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Bubsy for the Vic 20


doctorclu

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post-4709-0-68266000-1517283455.png

 

post-4709-0-55202000-1517283601.png

 

This fun hack of Fast Eddie was made possible by Hack-O-Matic 3.

 

The Woolies are at it again stealing Bubsy's stuff and this time they stole EVERYTHING and stored it on the planet Kaboodle!!! Bubsy will need to JUMP OVER the Woolies to get it all back. In the game you'll see objects Bubsy needs to collect on based on items he collected in...

 

Bubsy: Claws Encounters of the Furred Kind.

Bubsy 2

Bubsy Fractured Furry Tales

Bubsy 3D

Bubsy 3D: Bubsy Visits the James Turrell Respective

 

And even the newest which came out recently that I'm enjoying...

post-4709-0-96073800-1517283576.png

Bubsy: Woolies Strike Back.

 

I started working on a hack of this for the Vic 20. Extremely rough and the animations for that worked a bit differently than they did the 2600/5200/800 versions. Was discouraged with it for a bit, but then I read this from a Vic 20 gamer...

 

From TheTick1:

"I played Fast Eddie on my Vic20 back in the early 80's. I may have to mess with the builtin ML monitor on VICE and work on a similar Bubsy for my good 'ole Vic20. Would be awesome to see Bubsy running on my early 80's Vic20 hardware."

 

Figured that was enough reason to get something going for people to try out. And as much as I love the Atari 2600 version of the hack I had to remember that I didn't have the colors changed on the early revision either.

 

So there is some touching up to do, the colors, the order of the prizes, some of the character spirits. And if someone wants to take a crack at the color changes, drop me a PM and I'll tell you where I believe the color options are based on the other Fast Eddie's I've hacked.

 

Here is the Video gameplay:

 

 

And here is the rom:

 

 

 

Bubsy-V20-R1.crt.zip

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In case anyone is wondering, sure I'd love to hack the C=64 version of Fast Eddie into a Bubsy game, however I won't be using Hack-O-Matic 3 to do it. Luckily for me this version, and the Atari 800/5200 versions were very similar in code to the Atari 2600 version. The C=64 version of Fast Eddie is no doubt the best version of the game out of the five that Sirius Software made, and a complete rewrite.

 

Would be interested in learning of character/sprite hacking tools, if they exist, for the Commodore 64 one day and give that version a shot.

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ABOUT COLOR:

 

So here is what I'm running into on the color, and with a little help we can make our cat really pop.

 

Here are the areas I know are the color designations.

 

post-4709-0-48830600-1517312686.png

This one is either for Bubsy or the Woolie

 

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Tall Woolie at the top

 

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Running/Jumping Bubsy

 

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Maybe Ladder climbing animation

 

So on the 2600 I had this color pallet to work with:

post-4709-0-44177300-1517313066.png

 

It appears on the Vic-20 I only have... five colors to work with?

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Also those hex values don't help if I'm to use that in Hack-O-Matic.

 

Any input on this would be appreciated.

 

 

 

 

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The VIC-20 uses text mode graphics, either in hires (single colour) or multi colour (half the horizontal resolution). In the latter mode, there is a palette of 4 colours defined as such:

 

* Background colour for the entire screen (values 0-15, in this case black) - pattern 00

* Border colour for the entire screen (values 0-7, cycles in the game, used for ladders) - pattern 01

* Foreground colour per individual character (values 0-7) - pattern 10

* Auxillary colour for the entire screen (values 0-15, upper nybble of the volume register, appears to be light orange) - pattern 11

 

It means that while you can redefine the graphics, the colour choices are limited to what the palette is set to. It looks like this game uses the same foreground colour for each character except when the player jumps, or perhaps that is a bug that the colour is not set to the same value.

 

Thus when you see 10101010, it means four pixels with the foreground colour, and 11111111 means four pixels with the auxillary colour. Actually I find those patterns a bit strange, as they would display as solid blocks rather than the defined graphics in the game.

 

A more advanced game would be able to use raster line timing to change the background, border and auxillary colours on each row for more choices. A very advanced game would be able to change it per character, but it likely would use a lot of CPU.

Edited by carlsson
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And so after overwhelming response (one download) and one night later, the thrilling revision of...

 

post-4709-0-21576900-1517383188.png

 

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With prizes now in the correct order!!

 

Bubsy: Claws Encounters of the Furred Kind.

post-4709-0-03560700-1517383294.png Yarnball

post-4709-0-96250700-1517383320.png Marker Point

 

Bubsy 2

post-4709-0-37373500-1517383356.png Trading Card

post-4709-0-80519500-1517383379.png Ballzooka

 

Bubsy Fractured Furry Tales

post-4709-0-93896100-1517383404.png Ball with "!"

post-4709-0-24802600-1517383431.png Extra life shirt

 

Bubsy 3D

post-4709-0-70931600-1517383461.png Rocket Part

post-4709-0-71406200-1517383482.png An Atom

 

Bubsy 3D: Bubsy Visits the James Turrell Respective

post-4709-0-57588000-1517383960.png "No Relief"

 

Bubsy: Woolies Strike Back.

post-4709-0-16869600-1517383538.png Glowing yarnball

 

Other changes:

- More appropriate coloring of characters.

- Adjustments to characters.

- Change in background

- Completion of title at top complete with stars and sister planet Rayon in the sky to the upper right.

- Other stuff.

 

Full gameplay video can be found here:

 

post-4709-0-13912600-1517385660.png post-4709-0-36888100-1517385846.png

 

And the newest rom here:

Bubsy-V20-R2.crt.zip

Edited by doctorclu
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Nice work, in particular if you managed to do all the work with a hack tool intended for the 2600. Personally I would probably use something like Recomment to produce an almost readable assembly listing and work from there, but that is based on that I understand some of the code. Since the VIC isn't as dependent on maintaining a certain number of instructions per line of the raster beam, it allows for greater patching as long as the code fits in the memory.

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Disassembly is definitely one way to go. I did some of that for the Atari 2600 Fast Eddie to help identify sounds. Luckily I was able to do all I needed to do with Hack-O-Matic (as seen to the left in the picture below, character sprite for 2600 on right) without having to get too too deep.

 

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Say you seem to know a lot about Commodore hacking and disassembly, do you know of any sprite hacking tools like Hack-O-Matic for the Commodore 64? :D

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Not per se. The utility cartridge Action Replay Mk VI (perhaps earlier versions as well) has a sprite viewer where you can move around in memory searching for sprites, but the only hack it allows is to erase or invert sprite shapes, possibly also mirror them. The C64 is in many ways similar to the VIC so if you managed to use the existing tool, you might be successful with the C64 version too.

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Huh, yeh I came to realize after you wrote the above to give it more of a try. Then I realized that the C=64 image I was looking at was a cassette image. So I looked out on the internet and found a floppy copy. Was a bit easier to work with.

 

Got the basic characters worked out, have to see what else we can do with this.

 

post-4709-0-30122700-1517455027.png

Bubsy-c64-09.P00.zip

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