Game Editors
Well as the title says, this is a query about game editors, specifically the ones for Gremlin games...
Many moons ago, Your Sinclair published (I think over 2 parts) an editor for Future Knight by Peter Harrap and Shaun Hollingsworth and from waht I remember it worked pretty well! In teh blurb they promised to give the code for the Monty Mole one, but alas this never materialsed.
Does anyone know if it did appear anywhere else or if there would ever be a chance of things like this appearing?
Many moons ago, Your Sinclair published (I think over 2 parts) an editor for Future Knight by Peter Harrap and Shaun Hollingsworth and from waht I remember it worked pretty well! In teh blurb they promised to give the code for the Monty Mole one, but alas this never materialsed.
Does anyone know if it did appear anywhere else or if there would ever be a chance of things like this appearing?
Post edited by aktiv8 on
Comments
I'm sure somebody could easily figure out how Monty Mole works and produce an editor.
Also, see the F1 and Bombjack editors. There's a Run Baby Run one out there too.
A Gauntlet editor would be way cool!
The Future Knight editor was published as Star Tip 4 (Block Store Screen Editor) in YS, which is why you won't find it listed under F.
None of the Sinclair mags published a Monty Mole editor.
Thats exactly what I thought as I pretty much was getting every mag at the time...
I agree with the above that it should be fairly easy to do something like this for a good coder.
Certainly I think editors are a niche that need to be explored as would certinaly perhaps ghelp with homebrew fan games on the original platform (if the editors output TAP files or similar)
Are you kidding me?? I would have been furious if I'd ever finished typing that code out. The only reason I didn't was because me and two other mates were ment to type out our allocated sections, cos none of us could be arsed to type the whole lot out, but they never did theirs.
I think a couple of people have typed it in independently without it working, and someone had the cassette which you could order from CRASH, so that should pretty much be guaranteed to work. But no.
(Sweevo's World editor) I thought that "someone" was you? At least, you uploaded the TZX from the Crash tape to a.b.c.s. back in 2003, and I spent some time on it but failed to get either the tape or microdrive options to work. No-one else had any luck with it either. There's some postings on the topic in c.s.s. Oct/Nov.2003.
I seem to remember typing it up. I'm not sure whether I was the person who TZXed the tape though. I definitely didn't have the tape back in the day, so I would have had to have Ebayed it since, but I don't remember that.
Matthew
I have never played Future Knight before. I have no idea why I never checked it out cos by the screenshots I'd seen, it looked great. One of those games that just slipped my mind.
I still have my half typed Sweevo code on cassette somewhere in my garage.
The Sweevo's World editor and other files from the Crash Playing Tips special cassette are on the TZX Vault.
I've had another look at it. The tape version of the editor, after loading SW, loops around a chunk of code at 6914h-698Eh which just shuffles stuff around in registers with no way out. This section of code is from SW's main program code block, not part of the type-in code.
The microdrive version fails differently; ie. it crashes rather than getting stuck in a loop.
PS. On checking further, the microdrive version gets stuck in the same loop of code as the tape version. I'd assumed it had crashed as it messes up the screen first, whereas the tape version leaves the SW loading screen in place.
I based my editor on the one printed in YS. I'd prefer to do one that could use the level packer / unpacker of the original game though, as the YS one couldn't put Death enemies in, or use different coloured walls or choose the start position of the player.
Also, the one in YS was bugged, so you have to re-write parts of it if you want to use it. Not so hard I suppose, it's in Basic after all.
So very glad that theres gonna be a Gauntlet editor big time !!!!
Here's a test version of the Gauntlet editor. Mr Anon and Dunny helped out with some of the code.
http://download.yousendit.com/830F5C481ED69BAF
Hope you can understand how to use it! You'll need to go the the File menu and save the player file to actually play your levels, as they don't load into the normal version of Gauntlet. Save all, saves 25 maps in one tap. Save map just saves one per tap.
If i save one tap how do i then play that as double clicking the file doesnt do much. Do i have to load it up with something ?
