
;             (i can't make this proof on hardware). It isn't uncommon 
;             certain games show this problem on my console, i.e. 
;             "SHARK! SHARK!" does not open with a cyan background and
;             even some others like "Zaxxon" open whith the standard "olive"
;             instead of black or blue. This uncommon looking "2" helps to
;             tint the screen black on the real hardware (whithout it usually
;             fails). The behave itself i copied from "Burger Time!"
;             The crux is that the console feels comfortable with the screen
;             color setting at the very end of the titlecode while sears exec
;             seems to be comfortable with a position at the top of the title
;             code, MAME even acts quite different and JzIntv does not care
;             at all and it works no matter how with or whithout the uncommon
;             "EIS" command (this "2" at top of it) and does not care for the
;             position of it.
p 5aa3  2b8 ;  "
p 5aa4    0 ;  " black
p 5aa5  240 ;  "
p 5aa6   28 ;  " to screen
p 5aa7  240 ;  "
p 5aa8   2c ;  " to border
;
p 5aa9  2bc ; pos copyright notice
p 5aaa  2df ; 223
p 5aab    4 ;
p 5aac  118 ;
p 5aad   7b ;
p 5aae   32 ; 2
p 5aaf   30 ; 0
p 5ab0   31 ; 1
p 5ab1   36 ; 6
p 5ab2   20 ; 
p 5ab3   20 ; 
p 5ab4   63 ; c
p 5ab5   61 ; a
p 5ab6   74 ; t
p 5ab7   73 ; s
p 5ab8   66 ; f
p 5ab9   6F ; o
p 5aba   6C ; l
p 5abb   6C ; l
p 5abc   79 ; y
p 5abd    0 ; ----------------
p 5abe  2bc ; pos
p 5abf  21d ; 29
p 5ac0  2bb ; color
p 5ac1  807 ; white
p 5ac2    4 ;
p 5ac3  118 ;
p 5ac4   7b ;
p 5ac5   4c ; horse, note that this gfx consists of 6 GRAM carts (to center it)
p 5ac6   4d ;  "
p 5ac7   4e ;  "
p 5ac8    0 ; ---------------
p 5ac9  2bc ; pos
p 5aca  231 ; 49
p 5acb    4 ;
p 5acc  118 ;
p 5acd   7b ;
p 5ace   4f ; horse
p 5acf   50 ;  "
p 5ad0   51 ;  "
p 5ad1    0 ; ---------------
p 5ad2  2bc ; pos GRAM cart copyright symbol
p 5ad3  2de ; 222
p 5ad4    4 ;
p 5ad5  118 ;
p 5ad6   7b ;
p 5ad7   4a ; ©
p 5ad8    0 ; ----------------
;
p 5ad9  2bc ; pos title of game
p 5ada  27e ; 126
p 5adb  2bb ; color 
p 5adc 180a ; orange
p 5add    4 ;
p 5ade  118 ;
p 5adf   7b ;
p 5ae0   33 ; C
p 5ae1   43 ; S
p 5ae2   2b ;
p 5ae3   43 ; S
p 5ae4   3c ; N
p 5ae5   31 ; A
p 5ae6   3b ; K
p 5ae7   35 ; E
p 5ae8    0 ; ----------------
;
p 5ae9  2bc ; pos extra gfx cart
p 5aea  292 ; 146
p 5aeb  2bb ; color 
p 5aec 180e ; acid
p 5aed    4 ;
p 5aee  118 ;
p 5aef   7b ;
p 5af0   53 ; snake a
p 5af1   52 ; snake b
p 5af2   52 ;  "     
p 5af3   52 ;  "     
p 5af4   52 ;  "   
p 5af5   52 ;  "
p 5af6   52 ;  "
p 5af7   52 ;  "
p 5af8    0 ; ----------------
p 5af9    4 ; -> $5b80 play sfx from "SNAFU"
p 5afa  15a ;
p 5afb  380 ;
;
;             gram init, this is common and understood by the disassembler,
;             BUT it would be allowed to set more as 8, in principles the 
;             whole 64 GRAM carts could be filled with a single command 
;             only the disassembler misinterpretes this the Inty seems to be
;             comfortable with it (compare to how i used this for "BREAKOUT").
;             This here is an early attempt and the values does not comply to
