We did the same job - sorry for that.nbla000 wrote:OK then half the job is done, you may download the D64 file with all programs with same name and in the same order of the TAP file but the game doesn't work of course, i've used wav-prg.
Track&Field (Yleisurheilu) for Vic20 and C64 TAP files
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I try to translate ´Paddlen säätö´ -> Paddle setup/tuning
Set Paddle #1 to the middle.
Turn paddle #0 and make/mark scales to it.
Do same thing for paddle #1 .
Press button.
--
I translate other screenshots if there comes some.. Then its easy make also English version of game..
I think this must be one biggest multipart games for Vic20? Quite many files.
Set Paddle #1 to the middle.
Turn paddle #0 and make/mark scales to it.
Do same thing for paddle #1 .
Press button.
--
I translate other screenshots if there comes some.. Then its easy make also English version of game..
I think this must be one biggest multipart games for Vic20? Quite many files.
C64 Yleisurheilu can be found here:
http://www.ntrautanen.fi/computers/comm ... lu_c64.zip
And Vic20 version here:
http://www.ntrautanen.fi/computers/comm ... lu_vic.zip
http://www.ntrautanen.fi/computers/comm ... lu_c64.zip
And Vic20 version here:
http://www.ntrautanen.fi/computers/comm ... lu_vic.zip
- e5frog
- Vic 20 Nerd
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Re: Track&Field (Yleisurheilu) for Vic20 and C64 TAP files
I made it into disk and also translated.
Please try it out, I hope I haven't ruined anything.
Not sure if it works with 8K, it does work with 16K, have only tried it in emulation.
LOAD"*",8,1 to start.
I'd love to see some instructions for the events if someone has that.
I started writing about it here in hope to get some help, but... I sorted it out eventually:
http://sleepingelephant.com/ipw-web/bul ... 364#p90316
Game parts were encoded with an Exor routine exor with a counter A exor 00, B exor 01, C exor 02, etc... I used the built-in routine to decode and then saved the decoded parts from WinVICE. The decoding was made using the LOAD vector (0330) to redirect it to the custom routine.
Modifying the first two parts to load from disk was rather easy (it turned out), just needed to change a $01 to $08. For the other parts I tried different methods but the easiest way was to simply change all LOAD statements in the basic code to LOAD"file",8,1 instead. Some parts have code remnants after the basic (all loads to $2001), I left that in, in case it makes a difference. I also kept the same file sizes as the original files as I wasn't sure how important they were, all files could have been made a lot shorter.
With all parts decoded it was also possible to make a translation, spent a few days on that and I think it came out pretty nice. The author has not been 100% consistent in style on all parts and I was tempted to correct some - but I manage to leave it very similar.
Enjoy - I know I will as soon as I figure out how it all works, using mouse in WinVICE makes it a bit harder... need to fix my paddles...
Please try it out, I hope I haven't ruined anything.
Not sure if it works with 8K, it does work with 16K, have only tried it in emulation.
LOAD"*",8,1 to start.
I'd love to see some instructions for the events if someone has that.
I started writing about it here in hope to get some help, but... I sorted it out eventually:
http://sleepingelephant.com/ipw-web/bul ... 364#p90316
Game parts were encoded with an Exor routine exor with a counter A exor 00, B exor 01, C exor 02, etc... I used the built-in routine to decode and then saved the decoded parts from WinVICE. The decoding was made using the LOAD vector (0330) to redirect it to the custom routine.
Modifying the first two parts to load from disk was rather easy (it turned out), just needed to change a $01 to $08. For the other parts I tried different methods but the easiest way was to simply change all LOAD statements in the basic code to LOAD"file",8,1 instead. Some parts have code remnants after the basic (all loads to $2001), I left that in, in case it makes a difference. I also kept the same file sizes as the original files as I wasn't sure how important they were, all files could have been made a lot shorter.
With all parts decoded it was also possible to make a translation, spent a few days on that and I think it came out pretty nice. The author has not been 100% consistent in style on all parts and I was tempted to correct some - but I manage to leave it very similar.
Enjoy - I know I will as soon as I figure out how it all works, using mouse in WinVICE makes it a bit harder... need to fix my paddles...
- Attachments
-
- Yleisurheilu beta 2.zip
- (24.34 KiB) Downloaded 70 times
-
- Yleisurheilu Eng beta 1.zip
- (26.5 KiB) Downloaded 114 times
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- Mayhem
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Re: Track&Field (Yleisurheilu) for Vic20 and C64 TAP files
Useful, thanks, I'll try it out, I've been trying to work out how to get this into GB20 for a while.
Lie with passion and be forever damned...
- e5frog
- Vic 20 Nerd
- Posts: 551
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Re: Track&Field (Yleisurheilu) for Vic20 and C64 TAP files
Here's a double language version with an original bug also corrected.
If you want only "original" stuff in GB20 then you can remove all the lower files beginning with e, remove start and rename fstart to start.
But I think most people will understand more of the English one.
http://sleepingelephant.com/ipw-web/bul ... php?id=997
This is what I have figured out so far:
If you want only "original" stuff in GB20 then you can remove all the lower files beginning with e, remove start and rename fstart to start.
But I think most people will understand more of the English one.
http://sleepingelephant.com/ipw-web/bul ... php?id=997
This is what I have figured out so far:
Code: Select all
!-running
rotate fully right before start, speed up by rotating left
check your heart, push the runner too hard and you won't finish the race
Not sure these are the same on all the lengths
!-shot put
adjust paddle to value shown in red, ...?
!-javelin
rotate back and forth, press and slightly hold button before line, set angle?
!-long jump
Click, Look for red dot, hold button when you reach it, hold until plank, rotation makes no difference?.
!-hammer throw
hold button, release button at the right time - about two turns with hammer
!-high jump
rotate to jump angle?, click a lot!
!-triple jump
kind of like long jump but something more is needed when jumping...?
!-pole vault
Adjust paddle to middle position, follow letter in box L (left turn) R (right turn)?
!-discus
press and hold button when text disappears, release button to throw
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