i' am looking for a tape version of c64 or working version d64 image of PPHammer that work with VIce emulator. I tried all my images and this game not work with vice, so i want to know if someone can share also a tape version.
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PP Hammer Tape Version or Working d64 Version to do EasyFlash CRT
- maxstar1971
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Random pick https://csdb.dk/release/?id=29649 works just fine - virtual device traps disabled - true drive emulation enabled - latest VICE svn checkout.
PS: but for easyflash you will likely want to _properly_ dissolve the Crisp-MWS-IFFL and create your own fast file system (off easyflash) - this is IMHO not a job for your favourite converter.
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Random pick https://csdb.dk/release/?id=29649 works just fine - virtual device traps disabled - true drive emulation enabled - latest VICE svn checkout.
PS: but for easyflash you will likely want to _properly_ dissolve the Crisp-MWS-IFFL and create your own fast file system (off easyflash) - this is IMHO not a job for your favourite converter.
Random pick https://csdb.dk/release/?id=29649 works just fine - virtual device traps disabled - true drive emulation enabled - latest VICE svn checkout.
PS: but for easyflash you will likely want to _properly_ dissolve the Crisp-MWS-IFFL and create your own fast file system (off easyflash) - this is IMHO not a job for your favourite converter.
Thanks now works! how i can find the tape version of this game?
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Unfortunately, the C64 version is quite buggy.
If you haven't yet, take a look at the Amiga version and see how it is supposed to be played.You can jump into one block high niches, which you are not supposed to. One notable instance is right in the first level above the ladder.
You can run by pressing the button in duck mode in any one block high place, which makes no sense at all. And is not animated either.
When jumping, the bouncing off the ceiling is annoyingly broken. With regular jump height, you don't bounce at all and can jump always the same distance, no matter how low the ceiling is.
With an active high jump potion, the forward motion stops completely when bouncing off. It is not supposed to do this. This has the annoying side effect, that you are sometimes forced to wait for the potion effect to wear off in order to be able to progress.Another glitch is digging a block while standing on air. This can be easily done while walking to the gap, but just before falling down, dig and turn around at the same time. Other versions of the game kick you back into the gap when you try this.
Then, there is the digging air bug. The hammer is supposed to stop automatically when the block is gone. On the C64, it continues until you release the button. In the normal world, this achieves nothing, though. But in a bonus round, doing so will bring up random items you were not supposed to collect there.
You can not duck-walk into a one-high-passage off a ladder in the C64, but some places are designed to do just that. Sometimes, the only way to progress in such a situation is glitch exploit.
And there are some text scrolls referring to background graphics or similar details which aren't there in the C64 version. For instance, "climb to hear the rolling stones" is referring to the falling blocks, which are not there in the c64 version.
A graphical glitch is seen when unlocking drawbridges, as they seem to be open instantly for a split second, and after that, the actual opening animation is shown.
The P key activates pause mode, but also pauses the text window, therefore doesn't displays the pause message until you exit pause mode again, which makes the message somewhat pointless.
The black gap between the status area and the game area seems unusual big. Probably poorly coded timing.
The highscore routine seems severly broken, too.
There are probably some more I forgot.
Also, the C64 is missing many of the bigger levels. Maybe, if the game can be made to run directly off the ROM, there would be more RAM available for the actual map data and background graphics.
The enemy diversity and AI is very limited on the C64 in comparison to other versions of the game.
The loader doesn't seem to be very reliable. I've seen it crashing several times on real hardware setups. Well, at least that one should be no issue with an easyflash port.
At least, it doesn't give you a three handled trophy for no effort at all and congrats you with "YOU'RE WINNER !" (sic!)
Considering what a mess the C64 version is, it would be probably better to code a new version from scratch. Maybe it can reach the quality of "Price of Persia".
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This version works with kernel load: ftp://c64.rulez.org/pub/c64/IDE64/Games/PP_Hammer.zip
It is ridiculously large, though. -
I've converted the M2I Version. Seems to work fine, skipped into a few levels.
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Thanks for the EF version was just i want to my collection! i don't know how this crt was created but it works fine. I know the tape version is rare of this game and i'm thinking that i own the original cassette years ago....
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1. Copy the game files from this PPHammer.zip and Disk2Easyflash into a folder
2. Disk2Easyflash -c PPHammer.m2i PPHammer.crt -
Do you know if there is also a tape version? (.t64)
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I don't think there is a t64 image. But there should be a real tape version (.tap), according to this site. No download though.
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Someone know were i can download the .tap version it's very hard to find!