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Two Wizard hacks (in post #1 and #8)


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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

 

post-8785-0-53305000-1502344209_thumb.png

Edited by accousticguitar
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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).

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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.

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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.

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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.

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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

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