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Gernot is a lame cheater


Gernot

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In advance

I was pushed in this direction by Midnight Blue but he is not responsible for what i do.

I was advised to put my hacks in the programming section but i guess i don't have to show them what little me does.

I rather like to attract players how to personalize the games, cheat them in other words.

 

Since it was told that Frogger has such crappy graphics (which i don't think it is a quite good conversion of the arcade game in my humble opinion - for the '80s)

I added such to some of the Games

shot0002.gif.f56be9012d2e4b035cb46636968d9e41.gif

It really is only for the fun of it and came to my mind after it was told about the crappy graphics of Frogger.

...repents BY AGEZ!

This useless hack uses the exact space you have for the string (-1)

 

I can't go to deep in this one couldn't be more a bloody beginner as me and in fact i would have other things i should care for, i'm hiding a little here.

But let's share the experience.

At least i can show probably some how to add some extra men or vice versa limit it to a single life which is in my opinion the better idea.

But what you do with it is up to you.

 

I know cheating is lame and i'm a lame cheater since i own my very first computer and this is the faithful still running A500.

Because possibilities are many and to cheat such short programs is more as just easy even without to hack them.

Tools for this exist since we play video games.

Before i start with my hacking advises i will list shortly what else can be done and what is quite simpler as to hack a game.

For emulated games MAME is predestined to cheat, It has a built in "game genie" (or djinn?) usually you will have to enable this in the .ini for the system you emulate before you can make use of it.

The procedure is always the same for all of those tools, start the "Djinn" then start your game, search for the process (in case for MAME you must not it knows what is running), then i.e. lose a life and search for values which have changed in the ram that will be a ton of, lose again one, search again and the amount reduces, repeat this until only one address is left, this is the life counter, store it and with some chance it will be in a next play at the same address, sometimes not but in case for MAME always. You can do this with any variable value time, money, whatever changes while you play, a "Djinn" offers you even to freeze the value, thus you will be invulnerable (if it's energy), keep amount of men, hold time, it is widely known i guess.

 

Hacking games, i was punished for :) means some of my comrades of "Pioneer" often didn't liked what i did to their work, c'mon that is like if i would mind if one positions a wing in a different location on my models, it's no crime. It is in fact the way i found into it, after my divorce i stuck my head in the sand and in this year i didn't left the flat i lived in and studied Theunis's retro-engineering of "Frontier" (for which John Jordan is mostly responsible, he's also since a while senior dev. of Pioneer, not actively developing but keeps an eye on it) which is still my beloved game over all the rest. Theunis cared mostly for the geometry in Frontier and this attracted me most. I like to post this here also because Theunis de Jong left us last year, he was and this i never knew before of the same age as me 54 and this is quite early to leave. And mostly like i said because this was my starting point, or i always refer to this as starting point.

 

For what i did i have been called bastard to hero depending on who commented. Things start with copying if you are an autodidact but i'm no plagiarist, credits are due.

Usually i'm not easy to offend but this offends me, i copy yes but i never claim it's mine if it's a copy and i don't care much for what one would call his intellectual property, "all creative work is derivative" nothing of all that is truly mine, somewhere you always learned how.

Sure yes i understand also the opposite, i met a developer a decade ago who liked to start a game with me because he likes my work and my ideas, he was convinced that it is worth to protect my i.p. - i'm still not convinced even when i understand why. The rotten thing about is that what is called "intellectual property" has become a speculative business for those who have absolutely no creativity except to browse the web for possible infringements - who is cheating who?

Fortunately as a Swiss i have a little more freedom and we couldn't accept the U.S. copyright act because it's against our constitution and we can be even more stiff in this as the U.S.

It is an infringement of our constitution if a third party could start any lawsuit, obvious why because this leads exactly to his imbalance we have else and that speculators rob the i.p. from creative heads, greed for money and i don't have to protect the ones who hold the money and the power i have to protect the little people!

 

Intellectual property builds no power plants and grows no crops, it serves us with nothing important in life!

 

PAUSE

 

 

 

Edited by Gernot
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For this week i will only re-post the Frogger hack.

 

[vars]
name = "Frogger (7 Frogs)"
short_name = "Frogger (7 Frogs)"
author = "SEGA"
publisher = "Parker Brothers"
release_date = 1983
;
[mapping]
$0000 - $0FFF = $5000
;
[macro]
;p 500f   1 ; initial screen color (1)
;p 5013   1 ; initial border color (1)
p 503c   6 ; setup text color (7)
;
p 5040  42 ; B (50 ; P)
p 5041  72 ; r (41 ; A)
p 5042  6f ; o (52 ; R)
p 5043  74 ; t (4b ; K)
p 5044  68 ; h (45 ; E)
p 5045  65 ; e (52 ; R)
p 5046  72 ; r (20 ;  )
p 5047  20 ;   (42 ; B)
p 5048  50 ; P (52 ; R)
p 5049  61 ; a (4f ; O)
p 504a  72 ; r (54 ; T)
p 504b  6b ; k (48 ; H)
p 504c  65 ; e (45 ; E)
p 504d  72 ; r (52 ; R)
p 504e  73 ; s (53 ; S)
;
p 5055  52 ; R (50 ; P)
p 5056  65 ; e (52 ; R)
p 5057  70 ; p (45 ; E)
p 5058  65 ; e (53 ; S)
p 5059  6e ; n (45 ; E)
p 505a  74 ; t (4e ; N)
p 505b  73 ; s (54 ; T)
p 505c  20 ;   (53 ; S)
;
;p 5063  46 ; F (46 ; F)
;p 5064  52 ; R (52 ; R)
;p 5065  4f ; O (4f ; O)
;p 5066  47 ; G (47 ; G)
;p 5067  47 ; G (47 ; G)
;p 5068  45 ; E (45 ; E)
;p 5069  52 ; R (52 ; R)
;
;p 5070  43 ; C (43 ; C)
p 5071  6f ; o (4f ; O)
p 5072  70 ; p (50 ; P)
p 5073  72 ; r (52 ; R)
p 5074  20 ;   (20 ;  )
;p 5075  31 ; 1 (31 ; 1)
;p 5076  39 ; 8 (39 ; 9)
;p 5077  38 ; 9 (38 ; 8)
p 5078  31 ; 1 (33 ; 3)
p 5079  20 ;   (20 ;  )
;p 507a  53 ; A (53 ; S)
;p 507b  45 ; G (45 ; E)
;p 507c  47 ; E (47 ; G)
;p 507d  41 ; Z (41 ; A)
;
p 50b5   6 ; level text color (7)
p 50c6   6 ; text color "players" (6)
p 50e6   6 ; players text color (7)
p 50ee  12 ; subtracts 1 from level text color (13)
p 50d5   7 ; 5 Frogs, machine dip switches: 3, 5, 7, 256, 3 is default for the coin-op
;
p 5a69   4 ; border color (5) 0=black, 1=blue, 2=red, 3=tan, 4=dgreen, 5=bgreen, 6=yellow, 7=white 8=grey, 9=cyan, a=orange, b=olive, c=pink, d=violet, e=acid, f=crimson 

Feel free to correct me if something is wrong.

 

As one can see i don not use a memory attribute here ([memattr]) because this only makes sense if my script would leap over the length of the image, it won't since i add nothing here i only change a few values and keep the length.

 

What i named here "initial screen color" would be named in a de-mangled output "border extension" i just think it makes it more obvious what it influences.

Some games do not use this and set colors for each screen or level separate i.e. "Tutankamun" (Tootingcommon), it might have zero influence on some games to change a value here but for Mattels standard this will work.

 

Text color influences here the whole text of the title screen which isn't always the case if you compare it to the previous posted "Saxxon".

For the hacked "Frogger" i use yellow (6), looks pretty good on the blue background which i'm not allowed to change here, i can but the result will be that the river in Frogger will have exactly this color then, if you like a mud stream change it to "b" olive (or brown how ever that appears to you), make "lava" out of it and it starts to make sense that Froggy gets killed by the stream which otherwise always was very questionable that a frog will be killed by water, an acid pit maybe.

 

Here's an incomplete list of the available colors:

FG           BG

0 black      pink
1 blue       violet
2 red        lime
3 tan        crimson
4 d green    grey
5 b green    cyan
6 yellow     orange
7 white      olive
8 grey       
9 cyan           
a orange
b olive
c pink
d violet
e lime
f crimson

Incomplete because this can change with the selected graphic set as i assume, but it works well as a general advice.

 

The change of the title string is the least interesting here it is like i said a joke and nothing more as.

 

The following four changes was a bit difficult to figure out but in this manner you can turn all to yellow.

I'm really not sure if that is a subtraction or a different palette however it works, i assumed subtraction because it will be always one below the previous set color which gave me at start some problems to understand thus i assumed "subtraction".

 

The most interesting thing, change the amount of Frogs you have, fortunately this game serves us always with 5 Frogs and no quirky thing is to search here.

Behind i noted the settings of the coin-op Frogger just to give a hint what is useful.

Three is the standard for the coin-op, 256 the least interesting you start to waste Frogs with this, ONE is what forces you most if you have only one life you will care much more for it.

 

Finally the border color of the game screen itself which is in this case unrelated to the initial border color, original is bright green, black is a good alternative, blue lets the whole thing look like a pond.

Marking the border color different is only fair, for yourself to differ and if one ever posts a screenshot of it everyone will notice it's not original.

For some games i haven't found the clue here, Venture is one which has a scrambled code, in this image nothing is standard and it will be also interpreted completely wrong by the dis-assembler.

For Venture i only could figure out how to change the amount of life but nothing else.

 

Another weird one to look at is Centipede, it is 16k but a lot of it is junk which makes obvious why this simple game is 16k, text strings of the developers and even a few jokes, right at start this here:

"Why are you disassembling this code? That isn't nice!"

It goes on in this manner through the whole image.

"Joe: knock knock"

"Moe: who is here?"

"Joe: Santa!"

"Moe: Santa who!"

"Joe: Santapede is coming to town!!!"

At the end follow the names of the developers and a "greetings from Atari".

What a waste of bytes! No one must ever tell me that it was expensive, what a waste! they could have spared at least 4k without the strings (let's fill 16k to make it look better?).

 

More next week, i have to move to Wattwil, my recent hometown and stay a little with my buddies.

 

(sidenote, "Moe & Joe" i chose as characters for a SEUCK game once, completely unrelated to this)

Edited by Gernot
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2 hours ago, Gernot said:

In advance

I was pushed in this direction by Midnight Blue but he is not responsible for what i do.

I was advised to put my hacks in the programming section but i guess i don't have to show them what little me does.

I rather like to attract players how to personalize the games, cheat them in other words.

Glad I could inspire you.  Keep up the good work.

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On 5/28/2021 at 7:17 PM, Zendocon said:

Glad I could inspire you.  Keep up the good work.

Glad i'm not punished for it ? if it's really good i'm not sure...
Proceed on...
Meanwhile i made a few more cosmetic hacks, i.e. the previous shown "Zaxxon":

Spoiler



;;;2021/06/03;gernotschrader;
;
[vars]
intv2 = 0
name = "Zaxxon"
short_name = "Zaxxon"
author = "SEGA"
publisher = "Coleco / hack20210603gernotschrader"
release_date = 1982
;
[mapping]
$0000 - $1FFF = $5000
;
[memattr]
$9000 - $9FFF = ROM 16
;
[macro]
p 500a   0 ; Ptr: Date/Title $9000 ($501c)
p 500b  90 ;       "
;p 500c  c2 ; Key-click / flags
;p 500d   0 ; Border extension
;p 500e   1 ; Color Stack / FGBG
;p 500f   0 ; Color Stack init 0
;p 5010   0 ; Color Stack init 1
;p 5011   0 ; Color Stack init 2
;p 5012   0 ; Color Stack init 3
;p 5013   0 ; Border color init - can be changed by choice
;
p 5086 206 ; text color "PLAYERS..." (207)
p 50b9 206 ; text color "1" or "2" (207)
p 50c0 206 ; text color "SKILL..." (207)
p 50f4 206 ; text color "1" - "4" (207)
;p 5109   5 ; # of ships (5)
;p 52e6   7 ; text color "GAME OVER" (7)
;
p 9000  52 ; 82 (year)
p 9001   0 ;
p 9002 275 ;
p 9003   4 ;
p 9004 150 ;
p 9005  61 ;
p 9006 2bc ;
p 9007 216 ; position (22 chars)
p 9008 2bb ;
p 9009   3 ; color (7)
p 900a   4 ;
p 900b 11a ;
p 900c  7b ;
p 900d  43 ; C
p 900e  6f ; o
p 900f  6c ; l
p 9010  65 ; e
p 9011  63 ; c
p 9012  6f ; o
p 9013  20 ; _
p 9014  50 ; P
p 9015  72 ; r
p 9016  65 ; e
p 9017  73 ; s
p 9018  65 ; e
p 9019  6e ; n
p 901a  74 ; t
p 901b  73 ; s
p 901c   0 ;
p 901d 2bc ;
p 901e 26a ; position (106 chars)
p 901f 2bb ;
p 9020   6 ; color (7)
p 9021   4 ;
p 9022 11a ;
p 9023  7b ;
p 9024  5a ; Z
p 9025  41 ; A
p 9026  58 ; X
p 9027  58 ; X
p 9028  4f ; O
p 9029  4e ; N
p 902a   0 ;
p 902b   1 ;
p 902c 2b8 ;
p 902d  eb ; symbol "R" (f=white)
p 902e   8 ;
p 902f 260 ;
p 9030 2bc ;
p 9031 2cd ; position (205 chars instead 185 chars)
p 9032 2bb ;
p 9033   3 ; color
p 9034   4 ;
p 9035 11a ;
p 9036  7b ;
p 9037  62 ; b
p 9038  79 ; y
p 9039   0 ;
p 903a 2bb ;
p 903b   1 ; color (7)
p 903c   4 ;
p 903d 11a ;
p 903e  7b ;
p 903f  20 ; _
p 9040  53 ; S
p 9041  45 ; E
p 9042  47 ; G
p 9043  41 ; A
p 9044   0 ;
p 9045   1 ;
p 9046 2b8 ;
p 9047  f3 ; symbol "TM" (7=white)
p 9048   8 ;
p 9049 260 ;
;
p 904a 2bc ; custom string
p 904b 278 ; position (120 chars)
p 904c 2bb ; 
p 904d   4 ; color
p 904e   4 ;
p 904f 11a ;
p 9050  7b ;
p 9051  20 ; _ 
p 9052  20 ; _
p 9053  20 ; _
p 9054  20 ; _
p 9055  20 ; _
p 9056  20 ; _
p 9057  63 ; c
p 9058  75 ; u
p 9059  73 ; s
p 905a  74 ; t
p 905b  6f ; o
p 905c  6d ; m
p 905d  20 ; _
p 905e  20 ; _
p 905f  20 ; _
p 9060  20 ; _
p 9061  20 ; _
p 9062  20 ; _
p 9063  20 ; _
p 9064  20 ; _
p 9065   0 ;
;
p 9066   4 ; sfx "space battle alert" (often swallowed by jzIntv, MAME OK, Nostalgia OK)
p 9067 118 ;
p 9068 3be ;
p 9069  41 ;
p 906a 389 ;
p 906b 2c0 ;
p 906c 200 :
p 906d 2c8 ;
p 906e 280 ;
p 906f 2c4 ;
p 9070 300 ;
p 9071   1 ;
p 9072 3e3 ;
p 9073  8f ;
p 9074  1f ;
p 9075 3f9 ;
p 9076  77 ;
p 9077  47 ;
p 9078  55 ;
p 9079 2cf ; sfx end


 

doctorclue wasn't amused when i posted my modified "Space Battle" screen but in the end he forced me to do what i liked to achieve anyway to create different title strings with a probable "linefeed", linefeed we haven't but you simply count the characters for a text string starting at top left corner, each line has 20 characters space.

This together with the fact that i moved the new string to a new address gives me the possibility to add any string to it no matter how long (almost).

At start of the script you see that i simply point for date and string to a new address, since this expands the 16k i can use i have to move this to address $9000 ($7000 is reserved for the exec if i'm right) to do this i need to declare a "memory attribute" [memattr] to make room for what i add to this address. The process will handle this new data and return to the address for start of game (which isn't to see in this script but i made another one where i had to point to a new address for the start of game else the music which is in this exclusive case part of the title will be lost, it can be tricky).

 

What follows is "junk", for this hack "keyclick/flags", "border extension" and "color stack" don't need to be changed respectively it has no influence except "border extension" but to change it makes no sense, fortunately in this case i can simply change the border color and it stays for the running game (this is often not the case for non Mattel games).

 

More cosmetic things follow like to change the "game over" text color, in some cases i haven't yet found a way to change the border color for the hacks thus it's sometimes the only or simplest way to mark a hack if i change this color or the color for the score (or both). Since i didn't changed here the amount of ships to start with i leave border and "game over" color as it is even when the Title screen is heavy customized.

 

As next follows the section to alter the title screen, mostly the strings and it adds a sfx when the game is started/reset (often swallowed by jzIntv cause it takes a few cycles to long before it invokes the sound, sure you noticed this for games like "Donkey Kong Jr." that the music is often cut at start, if it's music i found a workaround to delay it a little but this is a sfx and i haven't found a trick to delay it a little, it's jzIntv specific other emulators don't show this tiny problem). A specialty of all Coleco games is that there is no date (year since 1900) where the "ptr. date/title" points to, it's often "zero" for "Zaxxon" it is the "space" character which also often is what would be shown for the title of the game " " if it's read out. Funny is that if i add here for any Coleco game the date where it points to the game halts but it does not if i use it in my altered new title string section, a riddle.

 

In general i just copied the whole section and even left the strings as they are the only things i changed here are the colors for the text and the positions plus that i already insert here "custom" right below "Zaxxon", for a change in amount of ships i wold write here anything else i.e. "Advantage", for the lame ones i made room for 20 custom characters and you won't have to change the addresses in the script (else i recommend an editor like Notepad++, it can interpret scripts even handle them (e.g. debugging) in case for C++ or Lua and similar, highlights commands, variables, comments and such and for the ease you can copy paste a block thus changing addresses is easy but in standard notepad this is a treat, since i script geometry in Lua it has become a must for me since many years. It is also very handy to edit .xml scripts i.e. the MAME hash table). The turd ends with the "alert" sfx i leaned out from "Space Battle" just for the fun it buzzes now at start. Usually one would have to terminate the string section but it seems an end of a sfx does pretty the same and anything after this won't be handled, the process will return to where i left it ("start of game" i assume, while even here is a little specialty, "start of game" would point here a few words later, respectively i had to leave those between out, why isn't to clear to me but there is no difference in the end and mostly if something is not as expected especially at start the program will refuse to run at all, in other cases it is very important to include all between "ptr. date/title" and "start of game", like i said for one i had even to move the "start of game" to a different address since it points at the very start of the string which leads to a doubling of the title screen - hä???).

Keep in mind that we count "words" and not "bytes" any pointer to an address is in words if you like to refer to that in a hex editor double it vice versa if you read data from a hex editor divide the address by two. Sure a disassembled program will show the proper addresses in "words", both are needed to examine. The least is commented by the disassembler but by time you will know who is who.

Btw, i strongly assume the "TM" and "R" characters are from the specific graphics set of this game, it is also the only Coleco game which uses them.

 

While... "AGEZ" was the first who put their old crap in the PD which is a fine draw of them unlike others which can be very stiff in this ("nipponco") since they recycle every tidbit they ever made and resell it to every new generation of gamers. I guess even such a custom hack is an affront to them. But who is interested in "nipponco"? The least are - their own fault imho.

I mean really i always disliked them for this behave, no price reductions they rather took games from the market already this manner let me dislike "nipponco" when i was 30 years younger, they made good games but their policy is hostile like a rocky planeteoid. Thus i nearly never bought any console or game new for myself (it was different for my stepson he liked the games for a certain time) from them which otherwise i bought many for my Master System, not that i'm a sort of fanboy it was just a matter of cost. I like computer games since daddy made a Pong/Lightgun game for me (1974) and it won't matter which brand (best was "papis brand" no question).

However i bought my "super nipponco" and gamegirl adapter even was a proud owner of "Bruno Paint" and the rotten "nipponco" catnip ? all used, perhaps... but no price reductions is their own fault.

Did i said "good games"? David my stepson was very frustrated with all what followed good old "super nipponco", Zelda was really good but what followed he played in a single weekend, yes David this isn't worth the money one spends for it. So far to the "registered trademark".

 

OhKeh, now i showed off how to alter a title screen and how to add some music or sfx (also to myself).

 

Results in:

shot0002.gif.48f73638c045a8b94fbd39b726ad38eb.gif

("advantage" is held in dark green thus it's a bit hard to recognize, how to change this default olive background to something else i neither found out but it's not that important, i would like maybe next time i get a grip on that)

 

A rather simple one with which i started to move the title string out of common memory range to create an extra long string was this:

shot0003.gif.983f286640414111594692b6fba8fea0.gif

 

shot0004.gif.ba45620fdc5a6428cad569738a49b226.gif

Imho the black screen is a good alternative.

The name "HBM" i again leaned out from "Perry Rhodan" it was a ship which belonged to a steady drunken commander.

After posting the above "Zaxxon" hack such should be now no problem to reach, especially of old Mattel games you don't have to expect surprises or uncommon handling this is the standard.

If the game is an 8k game like "Space Battle" you can simply move your new data to address $6000 and finally it maps all to $5000 - $6FFF as a maximum (usually such a short hack leads to 100 words extra length).

