tremoloman2006 Posted February 19, 2008 Share Posted February 19, 2008 Anyone know where I could find a copy of the Mimiature Golf editor mentioned here? http://www.atariage.com/hack_page.html?Sys...twareHackID=101 I wanted to create a new hack with all new courses but the links to the editor are now dead. I'm hoping someone archived it. Quote Link to comment Share on other sites More sharing options...
Impaler_26 Posted February 19, 2008 Share Posted February 19, 2008 I found the site through the wayback machine... http://web.archive.org/web/20050319211623/...iatureGolf.html Quote Link to comment Share on other sites More sharing options...
tremoloman2006 Posted February 21, 2008 Author Share Posted February 21, 2008 Wow... what a cool website! Thank you for this! Is there any way to make this save a hacked level to any other than level 1? I guess I need more smarts than using the editor by itself. Again, thank you!!! Quote Link to comment Share on other sites More sharing options...
Impaler_26 Posted February 21, 2008 Share Posted February 21, 2008 Wow... what a cool website! Thank you for this! Is there any way to make this save a hacked level to any other than level 1? I guess I need more smarts than using the editor by itself. Again, thank you!!! No problem! I haven't tried myself but i think the best way would be to change the playfields with Bit Hacker. In the Readme file is an example how to display the title-screen of E.T., this should also be doable for Miniature Golf... Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted February 21, 2008 Share Posted February 21, 2008 uhhh huh huh... you said 'doable'... huh huh.. Quote Link to comment Share on other sites More sharing options...
Impaler_26 Posted February 23, 2008 Share Posted February 23, 2008 uhhh huh huh... you said 'doable'... huh huh.. Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted March 21, 2009 Share Posted March 21, 2009 If anyone has the Miniature Golf course editor could they post it in this thread? The new link seems to be broken as well. Quote Link to comment Share on other sites More sharing options...
gambler172 Posted March 21, 2009 Share Posted March 21, 2009 If anyone has the Miniature Golf course editor could they post it in this thread? The new link seems to be broken as well. Hi The link above seems to work... greetings gambler172 Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted March 21, 2009 Share Posted March 21, 2009 It doesn't work for me. Could someone post the editor in this thread? Quote Link to comment Share on other sites More sharing options...
gambler172 Posted March 21, 2009 Share Posted March 21, 2009 Hi This one works great. http://web.archive.org/web/20050319211623/...iatureGolf.html Unfortunately,you cannot download the editor. greetings Walter 1 Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted March 21, 2009 Share Posted March 21, 2009 Okay, well thanks anyway. I can get the main page, but the link for the editor won't work. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 21, 2009 Share Posted March 21, 2009 IMO it would be better to expand upon the kernel, rather than use the same old GFX hack method. It's very easy to alter the kernel -very- slightly so that you don't have to be stuck with 5 bands of GFX at the same intervals for every hole...and also add stuff like playfield control into the data (so you can use mixes of reflected and mirrored data, similar to what has been done with Adventure). Also, the game is limited to 9 holes, but changing 1 variable's maximum amount lets you get around that without any tricks. Advanced gameplay like an optional moving hole, diagonal moving obstacle, etc. are very also easy to add. Interested? Here's a straight disassembly that shows where the screen GFX and sprite X/Y exist in the original game for the 9 holes, for easy editing. I've killed the visible HMOVE from the display...and added a PAL60 option (with the adjusted color values). BTW you gain another 2k of ROM just by moving the last 4 bytes, so there is plenty of space for expansion. The game does not use indirect-addressing at all, so it's fairly simple for anyone to edit. Almost as easy as using a screen editor GUI. MiniGolf.zip Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted March 21, 2009 Share Posted March 21, 2009 Interested? Yep, thanks! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 22, 2009 Share Posted March 22, 2009 CTRLPF added. This sample was produced just by altering $F73D to use mirrored GFX instead (and setting the high bit so the border is shown on both sides). Now I'll work on variable band resolution. Something interesting is that the moving obstacle is saved to an 8-bit sprite. So is the cup. It should be possible to turn it into something else, and have a hole-shaped cup. It looks like there's enough unused cycles there. Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted March 22, 2009 Share Posted March 22, 2009 Looking good! A moving hole is a cool idea too! I never thought of that. