11/24/2023 0 Comments Applewin joystick calibrationIt's written for the DOS version, though.īut maybe he was remembering the Apple II version? There is a slight difference in bubbles, but I'm not sure which one is which. Healing Potions have RED bubbles, while Evil Potions have BLUE.įor all of you who still play this game on black and white monitors, you're going to have to guess. Not only that, the palace environment also slightly moves the entire screen to the left. I have no idea why Mechner coded it this way, but it's also the reason why there's a palace wall variant that includes part of the wall pattern. It actually displays them several pixels to the right. On Linux I have to modify the game speed and enable audio manually.įinally, keeping the perspective in mind, the Apple II game does not display palace wall patterns directly behind tiles. Does the Windows version work? Including launching AppleWin? (For now you need to manually go to specific levels with go#, see the hover tooltip.) I could only test this via Wine on Linux, which isn't ideal. This is also why the guards on the tiles screen are gray and all their colors are changed on the EXE screen. Also, the level bytes that would normally be guard colors appear to be something else. Perhaps coincidentally, these kind of match the environment types, but with a switch from level 7. It is either 0F or 00 (or 8F for level 8). The last byte of Apple II levels is not a checksum. As a result, I had to change a lot more coordinates in the code. This is the first level editor where I changed with width of the application. I started with my legbop source code while Apple II is more similar to DOS than the Game Boy Color port, apoplexy has code to edit multiple ports and legbop just one. I did the bulk of the coding during the past weeks. I've already requested an easier way to launch HDD disk images with AppleWin. There is no good native Apple II emulator for Linux trust me, I've tried everything. This is why leapop launches AppleWin with Wine under Linux. AppleWin is free and open source software, but its (recent) releases are Windows-only. I usually try to add the same cross-platform emulator to both the Windows and the Linux packages of my editors, but here I've made an exception and use AppleWin. When David mentioned Adam Green's buildable version, I had finally found a usable (3.5") game disk. It was always a problem to find the right game disk and emulator combination. I'd been looking into Apple II for years. By the way, on the tiles screen, the tiles are in the same locations as on apoplexy's (PoP1 for DOS) tiles screen. The tiles screen also has the bloody chompers. Also on the tiles screen, if the cursor is on the event number area, the raise and drop buttons 'highlight', and if the cursor is on the guard numbers, the program mentions the EXE screen. The tiles screen shows a big preview if the user is on the same tile for at least 1 second. Next, I'll list some things mostly different from my other editors. One of the global settings I couldn't figure out is the starting minutes.ĭid you know that the bubbles of Apple II's hurt potion are (vertically) higher than those of its heal potion? Maybe for players with grayscale monitors. However, I don't know where in the source code/disk image these are. One of the other per-level settings I have in mind is for the guard image. However, I looked at the Apple II source code and from what I can tell, these are bgset1, bgset2 and chset (offsets 0x1A8B7, 0x1A8C6 and 0x1A8D5 in the disk image), but if I modify these the game crashes. One of the per-level settings I have in mind is for the environment type (palace or dungeon). If you have something in mind, let me know. There is still room for 2 global settings and 4 per-level settings. On the EXE screen, I deliberately reserved some space to add additional settings in the future. All guard settings, the prince and shadow HP, and chomper and (level 8) mouse delays. The EXE screen (press F2 on the main screen to go there) has a bunch of extra settings. So, le apop edits PoP1 for the Apple II, le mdop for the Mega Drive (and Sega Genesis), and le gbop for the Game Boy Color. Norbert wrote:In a future reply post I will add some additional information about it.įor those of you who are getting confused by the similarity of some of the level editors' names: the two middle characters are the port(/device/console/computer/whatever).
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