 

"Zaxxon" is 16k and since we opened $9000 it will map the 100 words later to $9000 (just if you like to use it as .bin without a .cfg file e.g. for a MAME installation, in rom format it is mapped already proper)

 

Next post i guess will be (cough) "nipponco" Donkey Kong Jr. and Donkey Kong to the latter i added a small tune (a reverse played "Mario dies" as opener).

Edited by Gernot
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Addendum to Zaxxon, it's not possible to have more as 19 ships (0x13) else the ships leap over the border (quasi) and the game halts, i forgot to note this.

---Donkey Kong looks like a hack anyway, the start of the game points in the title string which leads to that MAME shows the title first on olive and then on black background while all the rest bypasses the initial title screen.

Spoiler



[vars]
intv2 = 0
name = "Donkey Kong"
short_name = "Donkey Kong"
author = "Nintendo"
publisher = "Coleco"
release_date = 1982
;
[mapping]
$0000 - $0FFF = $5000
;
[memattr]
$6000 - $6FFF = ROM 16
;
[macro]
p 5004   6 ; Ptr: Start of game $6006
p 5005  60 ;       "
p 500a   0 ; Ptr: Date/Title $6000
p 500b  60 ;       "
;p 5013   0 ; Border color init
;
;p 50b9   3 ; Plumber (3)
;
;p 50d8   6 ; color text "PLAYERS..." (6)
;p 50fc   7 ; color level# (7)
;p 5110   7 ; color players# (7)
;p 5118  13 ; color text "LEVEL..." (13)
;p 5a59   7 ; color left men (7)
;p 5aa8   7 ; color "static counter" (7)
;p 5adf   7 ; color "dynamic counter" (7)
;p 5af7   7 ; color bonus timer (7)
;p 5c1f   7 ; text color "GAME OVER" (7)
;
p 6000  52 ; 82 (year)
p 6001  20 ;
p 6002   0 ;
p 6003   8 ;
p 6004   1 ;
p 6005 380 ;
p 6006 275 ;
p 6007 280 ;
p 6008 103 ;
p 6009 2f8 ;
p 600a   2 ;
p 600b 240 ;
p 600c 103 ;
p 600d 2bc ;
p 600e 200 ;
p 600f 2b8 ;
p 6010  f0 ;
p 6011   4 ;
p 6012 114 ;
p 6013 338 ;
p 6014 2bc ;
p 6015 202 ; position from top left
p 6016 2bb ;
p 6017   3 ; color (7)
p 6018   4 ;
p 6019 118 ;
p 601a  7b ;
p 601b  43 ; C
p 601c  6f ; o
p 601d  6c ; l
p 601e  65 ; e
p 601f  63 ; c
p 6020  6f ; o
p 6021  20 ;  
p 6022  50 ; P
p 6023  72 ; r
p 6024  65 ; e
p 6025  73 ; s
p 6026  65 ; e
p 6027  6e ; n
p 6028  74 ; t
p 6029  73 ; s
p 602a   0 ;
p 602b 2bb ;
p 602c   6 ; color (7)
p 602d 2bc ;
p 602e 268 ; position
p 602f   4 ;
p 6030 118 ;
p 6031  7b ;
p 6032  44 ; D
p 6033  4f ; O
p 6034  4e ; N
p 6035  4b ; K
p 6036  45 ; E
p 6037  59 ; Y
p 6038  20 ;  
p 6039  4b ; K
p 603a  4f ; O
p 603b  4e ; N
p 603c  47 ; G
p 603d   0 ;
p 603e 2bb ;
p 603f   0 ; color (0)
p 6040 2bc ;
p 6041 291 ; position
p 6042   4 ;
p 6043 118 ;
p 6044  7b ;
p 6045  20 ;
p 6046  20 ;
p 6047  20 ;
p 6048  20 ;
p 6049  20 ;
p 604a  20 ;
p 604b  20 ;
p 604c  20 ;
p 604d  20 ;
p 604e   0 ;
p 604f 2bb ;
p 6050   3 ; color (7)
p 6051 2bc ;
p 6052 2c9 ; position
p 6053   4 ;
p 6054 118 ;
p 6055  7b ;
p 6056  43 ; C
p 6057  6f ; o
p 6058  70 ; p
p 6059  72 ; r
p 605a  20 ;  
p 605b  31 ; 1
p 605c  39 ; 9
p 605d  38 ; 8
p 605e  31 ; 1
p 605f  20 ;  
p 6060  4e ; N
p 6061  69 ; i
p 6062  6e ; n
p 6063  74 ; t
p 6064  65 ; e
p 6065  6e ; n
p 6066  64 ; d
p 6067  6f ; o
p 6068   0 ;
p 6069 2bc ;
p 606a 2dd ; position
p 606b   4 ;
p 606c 118 ;
p 606d  7b ;
p 606e  43 ; C
p 606f  6f ; o
p 6070  70 ; p
p 6071  72 ; r
p 6072  20 ;  
p 6073  31 ; 1
p 6074  39 ; 9
p 6075  38 ; 8
p 6076  32 ; 2
p 6077  20 ;  
p 6078  43 ; C
p 6079  6f ; o
p 607a  6c ; l
p 607b  65 ; e
p 607c  63 ; c
p 607d  6f ; o
p 607e   0 ;
p 607f   4 ; music start
p 6080 118 ;
p 6081 327 ;
p 6082   d ; "pause"
p 6083  f0 ;     
p 6084 160 ;     
p 6085 100 ;     
p 6086 170 ;     
p 6087 110 ;     
p 6088 180 ;     
p 6089 120 ;     
p 608a 190 ;     
p 608b 130 ;     
p 608c 1a0 ;     
p 608d 140 ;     
p 608e 1b0 ;     
p 608f 150 ;     
p 6090 1c0 ;     
p 6091 160 ;     
p 6092 1d0 ;     
p 6093 170 ;     
p 6094 1e0 ;     
p 6095 180 ;     
p 6096 1f0 ;     
p 6097 190 ;     
p 6098 200 ;     
p 6099 1a0 ;
p 609a   0 ; music end
p 609b   4 ;
p 609c 150 ;
p 609d  8b ;
p 609e  8e ;
p 609f  50 ;
p 60a0  8e ;
p 60a1  50 ;
p 60a2   0 ;
p 60a3   0 ;
p 60a4   0 ;
p 60a5   0 ;
p 60a6   0 ;
p 60a7   0 ;
p 60a8 245 ;
p 60a9 35d ;
p 60aa   0 ;
p 60ab 2b7 ;


 

I can fairly say i was lucky that it was so easy to simply copy all and to insert even "music" (rather a sfx but it invokes music not sfx), else this script changes not much yet you can choose a different border color that's already good (additional the colors for all the text, note that the color for the "LEVEL..." text depends also on the color for the players#) and of course enter an amount of to waste Plumbers, there is space for a string i left already for myself and thus it's formatted to "Advantage" any else i use is shorter (e.g. Arcade, Lethal, Trainer).

 

 

Edited by Gernot
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I decided to take the "level finished" jingle as intro which suits even better.
 

Spoiler



[vars]
intv2 = 0
name = "Donkey Kong, Advantage (9 Marios)"
short_name = "Donkey Kong, Adv."
author = "Nipponco"
publisher = "Lecoco"
release_date = 1982
;
[mapping]
$0000 - $0FFF = $5000
;
[memattr]
$6000 - $6FFF = ROM 16
;
[macro]
p 5004   6 ; Ptr: Start of game $6006
p 5005  60 ;       "
p 500a   0 ; Ptr: Date/Title $6000
p 500b  60 ;       "
;p 500c  80 ; Key-click / flags
;p 500d   0 ; Border extension
;p 500e   0 ; Color Stack / FGBG
;p 500f   0 ; Color Stack init 0
;p 5010   6 ; Color Stack init 1
;p 5011   0 ; Color Stack init 2
;p 5012   6 ; Color Stack init 3
p 5013   1 ; Border color init
;
p 50b9   9 ; Marios (3)
;
p 50d8   1 ; color text "PLAYERS..." (6)
p 50fc   1 ; color level# (7)
p 5110   1 ; color players# (7)
p 5118  10 ; color text "LEVEL..." (13)
p 5a59   1 ; color left men (7)
p 5aa8   0 ; color "static counter" (7)
p 5adf   1 ; color "dynamic counter" (7)
p 5af7   1 ; color bonus timer (7)
p 5c1f   1 ; text color "GAME OVER" (7)
;
p 6000  52 ; 82 (year)
p 6001  20 ;
p 6002   0 ;
p 6003   8 ;
p 6004   1 ;
p 6005 380 ;
p 6006 275 ;
p 6007 280 ;
p 6008 103 ;
p 6009 2f8 ;
p 600a   2 ;
p 600b 240 ;
p 600c 103 ;
p 600d 2bc ;
p 600e 200 ;
p 600f 2b8 ;
p 6010  f0 ;
p 6011   4 ;
p 6012 114 ;
p 6013 338 ;
p 6014 2bc ;
p 6015 202 ; position from top left
p 6016 2bb ;
p 6017   3 ; color (7)
p 6018   4 ;
p 6019 118 ;
p 601a  7b ;
p 601b  20 ;
p 601c  4c ; L
p 601d  65 ; e
p 601e  63 ; c
p 601f  6f ; o
p 6020  63 ; c
p 6021  6f ; o
p 6022  20 ;  
p 6023  52 ; R
p 6024  65 ; e
p 6025  70 ; p
p 6026  65 ; e
p 6027  6e ; n
p 6028  74 ; t
p 6029  73 ; s
p 602a   0 ;
p 602b 2bb ;
p 602c   6 ; color (7)
p 602d 2bc ;
p 602e 268 ; position
p 602f   4 ;
p 6030 118 ;
p 6031  7b ;
p 6032  4b ; K
p 6033  4f ; O
p 6034  4e ; N
p 6035  4b ; K
p 6036  45 ; E
p 6037  59 ; Y
p 6038  20 ;  
p 6039  44 ; D
p 603a  4f ; O
p 603b  4e ; N
p 603c  47 ; G
p 603d   0 ;
p 603e 2bb ;
p 603f   1 ; color (0)
p 6040 2bc ;
p 6041 291 ; position
p 6042   4 ;
p 6043 118 ;
p 6044  7b ;
p 6045  41 ; A
p 6046  64 ; d
p 6047  76 ; v
p 6048  61 ; a
p 6049  6e ; n
p 604a  74 ; t
p 604b  61 ; a
p 604c  67 ; g
p 604d  65 ; e
p 604e   0 ;
p 604f 2bb ;
p 6050   3 ; color (7)
p 6051 2bc ;
p 6052 2c9 ; position
p 6053   4 ;
p 6054 118 ;
p 6055  7b ;
p 6056  43 ; C
p 6057  6f ; o
p 6058  70 ; p
p 6059  72 ; r
p 605a  20 ;  
p 605b  31 ; 1
p 605c  39 ; 9
p 605d  38 ; 8
p 605e  31 ; 1
p 605f  20 ;  
p 6060  4e ; N
p 6061  69 ; i
p 6062  70 ; p
p 6063  70 ; p
p 6064  6f ; o
p 6065  6e ; n
p 6066  63 ; c
p 6067  6f ; o
p 6068   0 ;
p 6069 2bc ;
p 606a 2dd ; position
p 606b   4 ;
p 606c 118 ;
p 606d  7b ;
p 606e  43 ; C
p 606f  6f ; o
p 6070  70 ; p
p 6071  72 ; r
p 6072  20 ;  
p 6073  31 ; 1
p 6074  39 ; 9
p 6075  38 ; 8
p 6076  32 ; 2
p 6077  20 ;  
p 6078  4c ; L
p 6079  65 ; e
p 607a  63 ; c
p 607b  6f ; o
p 607c  63 ; c
p 607d  6f ; o
p 607e   0 ;
p 607f   4 ; music start
p 6080 118 ;
p 6081 327 ;
p 6082   f ;
p 6083 18c ;
p 6084 1ac ;
p 6085 1de ;
p 6086 1ac ;
p 6087 18c ;
p 6088 1ac ;
p 6089  aa ;
p 608a  c8 ;
p 608b  e8 ;
p 608c  f8 ;
p 608d 118 ;
p 608e 138 ;
p 608f 158 ;
p 6090 168 ;
p 6091   d ;
p 6092   0 ; music end
p 6093   4 ;
p 6094 150 ;
p 6095  8b ;
p 6096  8e ;
p 6097  50 ;
p 6098  8e ;
p 6099  50 ;
p 609a   0 ;
p 609b   0 ;
p 609c   0 ;
p 609d   0 ;
p 609e   0 ;
p 609f   0 ;
p 60a0 245 ;
p 60a1 35d ;
p 60a2   0 ;
p 60a3 2b7 ;