Well, I'm not sure if it could be set up to display some text when you roll over certain 'objects', as they are all drawn to the same panel. I'm sure if I used separate panels I could have the text appear though. That would take so much more work though, to have everything in it's own box. There would be a manual written that would tell you which enemy comes out of which object in the final version, if I ever get it done :)
To play the levels you save, either a single map or the set of 25, you must first use the Save Player .tap option. This makes the actual game code .tap. Then you load that first and when the game is asking to 'rewind side 2', just insert your level .tap instead.
Another thing - When you design a level, bear in mind the player starts top-left, so leave room for them to appear in!
Be disgruntled no more. Here's Phil Churchyard's editor from issue 27 up 'n' running. Only a snapshot atm using WoS tzx.
Instructions from the mag.
Wow. How did you manage that?
A rolly and a moment of contemplation usually sorts things out. Just a question of getting to know the progs inside and out really, then piecing everything slowly together. As you suss one thing, another becomes clearer and before you know it, job's a gud 'un.
Or something like that :)
The actual changes required to get it functional amounts to just 13 bytes. However, when I was giving it the once over thinking all was done and I could get back to doing what I was supposed to, I noticed that the special object graphics appeared as garbage. On closer inspection it was found that the editor was overwriting these graphics by a few hundred bytes :x Not a bug with the editor though as it seems a reasonable assumption that the editor worked perfectly on one particular version of Sweevo which by the looks of things was the only copy ever made!
It was then a case of do we shift the graphics or the editor? I opted for the latter :roll: and then had to sift through over 2.5k of editor code to manually drop every unrelative jump, call and whathaveyou in the old area to the new one. From 13 bytes it shot up to 278 bytes and due to the time taken, it increased the chance of a mistake being introduced so let's just hope I changed 'em all ;)
So, from just 10 lines of corrections required to the basic program, it was now too many to count so I didn't bother. The copy and paste facility of BASin helped enormously to get all the lines sorted out but still a major job just to get the special items graphics back.
Anyway, enough waffle, here's the 'Playing Tips' TZX back fully working.
I thought the Laser Squad Expansion Kit was an official program, well my CPC version was an official one..
misteaksmistrakesmisyaleserrurs— oh, sod it.This really is a fantastic effort!!! ... Phil Churchyard will finally be able to sleep peacefully ;)
Is the fix available in an assembler format?
Nice one, I'll have a play with that later on.
Did you ever get the email with my Gauntlet editor BTW?
Yes, here if you want it although I've had to abandon my usual working practices to add a comment or two :) Oh, and it was made using Spin emulator.
Yes, still got it thanks M, but I haven't had any more updates :-? so pull yer finger out and stop slacking lad! :)
Edit: To ZxBruno :- MatGubbins already did what you require and more stuff too.
http://www.angelfire.com/retro/carcass/index.htm
You make it sound so simple! I spent ages hacking on Fairlight 2 and still didn't find what I was looking for.
Awesome!!! Thank you! :-o
The sweevorom, sweevosave and editor programs use a generic routine to checksum the fitted issue of IF1 rom.
This checksum example is ripped out of the main editor:
So this routine is expecting an Issue 1 ROM to generate a checksum of $272a, and an Issue 2 ROM to generate a checksum of $7f7a.
These checksums are never going to be generated under emulation, and that's all down to the way in which the emulator handles IF1 support :(
Here's a quick and simple patch for the main editor code, hopefully in a similar fashion to that of Phil Churchyard's code.
Instead of generating a checksum, we find out where the IF1 hook code table resides. On an Issue 1 ROM it's at $1981, and an Issue 2 ROM at $1e71.
So, I've tested this patch with Spectaculator and all seems good.
It doesn't work very well with Spin - and I'm really sorry to say it but I think that's down to the IF1 emulation.
This patch should also work with real hardware, but what would be the point? ;)
Oddly enough, the sweevorom listing is there to discourage you from using an Issue 1 ROM.
That seems a bit daft as both the sweevosave and editor code *do* cater for both Issue 1 and Issue 2 ROMS... weird.
Anyway, you can grab a working MDR image with the editor already patched here
Run the editor with:
And play your edited game with: