Search found 49 matches

by Diminished
Tue Jan 16, 2018 2:41 pm
Forum: software: classic games
Topic: Citadel Item Randomiser 0.1 (and now 0.2)
Replies: 28
Views: 966

Re: Citadel Item Randomiser 0.1 (and now 0.2)

Here's the 2 file (CITADEL and CITAX), no speech, no title screen, PIAS1 re-release BBC Master compatible disk version, which I guess would've been the last official release of the game :?: (CHAIN"CITADEL" to load!) Thanks for these, Bill ... I quite fancy this one, as you don't have to s...
by Diminished
Fri Jan 12, 2018 5:10 pm
Forum: software: classic games
Topic: Citadel Item Randomiser 0.1 (and now 0.2)
Replies: 28
Views: 966

Re: Citadel Item Randomiser 0.1 (and now 0.2)

Worth a try, Rich ... I might as well post the current state of my CITAM disassembly ... It's unfinished and I know for a fact it contains plenty of inconsistencies and mistakes, and much of the variable and subroutine naming could be improved. I don't think WFDIS supports comments longer than a sin...
by Diminished
Fri Jan 12, 2018 2:25 pm
Forum: software: classic games
Topic: Citadel Item Randomiser 0.1 (and now 0.2)
Replies: 28
Views: 966

Re: Citadel Item Randomiser 0.1 (and now 0.2)

Incidentally, that weird code in the patch which is checking for certain magic values and converting them to other magic values: that's translating a 'stripy' colour value into the best flat colour that can be selected using a legal GCOL call. That's why stuff like the Witch's House roof looks flat...
by Diminished
Fri Jan 12, 2018 2:19 pm
Forum: software: classic games
Topic: Citadel Item Randomiser 0.1 (and now 0.2)
Replies: 28
Views: 966

Re: Citadel Item Randomiser 0.1 (and now 0.2)

Also, why is the patch code full of NOPs? Maybe I've been awake too long, but I keep giggling at this sentence. It seems like all I've done for two days is stare at deranged code that's inexplicably full of NOPs. I think I need to gawk at CITAM for a bit to regain my sanity. There isn't a single NO...
by Diminished
Fri Jan 12, 2018 1:31 pm
Forum: software: classic games
Topic: Citadel Item Randomiser 0.1 (and now 0.2)
Replies: 28
Views: 966

Re: Citadel Item Randomiser 0.1 (and now 0.2)

Well, this was more fun than working on the randomiser. That routine at &5720 looks like the bit that patches the game for Master compatibility - it puts a small amount of code at &B001 and then patches the main code to jump there in certain situations. If anyone has the time to look at what...
by Diminished
Fri Jan 12, 2018 11:06 am
Forum: software: classic games
Topic: Citadel Item Randomiser 0.1 (and now 0.2)
Replies: 28
Views: 966

Re: Citadel Item Randomiser 0.1 (and now 0.2)

Well, none of the STH images are originals, because the SSD format can't support protected disks. So all of those images are necessarily versions which have had their protection stripped and put onto a clean DFS format disk image. Ah, I didn't realise this. The original disk isn't formatted in any ...
by Diminished
Fri Jan 12, 2018 9:28 am
Forum: software: classic games
Topic: Citadel Item Randomiser 0.1 (and now 0.2)
Replies: 28
Views: 966

Re: Citadel Item Randomiser 0.1 (and now 0.2)

Thanks, Rich! I'm slightly disappointed that the STH version wasn't the original, since I'm pretty sure that's the one I spent two months disassembling! I'm baffled as to why CITAM would be reloaded at &8000. I'm not an expert on the machine's internals, but ... isn't that all ROM and I/O up the...
by Diminished
Fri Jan 12, 2018 6:10 am
Forum: software: classic games
Topic: Citadel Item Randomiser 0.1 (and now 0.2)
Replies: 28
Views: 966

Re: Citadel Item Randomiser 0.1 (and now 0.2)

Aha, that sounds likely. It might also explain why something seems to modify it. Which is actually where this gets interesting for the archivists, because I'm using the version from STH ( this one right here ). So if this is the hallmark of removed copy protection, then there seem to be two possibil...
by Diminished
Fri Jan 12, 2018 1:24 am
Forum: software: classic games
Topic: Citadel Item Randomiser 0.1 (and now 0.2)
Replies: 28
Views: 966

Re: Citadel Item Randomiser 0.1 (and now 0.2)