 

 

 

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Some little things i stumbled over...

I haven't seen this before (but it might be known)

 

0000.thumb.png.911fd30bbe72a04c80749a8129910c5c.png

 

This additional (overlaying) string appears when you change the keyclicks/flag for this game ($500c from $0000 to $0080).

 

 

Then i always was a little annoyed by the "Party Line" title in the unfinished trilogy which only contains "Blow Out" and found a shortcut to bypass the "Party Line" title and jump to the blowout title screen. I just point for the date/title to the "Blow Out" title and thus you no longer have to click "Party Line" off and select "Blow Out" as single available game, the code stays unaltered it just bypasses the junk. Sure it's just a cosmetic thing and most of the code stays unused in this 16k image.

This short .cfg file will do the job (probably even this isn't unknown):

[mapping]
$0000 - $0FFF = $5000
$1000 - $1FFF = $D000
;
[macro]
p 5004  68 ; start of game ($5035)
p 5005  df ; 
p 5032  53 ; 83 (year)

How that looks anyone knows i guess but nonetheless

0001.thumb.png.2da475612de27db75884477e9f044c70.png

 

As i said it will bypass both opening screens and immediately jump to the "Blow Out" Title, additionally i changed the year from 80 to 83.

 

No big thing so far but neat.

 

---

 

Some might remember that i a couple of years ago started to change the duration of the sport titles (team sports like soccer, hockey and basketball), back then i hacked the values in the image but a config file will be the better option since anyone can change the duration by his choice (or leave it but especially Soccer is quite long even when the clock ticks in double speed, which also can be altered). What i haven't found out yet is tom make them a little harder especially soccer is to easy or to slow for me (strange wisely i have the impression that the Prototype "Soccer2" is a little bit harder, the only sad thing is that the penalty shooting didn't works proper - you never know by what and when the penalty will be released though you tap frenetically on the disc and nothing happens until suddenly it releases the shot but you won't know where it ends up since you don't know what you exactly did). The hardness or speed could be much more challenging for me (it is more fun to play with a 1.5 x speed ratio in jzIntv). Results of 10:0 (up to 20:n) are quite common in just 44 minutes (2x22 minutes hack, 22 minutes total since the clock speed is double) for me. However the clock is else unrelated to the game. To finish the sport titles i added the licensing (i hope i don't get fined for this :) ) e.g. "NASL SOCCER" instead of only "SOCCER", but the most interesting part and my reason why i started to work on alternate titles was to show what sort of sport game hack it is now the 2x22 Minutes hack (or which one ever) will show which version it is, i always liked to alter this and the initial "battlestar" title hack (drclue) was the kick in my ass to search for a possible easy solution. I haven't finished all team sport games yet and i will post them here as a set like i did before.

 

soccer20_1.thumb.png.544a08aeff266323625d67eb30e66ba2.png

 

soccer20.thumb.png.0e6e8dee6c573d7c9c5967aa1ca932d5.png

 

If one would set the clock to normal speed the 10 minutes variation will run almost as long as the 22 minutes variation. Back when i offered my first sport hacks here i was asked if it would be possible to change the team colors, back then i had no idea how to and it's still a bit difficult (soccer 2 acts a bit strange and altering the colors for the teams altered only the active three players while the "dummies" stay still in the original color, this needs more effort). For NASL Soccer this worked out well. Keep in mind that you usually can only select for letters & numbers the foreground eight. Yes/no it is possible but a treat. As one can see i need more time to make the sport games customizable. I would have liked a cheer when the game initializes but it seems "Soccer" don't likes that it's ok to play music but sfx will terminate the program after playback - or i will have to try it a second time i'm sure it should work and otherwise the sfx can be problematic in the title screen.

NASL Soccer one could theme easy by the seasons spring, summer, autumn, winter unfortunately it's a two player game and interest in doing so is little what is left of the changes is the orange "indoor" variant.

 

As soon as i have all sport games ready i will post them in this thread, the rest of hacks because them are a couple now i will post in a blog on my profile because it might be not of interest to repeating show the same stuff just with a few changes but otherwise if one likes to use them and didn't knows how to it's fine to offer them somewhere.

 

---

 

Perhaps of interest is this little thing, i wished to change the title background color and found a snippet i can use for this.

p #### 1c0 ;
p #### 2b8 ;
p ####   0 ; bkg color
p #### 240 ;
p ####  2c ; border
p #### 240 ;
p ####  28 ; screen

I place this usually at the end but i guess it won't matter just make sure the previous process has ended proper, you will see in future how i use it in general "bkg color" is the color for the whole screen if you like to have a border here you will have to alter the numbers i commented with "border" resp. "screen". Now my "Heavy Cruiser" looks like this:

intv0000.thumb.png.7dcc05d9c63d9ec11108c9e82f52223a.png

And plays a short excerpt of bwv565 (dk jr) it's that short that even i would have troubles to recognize it if i wouldn't knew what it is (j.s. bach compositions i listen quite often to, that often that i have i.e. all 6 triosonatas as midi just because i like them so well).

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All work and no play makes Jack a dull boy

All work and no play makes Jack a dull boy

All work and no play makes Jack a dull boy

All work and no play makes Jack a dull boy

All work and no play makes Jack a dull boy

All work and no play makes Jack a dull boy

All work and no play makes Jack a dull boy

All work and no play makes Jack a dull boy

All work and no play makes Jack a dull boy

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15 hours ago, intellivotion said:

All work and no play makes Jack a dull boy

Fortunately my name is not Jack and "boy" is slightly misjudged in age, but you are right and because of i leave every weekend to meet my crazy fellows.

But really it is true, also fortunately i don't work since ten years by now, work was you know this sort of "hard hat" matter this isn't work and i easy can stay up 48 hours for this or to script my models it is no work compared to physical work, it's a lot of fun and satisfying to reach a set goal - that's all.

 

13 hours ago, Rev said:

Gernot, keep up the great content, its very interesting!

Thanks Rev, it is mostly interesting to me.

 

13 hours ago, IntyFanMatt said:

Might want to post this stuff in the programming forum:

Yah/nah, i was advised to but since i'm no programmer rather a cheap hacker and i like to reach players with it and not the cracks here (they can do it by lightyears better as little me) i liked to post it here, but if it's a must...

 

My idea was to reach the players the customization is rather simple and to use a config file i guess anyone knows how to.

Sure i might stumble over this or that uncommon solution but really i don't think it's worth a lot it's just wasting time and it might be the only thing i'm very good in - wasting my days.

 

It is somehow an escape from what i should be up on - leading "Phoenix", at least two like to work with me on it and i... i don't know, i don't feel ready by now, i need a a new location to live and most of all a own broadband connection it's no developing if you can't stay in web when you need it, further i need a new lap-top i broke the screen of my recent one and can only use it together with a monitor or my moms tv set. All this i like to solve before i can work further on "Phoenix".

This is rather a distraction from what i should be up to but it's a nice one.

Perhaps i profit from it otherwise to, sure it's a complete different matter but it could be of use likewise all the DOS hacking i did in the last two years.

 

First love cuts deepest - Inty (and coin-ops) has priority over all the rest.

 

2021-06-10_173323.thumb.png.d25925f30e0a81ecef5b7da352e9ee62.png

 

Interior of my Shuttle Taxi showing a MAME cabinet - an absolute must in the year 3200 (in the game you can't get that close to recognize it for real but it's there and this makes the difference).

Perhaps i will hide somewhere the Intellivision - on a desk as control panel :)

You will really need it, even when the ships are fast like hell (compared to reality, i only need three days from earth to mars) a mediocre travel time for the game like i set it up is about 30 days 15 days of waiting for the "Lagrange point" (point of no return) and another 15 to break - a lot of time to play (i throw the player in a random location at the rim of settlements, most systems have an extension of 1000 AU and more, the tricky thing is to manage fuel and travel time).

If i would be really good i would have scripted an "interplanetary taxi mission" to the existing which only targets out of the current system you are in but local mission are important for my version because you will start with such a miserable shuttle which offers no offensive neither defensive weapons, it's a shuttle and it takes some time until you can afford a fighter.

Learn to maneuver in space it has even no autopilot and you start with lousy 100 credits with which you can buy a nothing, enough for fuel but not to upgrade.

I'm pretty good when it comes to modelling but the rest is in fact hard work (of a different sort as hard hat doing).

 

KEEP ON KICKING MY ASS!

(I need this).

 

I hope i can return from Wattwil on Saturday.

Edited by Gernot
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For the two new entries Bump 'n' Jump and BurgerTime i added the jingle and the in game music as loop to the title, latter was a surprise the sfx of BurgerTime loops by itself.

 

For Bump 'n' Jump i left Zendocon's (Midnight Blue International) hack away because i don't like to steal his work (of course personally i use it and the in the title screen used music is already altered while it won't sound as in the game because i use a far cheaper method to play it back) it should be no problem to implement the few lines to this script, you can place it directly after the entry [macro]

and move my turd down it won't matter in what hierarchy it will be read only the addresses matter.

