chewy Posted April 7, 2019 Share Posted April 7, 2019 good shooter, but the scrollling sidegrapics are making me dizzy and seasick (seroiusly!- been getting a little eye fatigue from some of these games lately lol)- anyways- my hack idea is to have get cut those side walls out of the code............ Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 7, 2019 Share Posted April 7, 2019 (edited) You are using the portable version, right? Sounds like an easy change. First guess is to remove the playfield pixels altogether...by altering $F6AC to read LDA #$00 instead of #$C0... Unfortunately, that PF1 is hiding the inactive bad guys from view. So instead of that, alter $F6A8 to read LDA #$00 (A9 00) instead of LDA ram_B3 (A5 B3)...the PF color is changed to black. The game recolors playfield on later scanlines, tho. So you need to change $F78C from ORA #$04 (09 04) to be LDA #$00 (A9 00) as well... But there's another problem. The enemies use the ball sprite to fire on the player. With PF set to black, the ball is no longer visible. So you either have to put up with the inactive enemies being visible, or make a more-extensive hack which changes the sprite used for enemy missiles. Edited April 7, 2019 by Nukey Shay 1 Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 7, 2019 Share Posted April 7, 2019 Or, just match the color of the upper wall for the side walls. Original PAL and NTSC portable versions Threshold (solidwall).bin Threshold(portable_solidwall).bin 2 Quote Link to comment Share on other sites More sharing options...
chewy Posted April 22, 2019 Author Share Posted April 22, 2019 You are using the portable version, right? Sounds like an easy change. First guess is to remove the playfield pixels altogether...by altering $F6AC to read LDA #$00 instead of #$C0... tg1.jpg Unfortunately, that PF1 is hiding the inactive bad guys from view. So instead of that, alter $F6A8 to read LDA #$00 (A9 00) instead of LDA ram_B3 (A5 B3)...the PF color is changed to black. The game recolors playfield on later scanlines, tho. So you need to change $F78C from ORA #$04 (09 04) to be LDA #$00 (A9 00) as well... tg2.jpg But there's another problem. The enemies use the ball sprite to fire on the player. With PF set to black, the ball is no longer visible. So you either have to put up with the inactive enemies being visible, or make a more-extensive hack which changes the sprite used for enemy missiles. HEY MY GUY- THANKS SO MUCH FOR "FIXING" IT- i forgot i posted this but then i got frustered with threshold again and i remember and i was pleasntly suprised to see all your info, and the steps you took. I am playing on a sunnyvale light 6'er via harmony cart Quote Link to comment Share on other sites More sharing options...
chewy Posted April 22, 2019 Author Share Posted April 22, 2019 soooooo much better. maybe im overly sensitive to this stuff but i was getting motion sick playing this one- you made the suffering stop 1 Quote Link to comment Share on other sites More sharing options...
roadrunner Posted April 29, 2019 Share Posted April 29, 2019 Cool hack. Thanks Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.