So ... could anyone with more experience than I have hazard a guess as to why this huge NOP sled exists in CITAL, after the call to OSFILE? ... 5476: ldx #$4d 5478: ldy #$56 547a: lda #$ff 547c: jsr $ffdd 547f: nop 5480: nop 5481: nop 5482: nop 5483: nop 5484: nop 5485: nop 5486: nop 5487: nop 5488:...
by Diminished
Fri Jan 05, 2018 7:03 pm
Forum: other vintage computer hardware, software and games
Topic: 34C3: Ultimate Apollo Guidance Computer Talk
Replies: 3
Views: 136

34C3: Ultimate Apollo Guidance Computer Talk

This might interest a few:

https://media.ccc.de/v/34c3-9064-the_ul ... puter_talk

If you can keep up with the breakneck speed of this presentation, then you're doing better than I did!
by Diminished
Fri Jan 05, 2018 4:13 pm
Forum: software: classic games
Topic: Citadel Item Randomiser 0.1 (and now 0.2)
Replies: 28
Views: 966

Re: Citadel Item Randomiser 0.1

Can you not use DIM to reserve the required number of bytes in memory (rather than to dimension an array)? Well, shucks. I had no idea you could do this. I've just tested your 0.2 version of this in-browser, and beat a seed with 99 points (and 265 energy remaining. 8)) So this looks like it works j...
by Diminished
Thu Jan 04, 2018 11:58 pm
Forum: software: classic games
Topic: Citadel Item Randomiser 0.1 (and now 0.2)
Replies: 28
Views: 966

Re: Citadel Item Randomiser 0.1

I don't know Citadel very well at all, but I was intrigued by this Randomiser, so I hope you don't mind that I had a go at doing a version that doesn't need the disc to be writable: Play online: http://bbcmicro.co.uk/jsbeeb/play.php?autoboot&disc=https://dl.dropboxusercontent.com/s/2lwu3u308t6k...
by Diminished
Thu Jan 04, 2018 4:06 pm
Forum: emulators
Topic: Easy way to get a BASIC program from a text file into an emulator
Replies: 15
Views: 397

Re: Easy way to get a BASIC program from a text file into an emulator

What would you like it to do? :) "writable, but thrown-away discs" support ^^ Exactly this. Essentially using the uploaded disc as temporary storage for the duration of the session. There is no requirement to keep the disc's contents around once a game has been completed. As I mentioned i...
by Diminished
Thu Jan 04, 2018 1:42 pm
Forum: emulators
Topic: Easy way to get a BASIC program from a text file into an emulator
Replies: 15
Views: 397

Re: Easy way to get a BASIC program from a text file into an emulator

For an occasional one-off I don't think this can complete with the convenience of BeebEm's clipboard paste but was much easier to implement portably. This does sound like the right solution. I've seen the thread on the improvements to B-Em since 2.2 and it looks like lots of excellent new things ha...
by Diminished
Thu Jan 04, 2018 3:54 am
Forum: software: classic games
Topic: Citadel Item Randomiser 0.1 (and now 0.2)
Replies: 28
Views: 966

Citadel Item Randomiser 0.1 (and now 0.2)

CITADEL ITEM RANDOMISER Going Rogue EDIT: see lower down this thread for lurkio's more holistic 0.2 version. INTRODUCTION Item randomiser utilities are well known to aficionados of non-linear console games, being particularly common amongst Zelda and Metroid titles. They aim to breathe new life int...
by Diminished
Wed Jan 03, 2018 12:07 am
Forum: emulators
Topic: Easy way to get a BASIC program from a text file into an emulator
Replies: 15
Views: 397

Re: Easy way to get a BASIC program from a text file into an emulator

Coding like it's 1984 now guys, thanks a lot! Didn't even have to look up how to redefine a function key to do the *EXEC part. Amazing how that knowledge is still in my brain, somehow.
by Diminished
Tue Jan 02, 2018 11:01 pm
Forum: emulators
Topic: Easy way to get a BASIC program from a text file into an emulator
Replies: 15
Views: 397

Re: Easy way to get a BASIC program from a text file into an emulator

Ah, that looks like what I wanted. Thanks.
by Diminished
Tue Jan 02, 2018 10:35 pm
Forum: emulators
Topic: Easy way to get a BASIC program from a text file into an emulator
Replies: 15
Views: 397

Easy way to get a BASIC program from a text file into an emulator

Is there a simple way to do this? It seems astonishingly difficult. I'm working on a BASIC program in a text file under Linux, and I would like a way to be able to just splat it into an emulator, preferably B-em 2.2, as that's what I'm using. I've tried CTRL-Ving it into BeebEm, B-em, and jsbeeb. No...
by Diminished
Mon Jan 01, 2018 5:02 pm
Forum: software: classic games
Topic: Unused Citadel bits
Replies: 42
Views: 1731