Sure as usual you can alter the amount of cars you will have and the border color to mark the hack further i moved the copyright notice one line down and opened a line to hack an additional title in i.e. "CUSTOM" (already present) or anything that will tell you which "Bump 'n' Jump" is running. You can even change some text color if you like that but a colored border marks the hack for sure better (it was rather an alternative before i found where to change the border color, it was this obvious one never would guess).

I was quite lucky here to have a large hole from $de28 - $dfff where i could place my whole hack, it won't use a single extra byte in size.

Both, address for title string and start of game point to the new section start of game is here the animation in the title screen, there is a second start address (which looks a bit like a remnant since it repeats the whole title code). The color for the copyright notice i changed to yellow but it is quite easy to revert it to white or to use a different foreground color (refer to the original data and you get the idea).

NOTE:

You can only use uppercase letters for the additional text because of the set color stack.

You can only have a maximum of 99 cars (0x63).

It would be possible to use the very first line for a line of text to but all the rest except line 11 and 12 will interfere with the animation. You can display this text in an optional line one inverted when you use 20# as color (# is 0-7) the first "2" is the background color blue but you can't have all in this manner possible would be even red and tan but blue suits quite well also you will have still space enough in the used empty section of the image for this (note that this must be placed in front of the "jingle" and "loop" and will shift all addresses up). First i used line one but i wasn't quite satisfied that it steals a line from the animation and thus i moved the copyright notice down to make room for the custom text line.

 

Spoiler

 


;;;Bump 'n' Jump (1982-83) (Mattel).cfg
;;;20210614gernotschrader
[vars]
name = "Bump 'n' Jump"
short_name = "Bump 'n' Jump"
author = "Data East / Mattel Electronics"
publisher = "Mattel Electronics"
release_date = 1983
;
[mapping]
$0000 - $1FFF = $5000
$2000 - $2FFF = $D000
$3000 - $3FFF = $F000
;
[macro]
p 5004  34 ; start of game ($5028)
p 5005  de ;
p 500a  28 ; date/title ($501c)
p 500b  de ;
p 501c  53 ; 83 (year)
;
p 51f4   0 ; moves copyright to line 12
p 51f5   0 ;
p 51f6   0 ;
p 51f7   0 ;
p 51f8   0 ;
p 51f9   0 ;
p 51fa   0 ;
p 51fb   0 ;
p 51fc   0 ;
p 51fd   0 ;
p 51fe   0 ;
p 51ff   0 ;
p 5200   0 ;
p 5201   0 ;
p 5202   0 ;
p 5203   0 ;
p 5204   0 ;
p 5205   0 ;
p 5206   0 ;
p 5207   0 ;
p 5208   0 ;
p 5209   0 ;
p 520a   0 ;
p 520b   0 ;
p 520c   0 ;
p 520d   0 ;
p 520e   0 ;
p 520f   0 ;
p 5210   0 ;
p 5211   0 ;
p 5212  5e ; c (5f)
p 5213   8 ;
p 5214  86 ; 19 (87)
p 5215   8 ;
p 5216  8e ; 8 (8f)
p 5217   8 ;
p 5218  ce ; 3 (cf)
p 5219   8 ;
p 521a  66 ; M (67)
p 521b   8 ;
p 521c  6e ; a (6f)
p 521d   8 ; 
p 521e  76 ; tt (77)
p 521f   8 ;
p 5220  7e ; el (7f)
p 5221   8 ;
p 5222   0 ;
p 5223   0 ;
p 5224   0 ;
p 5225   0 ;
p 5226  5e ; c (5f)
p 5227   8 ;
p 5228  86 ; 19 (87)
p 5229   8 ;
p 522a  8e ; 8 (8f)
p 522b   8 ;
p 522c  96 ; 2 (97)
p 522d   8 ;
p 522e  9e ; D (9f)
p 522f   8 ;
p 5230  a6 ; a (a7)
p 5231   8 ;
p 5232  ae ; ta (af)
p 5233   8 ; 
p 5234  b6 ; E (b7)
p 5235   8 ;
p 5236  be ; a (bf)
p 5237   8 ;
p 5238  c6 ; st (c7)
p 5239   8 ;
;
;p 54ab   0 ; border color (0)
;
;p 555c   5 ; cars (5)
;
;p 614a   2 ; color "BUMP 'N' JUMP" (2)
;p 6164   7 ; color "# OF PLAYERS" (7)
;p 6197   7 ; color players 1 or 2 (7)
;p 6222   7 ; color "GET READY" (7)
;p 623e   7 ; color "PLAYER 1/2" (7)
;p 6276   7 ; color "HIGH SCORE" (7)
;p 6290   7 ; color high score# (7)
;p 62ff   7 ; color "PLAYER 1/2 GAME OVER" (7)
;
;p 6381   7 ; color "CONGRATULATIONS..." (7)
;p 6416   7 ; color "NEXT SEASON..." (7)
;p 642d   6 ; color season name (6)
;p 656a   6 ; color end level & roadway dynamic numbers (6)
;p 65d3   6 ; color last player score (6) 
;p 65db   7 ; color next player score (7)
;
p de28  53 ; title code & start of game
p de29  42 ;
p de2a  55 ;
p de2b  4d ;
p de2c  50 ;
p de2d  4e ;
p de2e  4a ;
p de2f  55 ;
p de30  4d ;
p de31  50 ;
p de32   0 ;
p de33 2b5 ;
p de34 275 ;
p de35   4 ;
p de36 150 ;
p de37  4b ;
p de38 2bc ;
p de39 312 ;
p de3a   1 ;
p de3b 2b9 ;
p de3c   c ;
p de3d  2b ;
p de3e 2b8 ;
p de3f   4 ;
p de40   4 ;
p de41 114 ;
p de42 341 ;
p de43 2b8 ;
p de44   3 ;
p de45 240 ;
p de46 103 ;
p de47 2b8 ;
p de48  10 ;
p de49 240 ;
p de4a 115 ;
p de4b 2ba ;
p de4c 31d ;
p de4d   1 ;
p de4e 2b9 ;
p de4f  d6 ;
p de50  52 ;
p de51 2b8 ;
p de52   8 ;
p de53   4 ;
p de54 114 ;
p de55 2b4 ;
;
p de56 2bc ; custom text
p de57 2c8 ; line 11
p de58 2bb ;
p de59   1 ; color
p de5a   4 ;
p de5b 118 ;
p de5c  7b ;
p de5d  20 ;
p de5e  20 ;
p de5f  20 ;
p de60  20 ;
p de61  20 ;
p de62  20 ;
p de63  20 ;
p de64  43 ; C
p de65  55 ; U
p de66  53 ; S
p de67  54 ; T
p de68  4f ; O
p de69  4d ; M
p de6a  20 ;
p de6b  20 ;
p de6c  20 ;
p de6d  20 ;
p de6e  20 ;
p de6f  20 ;
p de70  20 ;
p de71   0 ;
;
p de72   4 ; bnj jingle
p de73 118 ;
p de74 327 ;
p de75   f ;
p de76 137 ;
p de77 13e ;
p de78 15c ;
p de79 13c ;
p de7a 11c ;
p de7b 13b ;
p de7c 10c ;
p de7d 11c ;
p de7e 15c ;
p de7f 13c ;
p de80 11c ;
p de81 137 ;
p de82 137 ;
p de83 13c ;
p de84   0 ;
;
p de85   4 ; bnj loop
p de86 118 ;
p de87 327 ;
p de88 10c ;
p de89 10c ;
p de8a  cc ;
p de8b  cc ;
p de8c  ec ;
p de8d  ec ;
p de8e 11e ;
p de8f 10c ;
p de90 10c ;
p de91  cc ;
p de92  cc ;
p de93  ec ;
p de94  ec ;
p de95  7e ;
p de96 10c ;
p de97 10c ;
p de98  cc ;
p de99  cc ;
p de9a  ec ;
p de9b  ec ;
p de9c 10c ;
p de9d 11c ;
p de9e 13c ;
p de9f 13c ;
p dea0 18c ;
p dea1 13c ;
p dea2 10c ;
p dea3 13c ;
p dea4 18e ;
p dea5 18c ;
p dea6 15e ;
p dea7 11c ;
p dea8 17c ;
p dea9 13e ;
p deaa 10c ;
p deab 15c ;
p deac 11e ;
p dead  ec ;
p deae 13c ;
p deaf 10e ;
p deb0  cc ;
p deb1  cc ;
p deb2 10c ;
p deb3 13c ;
p deb4 13c ;
p deb5  ec ;
p deb6 11c ;
p deb7 15c ;
p deb8 15c ;
p deb9 13c ;
p deba 17c ;
p debb 1ac ;
p debc 1cc ;
p debd 18f ;
p debe 18a ;
p debf 178 ;
p dec0 11e ;
p dec1 17a ;
p dec2 158 ;
p dec3 10e ;
p dec4 10a ;
p dec5 118 ;
p dec6 13e ;
p dec7  48 ;
p dec8  58 ;
p dec9  78 ;
p deca  98 ;
p decb  b8 ;
p decc  c8 ;
p decd  e8 ;
p dece 108 ;
p decf 11a ;
p ded0 138 ;
p ded1 15e ;
p ded2  58 ;
p ded3  78 ;
p ded4  98 ;
p ded5  b8 ;
p ded6  c8 ;
p ded7  e8 ;
p ded8 108 ;
p ded9 118 ;
p deda 10c ;
p dedb 10c ;
p dedc 11c ;
p dedd 11c ;
p dede 13c ;
p dedf 13c ;
p dee0  ce ;
p dee1 10c ;
p dee2  cc ;
p dee3  ec ;
p dee4 11c ;
p dee5 10c ;
p dee6  ec ;
p dee7  ce ;
p dee8 10c ;
p dee9 108 ;
p deea 108 ;
p deeb  cc ;
p deec  c8 ;
p deed  c8 ;
p deee 11c ;
p deef 10c ;
p def0 0ee ;
p def1 10c ;
p def2 108 ;
p def3 108 ;
p def4  cc ;
p def5  c8 ;
p def6  c8 ;
p def7 10c ;
p def8  ec ;
p def9  ce ;
p defa 10c ;
p defb 108 ;
p defc 108 ;
p defd  cc ;
p defe  c8 ;
p deff  c8 ;
p df00  e8 ;
p df01 108 ;
p df02 118 ;
p df03 138 ;
p df04 17e ;
p df05 10c ;
p df06 108 ;
p df07 108 ;
p df08  cc ;
p df09  c8 ;
p df0a  c8 ;
p df0b 11c ;
p df0c 10c ;
p df0d  ee ;
p df0e 10c ;
p df0f 108 ;
p df10 108 ;
p df11  cc ;
p df12  c8 ;
p df13  c8 ;
p df14  b8 ;
p df15  98 ;
p df16  b8 ;
p df17  c8 ;
p df18  ee ;
p df19 10c ;
p df1a 108 ;
p df1b 108 ;
p df1c  cc ;
p df1d  c8 ;
p df1e  c8 ;
p df1f  e8 ;
p df20 108 ;
p df21 118 ;
p df22 138 ;
p df23 15e ;
p df24 17c ;
p df25 178 ;
p df26 178 ;
p df27 13c ;
p df28 138 ;
p df29 138 ;
p df2a 188 ;
p df2b 178 ;
p df2c 158 ;
p df2d 178 ;
p df2e 18e ;
p df2f 18c ;
p df30 15c ;
p df31 11c ;
p df32 13c ;
p df33 17c ;
p df34 13c ;
p df35 10c ;
p df36 11c ;
p df37 15c ;
p df38 11c ;
p df39  ec ;
p df3a 10c ;
p df3b 13c ;
p df3c 10c ;
p df3d  ce ;
p df3e 18e ;
p df3f 15c ;
p df40 11c ;
p df41 17c ;
p df42 17c ;
p df43 13c ;
p df44 10c ;
p df45 15e ;
p df46 11c ;
p df47  ec ;
p df48 13c ;
p df49 13c ;
p df4a 10c ;
p df4b  c0 ;
p df4c   0 ;
;
p df4d 220 ;
p df4e  c9 ; go to $de85 (201 decles back)
p df4f 2b7 ;

 

 

 

 

I chose a blue (0x1) label and blue border for what i call "advantage" (a plus of two lives for almost every game), crimson (0xf) border and red lettering for "lethal" which means a single life and dark green (0x4) for the border and lettering of "trainer" (in this case 99 cars), this manner i kept now for most games i altered.