;             the values in GROM for letters and numbers which makes it
;             unsuitable to use the font to display numbers such as a score.
;             Neither i had the intention to change anything of the code
;             itself, it's just a title for a demo without a title.
;             Note even that me i use the term "card" while originally it is
;             "cart", but to me "card" makes more sense.
p 5b00   34 ;
p 5b01   21 ; 0-7
p 5b02  390 ;
p 5b03   31 ; 8-9
p 5b04   90 ;
p 5b05    1 ; space
p 5b06   10 ;
p 5b07    d ; &
p 5b08   10 ;
p 5b09   1b ; -
p 5b0a   10 ;
p 5b0b    3 ; !
p 5b0c   10 ;
p 5b0d   3f ; ?@A-F
p 5b0e  390 ;
p 5b0f   4f ; G-N
p 5b10  390 ;
p 5b11   5f ; O-V
p 5b12  390 ;
p 5b13   6f ; W-Z  
p 5b14  190 ;
p 5b15    1 ; card 0-7
p 5b16  380 ;
p 5b17   11 ;
p 5b18   80 ; card 8-9
;
;             gfx card listing
p 5b20   7e ; ©
p 5b21   81 ;
p 5b22   bd ;
p 5b23   a1 ;
p 5b24   bd ;
p 5b25   81 ;
p 5b26   7e ;
p 5b27    0 ;
p 5b28   3c ; | a very complicated piece of gfx ;)
p 5b29   3c ;
p 5b2a   3c ;
p 5b2b   3c ;
p 5b2c   3c ;
p 5b2d   3c ;
p 5b2e   3c ;
p 5b2f   3c ;
p 5b30    0 ; horse a 
p 5b31    0 ;
p 5b32    0 ;
p 5b33    1 ;
p 5b34    1 ;
p 5b35    3 ;
p 5b36    3 ;
p 5b37    7 ;
p 5b38   90 ; horse b
p 5b39   d8 ;
p 5b3a   fc ;
p 5b3b   f3 ;
p 5b3c   fc ;
p 5b3d   7e ;
p 5b3e   ff ;
p 5b3f   ff ;
p 5b40    0 ; horse c
p 5b41    0 ;
p 5b42    0 ;
p 5b43    0 ;
p 5b44   80 ;
p 5b45   40 ;
p 5b46   40 ;
p 5b47   a0 ;
p 5b48    7 ; horse d
p 5b49    f ;
p 5b4a    b ;
p 5b4b    7 ;
p 5b4c    0 ;
p 5b4d    0 ;
p 5b4e    0 ;
p 5b4f    0 ;
p 5b50   ff ; horse e
p 5b51   ef ;
p 5b52   8f ;
p 5b53   1f ;
p 5b54   3f ;
p 5b55   3f ;
p 5b56   3f ;
p 5b57    0 ;
p 5b58   a0 ; horse f
p 5b59   b0 ;
p 5b5a   b0 ;
p 5b5b   b0 ;
p 5b5c   b0 ;
p 5b5d   b0 ;
p 5b5e   b0 ;
p 5b5f    0 ;
p 5b60    0 ; snake a
p 5b61    0 ;
p 5b62    0 ;
p 5b63   7e ;
p 5b64   af ;
p 5b65   7f ;
p 5b66    0 ;
p 5b67    0 ;
p 5b68    0 ; snake b
p 5b69    0 ;
p 5b6a    0 ;
p 5b6b   3c ;
p 5b6c   ff ;
p 5b6d   c3 ;
p 5b6e    0 ;
p 5b6f    0 ;
;
p 5b80 004 ; snafu sfx6 (opponent dies)
p 5b81 118 ;
p 5b82 3be ;
p 5b83 092 ;
p 5b84 02f ;
p 5b85 0dd ;
p 5b86 389 ;
p 5b87 3b7 ;
p 5b88 0ac ;
p 5b89 0f6 ;
p 5b8a 040 ;
p 5b8b 1c5 ;
p 5b8c 048 ;
p 5b8d 2e4 ;
p 5b8e 044 ;
p 5b8f 28e ;
p 5b90 001 ;
p 5b91 3fb ;
p 5b92 10b ;
p 5b93 08f ;
p 5b94 059 ;
p 5b95 040 ;
p 5b96 0b4 ;
p 5b97 048 ;
p 5b98 0be ;
p 5b99 044 ;
p 5b9a 0ab ;
p 5b9b 001 ;
p 5b9c 013 ;
p 5b9d 0ac ;
p 5b9e 04f ;
p 5b9f 32f ;
p 5ba0 00b ;
p 5ba1 08f ;
p 5ba2 015 ;
p 5ba3 05d ;
p 5ba4 02f ;
p 5ba5 0cf ;
;
;p 5b80    4 ; knock sfx, usually used by me for the titleless IntyBASIC
;;             demos, sounds a little like someone would knock on the inner
;;             side of a CRTube, or at least this was my intention.
;;             It is based on the "return ball" sfx of BRICKOUT.
;;             Just remove the comment marks (;) to activate it.
;p 5b81  118 ;
;p 5b82  3bb ;
;p 5b83   92 ;
;p 5b84   40 ;
;p 5b85   48 ;
;p 5b86   80 ;
;p 5b87   44 ;
;p 5b88   40 ;
;p 5b89  256 ;
;p 5b8a  3b1 ;
;p 5b8b  389 ;
;p 5b8c   1c ;
;p 5b8d    0 ;
;p 5b8e   1b ;
;p 5b8f  3cf ;
;p 5b90    0 ;