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 22, 2009 Share Posted March 22, 2009 Current developments: The cup is round. The moving obstacle can be any 8-bit shape. You can even have differing obstacle shapes for each hole, and they can be any length up to 256 bytes. The delimiter can be any value you choose, so the shape can contain imbedded zeros as well. Variable linecounts are in place...you can have as many groups of PF data as you want - with a limitation. The screen gfx for any given hole must not cross a page boundry, and the cup must not begin on a scanline that's due to update playfield gfx. Not much of a limitation, since no screen should require more than 256 bytes of data (that's 64 groups of PF data!), and identical line numbers are easily avoided for drawing the cup. Shape and screen definitions can exist anywhere in ROM (as opposed to being located on a single page for all of them). Now working on adding some more stuff The new screen gfx layout looks like this: Hole1: ;PF0 w/CTRL, PF1, PF2, scanline# to move to next group of data (end w/zero) .byte %11110001,%11111111,%11111111,$55 ; XXXXXXXXXXXXXXXXXXXXRRRRRRRRRRRRRRRRRRRR .byte %00010001,%00000000,%00000000,$3F ; X R .byte %00010001,%01100110,%00001111,$2A ; X XX XX XXXX RRRR RR RR R .byte %00010001,%00000000,%10001111,$14 ; X XXXX XR RRRR R .byte %00010001,%00000000,%11111111,$02 ; X XXXXXXXXRRRRRRRR R .byte %11110001,%11111111,%11111111,$00 ; XXXXXXXXXXXXXXXXXXXXRRRRRRRRRRRRRRRRRRRR Bit4 of PF0 is automatically set...so the edge border is drawn regardless if the data is ®eversed or (M)irrored. The low nybble is used for CTRLPF to set display mode and priority for the three PF values. The last value instructs when to use the next group of data, so you don't even need to calculate the total number of lines when creating screens. Just give it a lower number than the one before it, and off you go. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 23, 2009 Share Posted March 23, 2009 Obstacle animation added. There's still a lotta free space for more additions. Current file: 4kMnGolf.zip Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted March 23, 2009 Share Posted March 23, 2009 (edited) Variable linecounts are in place...you can have as many groups of PF data as you want - with a limitation. The screen gfx for any given hole must not cross a page boundry, and the cup must not begin on a scanline that's due to update playfield gfx. Not much of a limitation, since no screen should require more than 256 bytes of data (that's 64 groups of PF data!), and identical line numbers are easily avoided for drawing the cup. Hmm, let's see, 2048 bytes divided by 9 holes equals 227 bytes per hole. I can live with that. Cool, I see you've added a 4k version! Edited March 23, 2009 by accousticguitar Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 23, 2009 Share Posted March 23, 2009 Hmm, let's see, 2048 bytes divided by 9 holes equals 227 bytes per hole. That's if you wanted 9 holes. It's easy to increase the number, for example, if you wanted different "coarses" to play on that could be selected by the console switches. Anyway, there still are a couple of unresolved things (which is probably what you ran into). The color/bit test tables absolutely positively needs to begin at address $xxAD...not sure why yet. And data is shared in the original game's screens (that's why all of the PF0 lines begin with $FF). Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted March 23, 2009 Share Posted March 23, 2009 Oh, you saw my post in the few minutes it was up before I deleted it. I figured I would just use the new 4k version you just posted and not worry about it. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 23, 2009 Share Posted March 23, 2009 That bit table is still unresolved if you want to use the current version. I just stuck it on the last page. Also, there's unused space on all of the pages that I used. Screen and object data are on their own pages, but don't need to be (because full indirect,y vectors are now used for both). You can make some really detailed screens and really tall objects...however objects currently are not drawn "intelligently". When moving vertically, they will blink into existance when their top scanline can be drawn on the upper line...and lose whatever falls into the lower border. Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted March 23, 2009 Share Posted March 23, 2009 That's weird, I tried out your 4k version in Z26 and it made the same noise, so I loaded them both onto my Kroc cart and they seem to work fine on hardware. Maybe my 4k version is okay after all (other than the hole in the middle of the playfield wall on the second hole of the course so I can't proceed beyond that point in the game). Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted March 23, 2009 Share Posted March 23, 2009 Btw, I like the cameo appearances of the bat, ghost, and space invader (at least I think that's what it is). Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 23, 2009 Share Posted March 23, 2009 Yeah, I was just stuffing other things in there that were already disassembled to make the obstacle different on each hole. Moving cup added. If you want to put this in the previous file, copy/paste the entire upper portion (all equates and program instructions), and also table LF6DB. Just as with the moving obstacle, when Xmin = Xmax there is no horizontal motion. A new check is that when Ymin = Ymax, there is no vertical motion if those values are not $FF. This works for the obstacle as well (if you want it non-moving). Nearly half of ram is still unused. It might be possible to include shifting playfields for screens that are not too complex 4kMnGolf.zip Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted March 24, 2009 Share Posted March 24, 2009 My first screen design is 148 bytes. It's going to take a while to get 9 of these designed just the way I want them. This sure is better than the old Miniature Golf graphics. Quote Link to comment Share on other sites More sharing options...
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