 

---

 

To the cook race, similar as for bnj i added the intro jingle and the music loop to the title and of course you can set the amount of Peters to waste for you, note that Peter and Pepper use the same value, that means if you set 4 you will have 5 Cooks and 4 Peppers (the amount of cooks are the left over cooks). Since the music is a sfx and not played by the note player it sounds exactly as in the game, but the volume difference i can't change without to change the whole sequence. BurgerTime leaves some more options to insert a custom text and you can use lowercase letters.
NOTE: BurgerTime does not allow to have more as 128 cooks else the program gets confused and you will always start as player 2.

 

Spoiler

 


;;;BurgerTime! (1982) (Mattel).cfg
;;;20210613gernotschrader
[vars]
name = "BurgerTime!"
short_name = "BurgerTime!"
author = "Data East / Ray Kaestner"
publisher = "Mattel Electronics"
release_date = 1982
;
[mapping]
$0000 - $1FFF = $5000
;
[memattr]
$9000 - $91FF = ROM 16
;
[macro]
p 500a  0 ; date / title $9000 ($5040)
p 500b 90 ;           "
p 5013  0 ; border color
;
p 51ce  4 ; reserve Peter & Pepper (4)
;
p 9000  52 ; 82 (year)
p 9001  42 ; B
p 9002  75 ; u
p 9003  72 ; r
p 9004  67 ; g
p 9005  65 ; e
p 9006  72 ; r
p 9007  54 ; T
p 9008  69 ; i
p 9009  6d ; m
p 900a  65 ; e
p 900b  21 ; !
p 900c   0 ; 
p 900d 2bc ; 
p 900e 200 ; 
p 900f 2b8 ; 
p 9010  f0 ; 
p 9011   4 ; 
p 9012 114 ; 
p 9013 338 ; 
p 9014   2 ; 
p 9015 2b8 ; 
p 9016   0 ; 
p 9017 240 ; 
p 9018  2c ; 
p 9019 240 ; 
p 901a  28 ; 
p 901b 2b8 ; 
p 901c  90 ; 
p 901d 240 ; 
p 901e 102 ; 
p 901f 2bb ; 
p 9020   3 ; color (3)
p 9021 2bc ; 
p 9022 201 ; position (1 character)
p 9023   4 ; 
p 9024 118 ; 
p 9025  7b ; 
p 9026  4d ; M
p 9027  61 ; a
p 9028  74 ; t
p 9029  74 ; t
p 902a  65 ; e
p 902b  6c ; l
p 902c  20 ; 
p 902d  45 ; E
p 902e  6c ; l
p 902f  65 ; e
p 9030  63 ; c
p 9031  74 ; t
p 9032  72 ; r
p 9033  6f ; o
p 9034  6e ; n
p 9035  69 ; i
p 9036  63 ; c
p 9037  73 ; s
p 9038   0 ; 
p 9039 2bb ; 
p 903a   3 ; color (3)
p 903b 2bc ; 
p 903c 2e0 ; position (e0, 224 chars)
p 903d   4 ; 
p 903e 118 ; 
p 903f  7b ; 
p 9040  31 ; 1
p 9041  39 ; 9
p 9042  38 ; 8
p 9043  32 ; 2
p 9044  20 ; 
p 9045  44 ; D
p 9046  61 ; a
p 9047  74 ; t
p 9048  61 ; a
p 9049  20 ; 
p 904a  45 ; E
p 904b  61 ; a
p 904c  73 ; s
p 904d  74 ; t
p 904e   0 ; 
p 904f 2bb ; 
p 9050   3 ; color (3)
p 9051 2bc ; 
p 9052 2cd ; position (cd, 205 chars)
p 9053   4 ; 
p 9054 118 ; 
p 9055  7b ; 
p 9056  31 ; 1
p 9057  39 ; 9
p 9058  38 ; 8
p 9059  32 ; 2
p 905a  20 ; 
p 905b  4d ; M
p 905c  61 ; a
p 905d  74 ; t
p 905e  74 ; t
p 905f  65 ; e
p 9060  6c ; l
p 9061   0 ; 
p 9062   1 ; 
p 9063 2b8 ; 
p 9064  73 ; 
p 9065   9 ; 
p 9066 240 ; 
p 9067 2cc ; 
p 9068 240 ; 
p 9069 2df ; 
p 906a 2bb ; 
p 906b   3 ; color (3)
p 906c 2bc ; 
p 906d 219 ; position (19, 25 chars)
p 906e   4 ; 
p 906f 118 ; 
p 9070  7b ; 
p 9071  70 ; p
p 9072  72 ; r
p 9073  65 ; e
p 9074  73 ; s
p 9075  65 ; e
p 9076  6e ; n
p 9077  74 ; t
p 9078  73 ; s
p 9079   0 ; 
p 907a 2b8 ; 
p 907b   7 ; 
p 907c 240 ; 
p 907d 16f ; 
p 907e   4 ; 
p 907f 150 ; 
p 9080 363 ; 
p 9081 2b8 ; 
p 9082  30 ; 
p 9083  40 ; 
p 9084 240 ; 
p 9085 31f ; 
p 9086 240 ; 
p 9087 327 ; 
p 9088 2b8 ; 
p 9089  28 ; 
p 908a  40 ; 
p 908b 240 ; 
p 908c 320 ; 
p 908d 240 ; 
p 908e 328 ; 
p 908f 2b8 ; 
p 9090  1f ; 
p 9091 240 ; 
p 9092 176 ; 
p 9093 2b8 ; 
p 9094   4 ; 
p 9095 240 ; 
p 9096 103 ; 
p 9097   4 ; 
p 9098 154 ; 
p 9099 1ef ; 
p 909a 2bb ; 
p 909b   6 ; color (6)
p 909c 2bc ; 
p 909d 268 ; position (68, 104 chars)
p 909e   4 ; 
p 909f 118 ; 
p 90a0  7b ; 
p 90a1  42 ; B
p 90a2  75 ; u
p 90a3  72 ; r
p 90a4  67 ; g
p 90a5  65 ; e
p 90a6  72 ; r
p 90a7  54 ; T
p 90a8  69 ; i
p 90a9  6d ; m
p 90aa  65 ; e
p 90ab  21 ; !
p 90ac   0 ;
;
p 90ad 2bc ; custom text
p 90ae 27d ; position (7f, 125 chars)
p 90af 2bb ; 
p 90b0   7 ; color
p 90b1   4 ;
p 90b2 118 ;
p 90b3  7b ;
p 90b4  20 ;
p 90b5  20 ;
p 90b6  20 ;
p 90b7  20 ;
p 90b8  20 ;
p 90b9  20 ;
p 90ba  20 ;
p 90bb  20 ;
p 90bc  20 ;
p 90bd   0 ;
;
p 90be 2bc ; custom text
p 90bf 291 ; position (7d, 145 chars)
p 90c0 2bb ; 
p 90c1   7 ; color
p 90c2   4 ;
p 90c3 118 ;
p 90c4  7b ;
p 90c5  20 ;
p 90c6  20 ;
p 90c7  20 ;
p 90c8  20 ;
p 90c9  20 ;
p 90ca  20 ;
p 90cb  20 ;
p 90cc  20 ;
p 90cd  20 ;
p 90ce   0 ;
;
p 90cf   1 ; title code
p 90d0 2b8 ; 
p 90d1  52 ; 
p 90d2   9 ; 
p 90d3 240 ; 
p 90d4 2a4 ; 
p 90d5   1 ; 
p 90d6 2b8 ; 
p 90d7  5b ; 
p 90d8   9 ; 
p 90d9 240 ; 
p 90da 290 ; 
p 90db   1 ; 
p 90dc 2b8 ; 
p 90dd 042 ; 
p 90de   9 ; 
p 90df 240 ; 
p 90e0 23d ; 
;
p 90e1   4 ; jingle
p 90e2 118 ;
p 90e3 3be ;
p 90e4  24 ;
p 90e5 3c9 ;
p 90e6  35 ;
p 90e7  6b ;
p 90e8 380 ;
p 90e9  e2 ;
p 90ea 348 ;
p 90eb 23b ;
p 90ec 26b ;
p 90ed   5 ;
p 90ee  25 ;
p 90ef  6b ;
p 90f0 380 ;
p 90f1  be ;
p 90f2 348 ;
p 90f3 1c5 ;
p 90f4 26b ;
p 90f5   5 ;
p 90f6  25 ;
p 90f7  6b ;
p 90f8 380 ;
p 90f9  be ;
p 90fa 348 ;
p 90fb 17d ;
p 90fc 26b ;
p 90fd   5 ;
p 90fe  25 ;
p 90ff  6b ;
p 9100 380 ;
p 9101  d7 ;
p 9102   8 ;
p 9103   0 ;
p 9104  eb ;
p 9105   5 ;
p 9106  6b ;
p 9107 380 ;
p 9108  e2 ;
p 9109  eb ;
p 910a   5 ;
p 910b  25 ;
p 910c  6b ;
p 910d 380 ;
p 910e  d7 ;
p 910f 348 ;
p 9110 1fc ;
p 9111 26b ;
p 9112   5 ;
p 9113  25 ;
p 9114  6b ;
p 9115 380 ;
p 9116  aa ;
p 9117 348 ;
p 9118 1ac ;
p 9119 26b ;
p 911a   5 ;
p 911b  25 ;
p 911c  6b ;
p 911d 380 ;
p 911e  aa ;
p 911f 348 ;
p 9120 153 ;
p 9121 26b ;
p 9122   5 ;
p 9123  25 ;
p 9124  6b ;
p 9125 380 ;
p 9126  be ;
p 9127   8 ;
p 9128   0 ;
p 9129  eb ;
p 912a   5 ;
p 912b  6b ;
p 912c 380 ;
p 912d  d7 ;
p 912e  eb ;
p 912f   5 ;
p 9130  25 ;
p 9131  6b ;
p 9132 380 ;
p 9133  be ;
p 9134 348 ;
p 9135 12e ;
p 9136 26b ;
p 9137   5 ;
p 9138  25 ;
p 9139  6b ;
p 913a 380 ;
p 913b  97 ;
p 913c 348 ;
p 913d 17d ;
p 913e 26b ;
p 913f   5 ;
p 9140  25 ;
p 9141  6b ;
p 9142 380 ;
p 9143  97 ;
p 9144 348 ;
p 9145 153 ;
p 9146 26b ;
p 9147   5 ;
p 9148  25 ;
p 9149  6b ;
p 914a 380 ;
p 914b  aa ;
p 914c 348 ;
p 914d 12e ;
p 914e  eb ;
p 914f   5 ;
p 9150  6b ;
p 9151 380 ;
p 9152  97 ;
p 9153  eb ;
p 9154   5 ;
p 9155  25 ;
p 9156  6b ;
p 9157 380 ;
p 9158  8f ;
p 9159 348 ;
p 915a 11d ;
p 915b 26b ;
p 915c   5 ;
p 915d  25 ;
p 915e  6b ;
p 915f 380 ;
p 9160  aa ;
p 9161 348 ;
p 9162 153 ;
p 9163 26b ;
p 9164   5 ;
p 9165  25 ;
p 9166  6b ;
p 9167 380 ;
p 9168  be ;
p 9169 348 ;
p 916a 17d ;
p 916b 26b ;
p 916c  25 ;
p 916d  6b ;
p 916e 26b ;
p 916f   5 ;
p 9170  6b ;
p 9171 3f9 ;
p 9172  cf ;
;
p 9173   4 ; loop
p 9174 118 ;
p 9175 3be ;
p 9176   1 ;
p 9177  7d ;
p 9178  77 ;
p 9179   2 ;
p 917a  6f ;
p 917b 3c9 ;
p 917c 17d ;
p 917d  35 ;
p 917e  ab ;
p 917f 280 ;
p 9180  8f ;
p 9181 248 ;
p 9182 1ac ;
p 9183  ab ;
p 9184  35 ;
p 9185  ab ;
p 9186 280 ;
p 9187  6b ;
p 9188  ab ;
p 9189  35 ;
p 918a  ab ;
p 918b 280 ;
p 918c  71 ;
p 918d 248 ;
p 918e 17d ;
p 918f  ab ;
p 9190  35 ;
p 9191  ab ;
p 9192 280 ;
p 9193  7f ;
p 9194  ab ;
p 9195  35 ;
p 9196  ab ;
p 9197 280 ;
p 9198  8f ;
p 9199 248 ;
p 919a 153 ;
p 919b  ab ;
p 919c  35 ;
p 919d  ab ;
p 919e 280 ;
p 919f  97 ;
p 91a0 248 ;
p 91a1 17d ;
p 91a2  ab ;
p 91a3  35 ;
p 91a4  ab ;
p 91a5 280 ;
p 91a6  8f ;
p 91a7 248 ;
p 91a8 153 ;
p 91a9  ab ;
p 91aa  35 ;
p 91ab  ab ;
p 91ac 280 ;
p 91ad  97 ;
p 91ae 248 ;
p 91af 17d ;
p 91b0  ab ;
p 91b1  35 ;
p 91b2  ab ;
p 91b3 280 ;
p 91b4  8f ;
p 91b5 248 ;
p 91b6 153 ;
p 91b7 16b ;
p 91b8  25 ;
p 91b9  ab ;
p 91ba   5 ;
p 91bb  ab ;
p 91bc 280 ;
p 91bd  6b ;
p 91be  ab ;
p 91bf  25 ;
p 91c0  ab ;
p 91c1 248 ;
p 91c2 153 ;
p 91c3  ab ;
p 91c4  35 ;
p 91c5  ab ;
p 91c6 280 ;
p 91c7  8f ;
p 91c8 248 ;
p 91c9 153 ;
p 91ca 16b ;
p 91cb  25 ;
p 91cc  ab ;
p 91cd   5 ;
p 91ce  ab ;
p 91cf 280 ;
p 91d0  6b ;
p 91d1 16b ;
p 91d2  25 ;
p 91d3  ab ;
p 91d4  35 ;
p 91d5  ab ;
p 91d6  77 ;
p 91d7   2 ;
p 91d8  6f ;
p 91d9 2cf ;
;
p 91da 2b7 ; exit

