accousticguitar Posted May 10, 2008 Share Posted May 10, 2008 (edited) Does there happen to be a commented source code for Wizard? It's a great game, but it would be nice to have alternate playfields available. I found the source code in a recent thread, but I can't figure out how to change the playfield. Edit: Here is a hack with an easier to navigate playfield. wizard02.bin Edited August 10, 2017 by accousticguitar Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 11, 2008 Share Posted May 11, 2008 Does there happen to be a commented source code for Wizard? It's a great game, but it would be nice to have alternate playfields available. I found the source code in a recent thread, but I can't figure out how to change the playfield. The playfield is loaded directly by the program. Data tables are at $x739 (PF0), $x74F (PF1), and $x765 (PF2). To have the program use multiple playfields, you'd either need to use a redundant loading routine that has it's own data tables...or use Ram to keep track of playfield vectors. It looks like $F6 to $F9 are unused by the program ($FA to $FF are corrupted by the stack each frame). The program routines occupy ROM from $x000 to $x6F9...with data tables that extend to the end. A 2-byte data table exists at the interrupt vector (interrupts are not used). Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted May 11, 2008 Author Share Posted May 11, 2008 Thanks for the info! How in the world do you find the playfields? Do you simply look for 3 sets of 22 digits one after the other in the graphics area? As far as multiple playfields, that sounds like it is beyond my expertise. I think I would be happy to settle for being able to make a new binary with a different playfield. If it is similar to the playfields in Adventure (only with 22 rows instead of 7) I think I might be able to figure it out. We'll see. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 11, 2008 Share Posted May 11, 2008 How in the world do you find the playfields? Do you simply look for 3 sets of 22 digits one after the other in the graphics area? Search for lines of code that are storing values to the PF registers (PF0-PF2). LF372: STA WSYNC ;3 STX GRP1 ;3 STY GRP0 ;3 TAX ;2 LDA LF739,X;4 STA PF0 ;3 LDA LF74F,X;4 STA PF1 ;3 LDA LF765,X;4 STA PF2 ;3 NOTE: Any game could use their own unique method. Most have straightforward playfield data saved to the PF registers exactly as read. Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted May 12, 2008 Author Share Posted May 12, 2008 (edited) I see. I can just search for PF0, PF1, and PF2. That's easier than what I was thinking. I did manage to make a different playfield. Here is my first attempt. wizard02.bin Edited May 12, 2008 by accousticguitar Quote Link to comment Share on other sites More sharing options...
mos6507 Posted May 12, 2008 Share Posted May 12, 2008 Does there happen to be a commented source code for Wizard? It's a great game, but it would be nice to have alternate playfields available. I found the source code in a recent thread, but I can't figure out how to change the playfield. Wow, you're probably the only person who feels this way. Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted May 12, 2008 Author Share Posted May 12, 2008 Does there happen to be a commented source code for Wizard? It's a great game, but it would be nice to have alternate playfields available. I found the source code in a recent thread, but I can't figure out how to change the playfield. Wow, you're probably the only person who feels this way. Nope, at least one other person in the world likes it: it's amazingly fun in short bursts. http://www.atariprotos.com/2600/software/wizard/wizard.htm Quote Link to comment Share on other sites More sharing options...
s0c7 Posted May 12, 2008 Share Posted May 12, 2008 (edited) Nope, at least one other person in the world likes it: Make that two people. Good job on your hack! Here's a hack I did of it many, many moons ago. Not sure if I have any old source laying around, but this may help a bit: http://www.atariage.com/forums/index.php?s...st&p=849205 Proving_Grounds_of_Wor.BIN Edited May 12, 2008 by s0c7 Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted May 13, 2008 Author Share Posted May 13, 2008 Nice hack there! I think you did a little more work than I did. Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted July 7, 2008 Author Share Posted July 7, 2008 I didn't know this before, but when you kill the bad guy 10 times the game ends and you get two exclamation marks in place of your score. Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted July 13, 2008 Author Share Posted July 13, 2008 Something else I figured out, the longer you hold down the fire button the more potent your shot is. Quote Link to comment Share on other sites More sharing options...
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