Retrofan Posted August 20, 2008 Share Posted August 20, 2008 Is there a PAL60 hack (corrected colors) of Track & Field? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 20, 2008 Share Posted August 20, 2008 (edited) Partial conversion disassembly... I've noted where color tables exist for the player sprites, but I still need to sort out (any) delimiters. Edited August 20, 2008 by Nukey Shay Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 20, 2008 Share Posted August 20, 2008 Completed. I also seperated the player colors from all others (and from each other). Not sure what "face" was, tho (the javalin?). A color shift might crop up in events of those types...I suck royally at this game. Keep in mind that the color chosen for legs/torso, etc is shared with onscreen obstacles at the same scanline heights...such as hurdles...because they are made out of missile sprites. Binary+Disassembly: Track_Field_PAL60_.zip Quote Link to comment Share on other sites More sharing options...
Retrofan Posted August 20, 2008 Author Share Posted August 20, 2008 Thank you very much, i'll test it. Quote Link to comment Share on other sites More sharing options...
Retrofan Posted August 21, 2008 Author Share Posted August 21, 2008 It looks very nice in PAL, thanx! Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted August 21, 2008 Share Posted August 21, 2008 I watched the intro, and a bit of the dash and I thought the colors look good, Nukey. You did a good job and quick! I thought he was asking for a full PAL conversion at first. Anyhow great job. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 21, 2008 Share Posted August 21, 2008 It was trivial to convert the colors in this game after it was disassembled, as everything is loaded either in immediate mode (i.e. #$xx color values existing right near the "COLU" store instructions), or using only 2 indirect pointers (most largish games have more). One thing I wasn't sure about was the javelin and hammer events, since they use independant objects. Give a yell if either of them are discolored when thrown and I'll continue searching. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 21, 2008 Share Posted August 21, 2008 Found an easy way to increase speed (cheat)... LB3B2: lda #$B7 ;2 sta $82 ;3 sta $84 ;3 lda LB7CD,Y ;4 sta $81 ;3 lda LB7D5,Y ;4 sta $83 ;3 lda $8D ;3 jsr LBC2D ;6 tay ;2 lda ($83),Y ;5 clc ;2 ldy $8E ;3 adc ($81),Y ;5 adc $C4,X ;4 sta $C4,X ;4 lda $C2,X ;4 ;; adc #$00 ;2 adc #$01 ;2 <- faster speed Turns out that the javelin (FACE) color and disc color are correct in the conversion Note about the above... The speed increase bumps up the default speed automatically for BOTH players on every frame (so you'd want to run it with a slowdown in effect...say, -r10 for Z26). Pity that the game doesn't allow more than 99.99 meters for distance, since they are BCD counters that roll over < threw a javelin 290+ meters Quote Link to comment Share on other sites More sharing options...
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