 

 

 

 

 

 

Sure this is even ideal to label possible hacks of this game which was made with David Harley's BurgerTime Level Editor, an example is this:

0000.thumb.png.9ed24f30c5b8e49edbb11340d035f2e7.png

 

At least now you can listen to this earpiercing mega hit and you even won't have to play :)

 

---

 

As a last little thing i post a cutout.txt it will help with editing but to make best use of it i recommend a notepad like notepad++ it is an immense help.

You can mark and cut out text blocks unrelated to the line or column they stand in (block mode) this will help you a lot (if you don't use already a similar tool).

And maybe if one likes to cut out the data directly from a bin a good hex editor comes at hand, personally i use TinyHexer since many years, it's no longer further developed but that doesn't means it is obsolete it just can't be made better. TinyHexer can be advised to reside in the right-click options and you can use send to... to open a file with it which is very practical if you use it often.

For this it might be already a profit to quickly write down a text and receive the hexadecimal values for the glyph, it can copy the values to the clipboard and this can be used in notepad++ (you can even edit a running process in ram with this hex editor while we won't need this here but just to tell it's a quite exclusive feature you really can't add much to this program).
 

Spoiler

 


copypaste.txt

text snippets

61 ; a		61 ; a		6c ; l		74 ; t		63 ; c
64 ; d          72 ; r          65 ; e          72 ; r          75 ; u
76 ; v          63 ; c          74 ; t          61 ; a          73 ; s
61 ; a          61 ; a          68 ; h          69 ; i          74 ; t
6e ; n          64 ; d          61 ; a          6e ; n          6f ; o
74 ; t          65 ; e          6c ; l          65 ; e          6d ; m
61 ; a                                          72 ; r                
67 ; g                                                                
65 ; e                                                                
                  
		  
49 ; I                                                    
6e ; n                                                    
73 ; s                                                    
6f ; o                                                    
6d ; m
6e ; n
69 ; i
61 ; a
56 ; V
69 ; i
73 ; s
69 ; i
6f ; o
6e ; n

-------------------------------------------------------------------------------
header for text strings

2bc ;
200 ; position (0 characters from top left)
2bb ; 
  0 ; color (usually 0=black, 1=blue, 2=red, 3=tan, 4=d.green, 5=b.green, 6=yellow, 7=white) 
  4 ;
118 ;
 7b ;

-------------------------------------------------------------------------------
open screen in color... with border (if) in color...

1c0 ;
2b8 ;
  0 ; bkg color (as text color plus 8=grey, 9=cyan, a=orange, b=olive, c=pink, d=violet, e=lime, f=crimson)
240 ; 
 2c ; border
240 ; 
 28 ; screen

-------------------------------------------------------------------------------
# from 00 to ff (for addressing)

00
01
02
03
04
05
06
07
08
09
0a
0b
0c
0d
0e
0f
10
11
12
13
14
15
16
17
18
19
1a
1b
1c
1d
1e
1f
20
21
22
23
24
25
26
27
28
29
2a
2b
2c
2d
2e
2f
30
31
32
33
34
35
36
37
38
39
3a
3b
3c
3d
3e
3f
40
41
42
43
44
45
46
47
48
49
4a
4b
4c
4d
4e
4f
50
51
52
53
54
55
56
57
58
59
5a
5b
5c
5d
5e
5f
60
61
62
63
64
65
66
67
68
69
6a
6b
6c
6d
6e
6f
70
71
72
73
74
75
76
77
78
79
7a
7b
7c
7d
7e
7f
80
81
82
83
84
85
86
87
88
89
8a
8b
8c
8d
8e
8f
90
91
92
93
94
95
96
97
98
99
9a
9b
9c
9d
9e
9f
a0
a1
a2
a3
a4
a5
a6
a7
a8
a9
aa
ab
ac
ad
ae
af
b0
b1
b2
b3
b4
b5
b6
b7
b8
b9
ba
bb
bc
bd
be
bf
c0
c1
c2
c3
c4
c5
c6
c7
c8
c9
ca
cb
cc
cd
ce
cf
d0
d1
d2
d3
d4
d5
d6
d7
d8
d9
da
db
dc
dd
de
df
e0
e1
e2
e3
e4
e5
e6
e7
e8
e9
ea
eb
ec
ed
ee
ef
f0
f1
f2
f3
f4
f5
f6
f7
f8
f9
fa
fb
fc
fd
fe
ff

-------------------------------------------------------------------------------
code table

20 "space"	41 A		61 a
21 !            42 B            62 b
22 "            43 C            63 c
23 #            44 D            64 d
24 $            45 E            65 e
25 %            46 F            66 f
26 &            47 G            67 g
27 '            48 H            68 h
28 (            49 I            69 i
29 )            4A J            6A j
30 0            4B K            6B k
31 1            4C L            6C l
32 2            4D M            6D m
33 3            4E N            6E n
34 4            4F O            6F o
35 5            50 P            70 p
36 6            51 Q            71 q
37 7            52 R            72 r
38 8            53 S            73 s
39 9            54 T            74 t
40 @            55 U            75 u
                56 V            76 v
                57 W            77 w
                58 X            78 x
                59 Y            79 y
                5A Z            7A z
                5B [            7B {
                5C /            7C |
                5D ]            7D }
                5E ^            7E ~
                5F _            7F "filled"
                60 `            

 

 

 

 

Especially the long strip with the values from 00 to FF i use very often for addressing, mark with notepad++ a block (press ALT to activate the block mode) i.e. 20 lines type i.e. "p 60" and the whole 20 lines will show "p 60", now mark 20 lines in the same manner i.e. from  00 to 14 mark again the right border of the 20 x "p 60" and paste in the row you copied - finito (but of course notepad++ offers far more as just this). The "code table" i only added for completeness imho the best option is to write a text in the hex editor and copy the values for a use in notepad++, it's relatively easy to remove the spaces and to line all up.