 

 

A variation of this i used as well for all the IntyBASIC music demos (named IntyMUSIC coloring things and stuff are else the same).

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New entries to the first page are ASTROMASHUP, all COLECO games and one Parker release (the rest of Parker releases will follow soon), additionally i will post very soon a hack of "Armour Battle" to reduce or raise the amount of tanks you have for this game this will make the battle either shorter (less tanks) or longer in time (more tanks), i decided to add only one version with 30 tanks for each player to the common 50 tanks (title screen will change as well and you will have access to the gfx list to alter the cards).

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I started to sort the entries alphabetically and by publisher to make the first entry more orderly.

 

Also i have a little extra which is somewhat off the rest of hacks, the following zip file contains config files for the games which are branded like "NHL Hockey" or "PGA Golf". They doesn't change the games or the title screen except that i.e. Hockey will show now "NHL HOCKEY" and that i added a sfx or music (if it is present in the game), also i kept the easter eggs for "Roulette" and "Skiing" (that means for Roulette that the title is reverted to "ETTELUOR" instead the new "LAS VEGAS ROULETTE"). For both games the easter egg can be forced in the config file.

Hint: i hided an additional easter egg in each of the games present in this zip for the ease of it all use the same input.

 

 

brandings_20210901.zip

 

 

shot0001.gif.6f33ebf627ed6c89a67b7aa6bcc113ac.gif  shot0002.gif.47e2f2dbc4657cc2f4ab54711e136dfc.gif  shot0003.gif.da1ab0326780bf9b56671916af47c1d9.gif  shot0004.gif.cd64dcb313e7e0f23ecf60bc784721a3.gif

 

shot0005.gif.2a3d7e55d349edd5f094b53d61a968d6.gif  shot0006.gif.8b87e6e08a4fff1c9c9a0e8d6f7dd90c.gif  shot0007.gif.2b0b2fc1d7abe33582f564bf53d21d82.gif  shot0008.gif.88170d5fbe80c214b27f206bdcb5953f.gif

 

shot0009.gif.cb02aafb730c73e8ef93bca3cab9e2ab.gif  shot0010.gif.45e7eae86b3bf0ce587a2ef9eb4a8897.gif  shot0011.gif.ee674bce7bba85a6aa46da781802fbdb.gif  shot0012.gif.7e8737d33dc91c8c115b021bf7c4cd6a.gif

 

 

 

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Minor changes to all Coleco releases, removed small errors and made the games following more the color code (standard=black, advantage=blue, lethal=magenta, trainer=dgreen). Some games start with less men in "standard" but equal as standard as advantage.

 

Major changes to "Tutankham", added border color (color code).

New entries "Frogger" and "Star Wars ESB".

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Some new entries, "Vectron", "Thunder Castle" (fixed title screen to black background on all hardware), custom font for "Space Battle" (an an alternative "Battlestar" using the same font from Battlestar) for the sake of space i had to rename internally both versions to "Battlestar" (screen color issue, i couldn't find an in all cases working position for the screen color routine when i used "Space Battle" as internal title but if at all the idea is that it should work in all cases, proof i can only make it on my PAL Intellivision the rest is emulated in MAME or jzIntv). "Tag-Along Todd" has now a nice sky blue title instead of the enervating magenta. For "Shark! Shark!" i even changed the screen color routine further i added translations in italian, french and german to this game, showing now "Les Requins!" "Squali! Squali!" or "Haie! Haie!" in the title, this in blood red magenta on an always cyan background (but no special font for this game so far). SW-ESB shows "STAR WARS" in fat yellow letters on a black background (ahhh... - in a future release i will add Vaders likeness - hopefully ? - OhKeh this is already present - my fault).

Erm yes "Star Wars"

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I was sometimes criticized for the detail richness of my pilots which you never can see in a close-up in the running game, the above is an imperial pilot from X-Wing Alliance ('98) which you never can see in a close-up in the running game as well (yes it is low-poly as low-poly can be but as i said you will hardly see anything of all that in the game) and it is only a fraction of effort they put in "Han" and "Chewie" in the special edition Millfalcon there even the eye color of Harrison Ford is adequate but to see this you need to open the model in a modelviewer. This posted as a small credit to Tony Denton alias darksabre who officially made this add-on and influenced me much with his work. 

 

Back to topic...  0009.thumb.png.d0a07b407b9c6b985d70a9322fd32d8d.png ...respectively scroll through the first entry of this blog to see what has changed meanwhile and what i added new.th_thunderdragon01b_m.png.f20190568d7476a202751df51890629c.png

 

 

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could it be more worse as this olive screen for "Shark! Shark!"?

Edited by Gernot
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