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Dragon Chase and Munchmaze


neotokeo2001

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A couple of new Atari 2600 Hacks:

 

Dragon Chase

------------------

 

DragonChaseCart50.gif

 

No Dragon would ever attack your Country. You are the Greatist Alchemist to ever live and you have created a powerful Cannon to keep Dragons away.

 

screenshot2.gif

 

Oh No!!!!! The Red Dragon has smashed the Cannon and hidden the pieces thru-out the Realm. It gets worse,

he is also after the Princess. You must search the Castles and find the pieces to the Cannon before the

Dragon can catch the Princess. Watch out! Enter a Castle without a Cannon piece and you will be given

the Dragons Curse. Rush to the Healer or you will surely Die!!

 

screenshot.gif

 

Once you complete the Cannon, take out the Dragon.

Banish the Red Dragon from the Realm and claim the Princess as your bride.

 

 

Munchmaze

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Just a quick hack of Ms Pac-Man.

 

Changed the Ghost into cute little Aliens. Also changed Ms Pac-Man into Pac-Man with an antennae.

 

screenshot1.gif

 

screenshot3.gif

 

screenshot2.gif

bins.zip

dragon_chase.zip

munchmaze.zip

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A few quick hints for Dragon Chase(Blue Print):

 

The parts must be collected in sequence. If you pick up the wrong section, then take it back to the castle where you picked it up.

 

If you get a skull then you're cursed, better hurry to the healer at the bottom right. Below the Skull symbol.

 

To speed up press the button and hold it down. It will eventually run out and the background will cycle to red to let you know it's empty.

 

On the second (shooting) screen. Hold up to charge the cannon for a faster shot. A faster shot shot results in a lower bonus.

 

If the Red Dragon catches the Princess, you lose a man but you continue from the same point.

 

 

Blue Print is a really fun game, but a lot of people never knew how to play.

Give it a shot.....

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That Blueprint hack is sheer genius! EXCEPTIONALLY well done, perhaps your best hack yet! Awesome!

 

I'm playing on z26 and my colors do not match yours and everything is really dark and hard to see. But it looks better on Stella X. Wonder why that is?

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Cool hacks :)

BTW in Ms Pacman, an area of rom in the first bank can be cleared for your own routines by removing the copyright bitmaps and compacting the score digit GFX...

 

LD642: STA    $B7    ;3


;original routine
;handles even # digits in the score
;       ASL           ;2 move digit x 8
;       ASL           ;2
;       ASL           ;2
;       ADC    #$2B   ;2 add the offset of the beginning of the table


;replacement routine

      TAY           ;2 transfer a to y (y is loaded below, so we can use it safely)

      LDA    LD959,Y;4 ...and use it as an offset in our lookup table

      NOP           ;2 ...spare byte
;

      STA    $E7,X  ;4 ...and save


;-----------------
; a bit lower in the same area
;handles odd # digits in the score

LD66D: STA    $B7    ;3


;original routine
;       ASL           ;2 move digit x 8
;       ASL           ;2
;       ASL           ;2
;       ADC    #$2B   ;2 add the offset of the beginning of the table


;replacement routine

      TAY           ;2 transfer a to y (y is loaded below, so we can use it safely)

      LDA    LD959,Y;4 ...and use it as an offset in our lookup table

      NOP           ;2 ...spare byte
;

      STA    $E7,X  ;4 ...and save


;-------------------
;a bit lower still
;routine that handles the copyright message
;original routine
;       LDA    #$B3   ;2
;LD694: STA    $F1    ;3
;       CLC           ;2
;       ADC    #$08   ;2
;       STA    $EF    ;3
;       ADC    #$08   ;2
;       STA    $ED    ;3
;       ADC    #$08   ;2
;       STA    $EB    ;3
;       ADC    #$08   ;2
;       STA    $E9    ;3
;       ADC    #$08   ;2
;       STA    $E7    ;3


;replacement

      LDA    #$51   ;2 load space character pointer

LD694: STA    $F1    ;3 save to all spots...

      STA    $EF    ;3

      STA    $ED    ;3

      STA    $EB    ;3

      STA    $E9    ;3

      STA    $E7    ;3

      NOP           ;2 ...spare bytes

      NOP           ;2

      NOP           ;2

      NOP           ;2

      NOP           ;2

      NOP           ;2

      NOP           ;2

      NOP           ;2

      NOP           ;2

      NOP           ;2

      NOP           ;2




;in the GFX area...
;re-organized bitmaps to be more efficient than using 8 bytes each

      .byte $FE; |XXXXXXX | $D92B digit 0

      .byte $CE; |XX  XXX | $D92C

      .byte $CE; |XX  XXX | $D92D

      .byte $CE; |XX  XXX | $D92E

      .byte $CE; |XX  XXX | $D92F

      .byte $CE; |XX  XXX | $D930

      .byte $CE; |XX  XXX | $D931

      .byte $FE; |XXXXXXX | $D932



      .byte $0E; |    XXX | $D933 digit 1



      .byte $0E; |    XXX | $D934 digit 7

      .byte $0E; |    XXX | $D935

      .byte $0E; |    XXX | $D936



      .byte $0E; |    XXX | $D937 digit 4



      .byte $0E; |    XXX | $D938 digit 9

      .byte $0E; |    XXX | $D939

      .byte $0E; |    XXX | $D93A



      .byte $FE; |XXXXXXX | $D93B digit 8

      .byte $CE; |XX  XXX | $D93C

      .byte $CE; |XX  XXX | $D93D

      .byte $CE; |XX  XXX | $D93E



      .byte $FE; |XXXXXXX | $D93F digit 6

      .byte $CE; |XX  XXX | $D940

      .byte $CE; |XX  XXX | $D941



      .byte $FE; |XXXXXXX | $D942 digit 2

      .byte $C0; |XX      | $D943

      .byte $C0; |XX      | $D944

      .byte $C0; |XX      | $D945



      .byte $FE; |XXXXXXX | $D946 digit 3

      .byte $0E; |    XXX | $D947

      .byte $0E; |    XXX | $D948



      .byte $FE; |XXXXXXX | $D949 digit 5

      .byte $0E; |    XXX | $D94A

      .byte $0E; |    XXX | $D94B

      .byte $0E; |    XXX | $D94C

      .byte $FE; |XXXXXXX | $D94D

      .byte $C0; |XX      | $D94E

      .byte $C0; |XX      | $D94F

      .byte $FE; |XXXXXXX | $D950



      .byte $00; |        | $D951 space

      .byte $00; |        | $D952

      .byte $00; |        | $D953

      .byte $00; |        | $D954

      .byte $00; |        | $D955

      .byte $00; |        | $D956

      .byte $00; |        | $D957

      .byte $00; |        | $D958


;data table of offsets (low bytes of the above bitmaps)

LD959:

      .byte $2B,$33,$42,$46,$37,$49,$3F,$34,$3B,$38,$51


;D964-D9B2
;free rom area...JSR here for your own routines

LD964: .byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00

      .byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00

      .byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00

      .byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00

      .byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00

 

This method of packing the gfx bitmaps of score digits is possible on many games.

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