 

Edited by Gernot
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Right now i opened a blog "Intellivision hacks (.cfg files)" where i post the config files as .zip file, unlike here the zip contains usually four versions ready to use, usually one where is nothing altered except that i added a sfx or music to the title screen and an "advantage" (+2 lives), a "lethal" (single life) and a "trainer" (max. amount of lives). The intention was that everyone should be able to use them without to know much about how it works just use them together with a same (re)named .bin of the original game either with jzIntv or convert them to a .rom using bin2rom for the use in a different emulator which didn't parses the .cfg file as jzIntv does. At top of the blog is a short "how to" and links to what you will need to edit the files if you like but for a simple use you can bypass this.

 

If i add something really new which is not a repetition of a hack i already made i will still post it here but only then, mostly it's the same stuff over and over applied to a different game.

 

What i guess will follow are the sport game hacks since i know that there is some interest in.

They won't differ much from what i posted a few years ago except that they will show now in the title which alternative it is (i.e. Soccer 2x22 Minutes).

It will take some time i like to give you the possibility to even change the team colors, this worked out fine for NASL Soccer but for the rest i have to see how i can achieve this.

Edited by Gernot
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3 hours ago, cmadruga said:

It would be nice if the hacks could somehow alleviate bugs and issues with certain games. Then you will be a hero.

Indeed (it will exceed) ;)

It would be really nice, hey i'm no coder i'm a bloody beginner i guess the risk is higher that i give a bug birth as to squeeze one.

Who knows...

There is a lady who was sure that i squeeze every (i stumble over).

I guess it's much easier to find one in a visual c script as in assembler, much easier even to ask "do you think that is proper?".

You wouldn't expect it but you can make yourself foes with this.

"Hero" depends a lot on the pov.

For the players i was sometimes for some co-developers sometimes not, that little that i was entitled behind my back an asshole and was finally pushed out.

But that isn't the reason, the reason is for real i'm just an interested player or see myself as this.

Really i just started out, one couldn't know what will become of this once i even was a bloody beginner in scripting geometry now i can say i'm one of the few who understands this crazy method of modelling. But recently i guess it's far to early to ask for such but well if i see one - i will squeeze it.

 

 

he177-2anim.gif?download&psid=1

I'm a Pixel Monkey...

screenshot-20210124-144913.thumb.png.bb30d377953bf76a6b130c8b006ffc03.png

...and verticle addicted.

 

And i think your Ghost Busters project looks nice, almost like the c64 version - better even it's intellivisionized.

Edited by Gernot
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  • 2 weeks later...

Just for the fun of it, is there anything unexpected in this pic?

(apart from that Joe's Pong has no title screen)

 

shot0000.gif.b9e48e8277d28b0b2d65d6e9e34c9d4b.gif

 

Spoiler

I noticed that for the IntyBASIC projects to mimic the color bar a different character is used. I didn't repeated the whole code i just cleared the screen partially from on pos 40 which leaves the original color bar visible and used the proper character to print the white quad over the black.

 

For an IntyBASIC project it could look like this:

shot0001.gif.d37aa2c42f6562bba43765c0710a7bf3.gif

 

I would have liked cyan instead of the dark green in "BASIC" but it seems there is no way to use background colors for the grom characters? At least i didn't found a method yet.

 

 

Edited by Gernot
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1 hour ago, Gernot said:

I would have liked cyan instead of the dark green in "BASIC" but it seems there is no way to use background colors for the grom characters? At least i didn't found a method yet.

There are two methods to get pastel colors for GROM characters.

  1. Copy the GROM character into GRAM.
  2. Use a sprite, fetching the image data from GROM.
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Thanks, yes of method 1 i thought about as a possibility because i noticed that i can have (obviously and of course) any color for a gram card it's just a bit complicated for me, but i will see.

The "BASIC" lettering isn't such important but i would have liked to use it for a different title.

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I guess it wasn't a bad idea to open this thread in the programming sub-forum, slowly this moves from a toying around with amount of lives to something little (very little) more advanced.

I will see...

 

cmadruga (great new avatar dude!) asked for fixes and i stumbled over something let's say quirky.

I liked for my own pleasure to have a different title screen for John Doherty's "Old Skool High" (the pr-release i downloaded years ago from the yahoo group).

Some might remember that i asked even some years ago what could be the cause for that it doesn't works proper in MAME and even on the Intellivision.

OhKeh... i added a title as usual and oops? (more or less, i had to skip the original title and this sequence contains also other data) what is happening jzIntv shows now the problem i had in MAME but now it works fine for MAME, how it turns out on the hardware i don't know yet since i have my console at home and web access only in my mothers flat.

Personally or this is what i assume or found out by looking at the disassembled program it has something to do with the STIC mode, this gets changed when i set the screen color of the title to black but it seems not to be the only issue with that, it's rather an issue as a fix.

 

However :) i will link the .cfg file it is at least fine that this fixed occasionally the issue it has with MAME.

Take care any other emulator doesn't likes this and will show complete scrambled graphics the worst is if you try to use it (converted to .rom of course) in Nostalgia here this - how should i call it? turned over bug? - leads to that everything is a simple block and that collision checking will be off.

You might experience that even in MAME the collision checking doesn't works proper but at least it works 90% of times while it is otherwise completely off.

 

"It's not a bug it's a feature" you just are lucky sometimes not to be catch by the greasers ;) (cough - greaser, lol, i mean obviously they are greasers, while hmmm... millennials i assume would say the all look like nerds like some commented to Dave Brubeck's "Take Five" - "They all look like nerds, with their horn glasses and greaser hairdo").

 

old_skool_high_cfg.zip

 

I'm not sure if it's fine to spread the game that's why i only linked the cfg files which doesn't fixes but reverses an issue, you might find it in the vastness of the web.

 

 

And that you don't get completely bored an off topic clip, talking 'bout "Dave Brubeck", some clarinettist (edit: sax player, pardon me) rearranged "The Stranglers - Golden Brown" to something that sounds exactly like the Dave Brubeck Quartet, really not knowing that the clip is cut together from "Take Five" i was first assuming it's original.

So here are the "nerdiest of nerds", really old skool:

 

Erm yes, and instead to torpedo the school bullies with a chalk board sponge i made them to my buddies, that's the best you can do :)

Ask Jerri Ellsworth she knows that to.

Edited by Gernot
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screenshot-20210630-164612.png.0e6bc695a8af54b1edc0f862461d2c26.png

Carol Cerulli local Police Officer from Dyson's Claim has contacted me via hypercom and she thinks that there are far to less colored ppl represented in video games (man they are always yellow, tan or worse even white).

She pointed out that even her comrade

screenshot-20210630-164719.png.95c324ca93e975ca4ab5e4c0877e0163.png

is dissatisfied with the situation.

She further argues about the lack of humor in recent games and that is, Morag said, the reason why she is only playing games from the end of 20th century, preferably the '80s.

 

This needs to be changed!

(really this needs a little change in Kid Robin Hood, erm i mean Old Skool, let's make a colored chalk board hero it's the ideal game for this)

 

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Following is the snipped one will need to change the color of the dude and the bullies, note that the two bullies need to have the same value as skin color for active and inactive state.

I did that already and the dude is now an olive colored let's say a creole, while the bullies have now the bright tan as skin color, sure you are free to color them as it pleases you.

It is a bit limited due to that we can use only 16 colors and olive is the only brown we have also it is a little difficult to find a fitting cloth color for the dude since he wears glasses (or has unlike the blind bullies eyes). An alternative would be to use red or blue as hair color i decided for grey, it's a rather old dude, give him pink and he turns to punk :)

I guess the method is easy to understand 000# 0-7 will lead to a color out of the foreground 8 (saturated colors) and 100# 0-7 to a color out of the background 8 (pastel colors).

I even peeped into the prototype "Kid Robin Hood" here the dude has already a bright green skin color why so ever, most probably Robin wears tights.

; 000# 0-7, saturated colors (black, blue, red, tan, dgreen, bgreen, yellow, white) 
; 100# 0-7, pastel colors (grey, cyan, orange, olive, pink, lavender, lemon, crimson)
p 56a4    1 ; dudes cloth (1)
p 56ac 1000 ; dudes hair (2)
p 56b4 1003 ; dudes skin (3)
p 5722    2 ; bully 1 cloth & hair (2)
p 572a    3 ; bully 1 skin (6) (inactive)
p 5736    1 ; bully 2 cloth & hair (1)
p 573e    3 ; bully 2 skin (6) (inactive)
p 5b7c    3 ; bully 1 skin (6) (active)
p 5b86    3 ; bully 2 skin (6) (active)

Why it needs two colors for active and inactive state isn't clear to me yet (it seems it's only relevant for the animated sprites, the cloth of the bullies don't needs this and this isn't animated) but i noticed this already for soccer.

A little nitpicking thing i missed and why i don't posted the sport game hacks yet (most i even didn't started because i liked first to know how that works).

"eis nach em andere, wie d's Paris" (one after the other like in Paris or analogous translated in the dollhouse).

Slowly i reach the target to customize the sport games even to change "home" and "guest" to a string of your choice.

Sure my version of soccer will have white (alt. blue) and white (alt. black) players (FCZürich vs. Grasshoppers Zürich)

That is because i lived for two years close to the stadium, very close only a spit and even was part of the construction workers who built the new (trashy) stadium.

(trashy because it's a fine example for that you can't study architecture in an auditorium, the result is waste, an architect with little idea about statics because of lack of experience is no architect he's a boaster. He had the fantastic idea to make a self-supporting roof but well they leak mostly of the understatement a guy like Bucky had naturally, they don't leak especially of education they leak of understatement - it had to fail and it is only good that it failed. Overall they never respected any of our arguments "do as we said", that means turn off thinking we think for you and the result can be a giant air bubble in the concrete - not that i didn't warned them but they can't listen to a dude in an oily blue overall. For the soccer fans the stadium is a nightmare, it never was a soccer stadium i must add, it always was meant also for athletics but they even expanded the oval and now the spectators are simply to far from the field and a lot of atmosphere is lost, for good of - i don't know. Well yes "little big city" has two clubs and had two stadium but they wrecked the Grasshoppers stadium and now they can't decide proper if and how and who should pay this, especially since the main sponsor of Grasshoppers quit).

 

Did i already said that i like "Hard Hat"? unfortunately i found no mate yet to play it.

But today a helmet isn't enough to protect you you even need a hard head like a rock to stand the idiots.

"We don't like to see your sort on any construction site anymore"

Aha because i warned them and it failed because they planned it wrong?

I wonder who shouldn't be on the construction site and who would have earned their money righteously.

So i quit (not the only reason, but overall it gets only worse).

 

Next time i will tell you how it came that one of the worldwide FIVE! 1GW generators was "blown to pieces" because of the beans counters.

They fumble around with a NPP like four year old children all just because of profit.

Edited by Gernot
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Did anyone of you knew that "OLD SKOOL" has a god mode you can turn on/off?

How i didn't know yet and even if i'm not sure if i should spoil the fun to find out how to activate it.

Probably it is known and i don't know this.

 

Edited by Gernot
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