Re: Unused Citadel bits

Sorry, I've been peddling misinformation again. *consults notes* Tile 114 is the one that I said might be an unused water animation, or the splash graphics. Tile 115 is the ceiling spikes, which my script partially renders. Tile 116 is the ground spikes, which my script doesn't render for some reaso...
by Diminished
Sun Dec 31, 2017 1:41 pm
Forum: software: classic games
Topic: Unused Citadel bits
Replies: 42
Views: 1731

Re: Unused Citadel bits

Sorry, that's a bug. The torch is actually the final tile, 117, which isn't in the ZIP file. Tile 116 (ceiling spikes) has a messed-up final layer, so what I think is happening is that it's trying to read the data for tile 117 as part of tile 116. (EDIT: nope, see five posts down.) Somet...
by Diminished
Sun Dec 31, 2017 10:09 am
Forum: software: classic games
Topic: Unused Citadel bits
Replies: 42
Views: 1731

Re: Unused Citadel bits

For comparison, here's the set from citadel-early, which exhibits some differences as I mentioned.

citadel-bbc-early-tiles.zip
(50.28 KiB) Downloaded 9 times
by Diminished
Sun Dec 31, 2017 10:01 am
Forum: software: classic games
Topic: Unused Citadel bits
Replies: 42
Views: 1731

Re: Unused Citadel bits

Better start over on my wall tile rips. Woke up, read this, stuffed PNG export into my script. Here's the entire tileset according to my reimplementation. I wasn't going to publish this, because a) technically it's copyrighted and b) as I mentioned, a minute fraction of the layers don't render corr...
by Diminished
Sat Dec 30, 2017 11:29 pm
Forum: software: classic games
Topic: Unused Citadel bits
Replies: 42
Views: 1731

Re: Unused Citadel bits

Yeh the theory is easy, but the actual list of bound-box coords would be a big faff to get manually, watching every room with baddies in slow-motion to get the movement nodes. But if it's purely cell-based instead of pixel-based then that definitely takes the edge off. I just checked and I think th...
by Diminished
Sat Dec 30, 2017 10:49 pm
Forum: software: classic games
Topic: Unused Citadel bits
Replies: 42
Views: 1731

Re: Unused Citadel bits

I haven't looked deeply into the animations, since they're something that's dealt with after the initial room drawing is done. Having said that, they probably go something like this: - movement: Each sprite has a bounding box; when it hits one of the edges of the box, it changes direction. I have a ...
by Diminished
Sat Dec 30, 2017 2:34 pm
Forum: software: classic games
Topic: Unused Citadel bits
Replies: 42
Views: 1731

Re: Unused Citadel bits

My gawd, Beeb people are clever. Well, some of them are -- most of them posted in the Kevin Edwards tape protection thread. I don't feel especially clever 90% of the time ... Remaking a functionally exact copy of Citadel isn't a big feat, but the fun is picking it a part and understanding a childho...
by Diminished
Sat Dec 16, 2017 1:16 am
Forum: software: classic games
Topic: Unused Citadel bits
Replies: 42
Views: 1731

Re: Unused Citadel bits

Thought of a way to test it -- find another tile with >=4 layers, and modify the emulator to substitute one tile for the other. Don't know why that didn't occur to me immediately.

mummyswap.png


So, those white-eyed mummies can be added to the list of unused content. Also to my list of bugs. :(
by Diminished
Fri Dec 15, 2017 9:46 pm
Forum: software: classic games
Topic: Unused Citadel bits
Replies: 42
Views: 1731

Re: Unused Citadel bits

Not sure whether it's an off-by-one on the chimney shaft ... I just looked at that code now, and altering the loop to draw one more rectangle doesn't seem to fix it. At this time my guess is that the rope drawing code is responsible for hollowing that section out, but although I've found and mostly ...
by Diminished
Thu Dec 14, 2017 9:40 pm
Forum: software: classic games
Topic: Unused Citadel bits
Replies: 42
Views: 1731

Re: Unused Citadel bits

Finally ... that was more of a struggle than I expected. One self-modification I carelessly missed, an off-by-one bug, and ... some other bug I can't remember. (Git knows.) I'm pretty sure now that the tile rendering works 100%, so I just need to finish figuring out the room format: well-wheel-attem...
by Diminished
Thu Dec 14, 2017 4:32 pm
Forum: archive requests
Topic: Missing Beebug Games
Replies: 10
Views: 339

Re: Missing Beebug Games

Just a note to say that some of these early BEEBUG games had mistakes in the listings, so if you're going to go the OCR route, be aware that you might need to check later issues for corrections -- I know this happened quite a few times with the earlier type-ins. At one point I had several of these g...

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