-
Notifications
You must be signed in to change notification settings - Fork 7
/
ReadMe.txt
211 lines (127 loc) · 4.9 KB
/
ReadMe.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
The Castles of Dr. Creep
------------------------
About:
------
The Castles of Dr. Creep is an open source reimplementation of the
original 1984 Commodore 64 game by Ed Hobbs.
Now with a built in castle Builder, allowing the player to create their
own castles and build onto an existing castle.
Enjoy,
Robert Crossfield
History:
--------
" As a programmer, I appreciate the difficulty of reverse-engineering the 6502 object code to C++.
When I wrote the game, the C-64 assembler was very primitive (it couldn’t handle programs larger than 16 kb),
so I had to write and assemble the source code on an Apple II, and then transfer the binary to the C-64 through cables
connected to the joystick ports of the respective computers (my first experience with a “computer network”).
So even though the game could not be executed on the Apple II, this computer still played a vital part in Dr. Creep’s
creation.
One of the biggest problems was that the source code had to fit onto a single 144 kb floppy disk in order to work
with the Apple 6502 assembler. The only way to do this was by eliminating all comments in the source code—there
just wasn't any room for them. I maintained a notebook comprising hundreds of pages of flowcharts and data-layout
diagrams. The nodes of the flowcharts were labeled to match the nametags in the source code. In this way, I was
able to visually grasp what was going on in the code, and still fit it into the requisite space.
Furthermore, there was no such thing as a C-64 debugger, which added an additional twist to the programming.
I also didn’t have a level editor.
I drew the levels out on custom graph paper, and then used these drawings to hand-code the level data."
- Ed Hobbs 2012
Required To Play:
-----------------
Commodore 64 Disk Image (D64) of "The Castles of Dr. Creep",
which should be placed inside the game 'data' folder.
This file may have any name, but the 'D64' extension must remain.
Whats Added:
------------
*Castle Builder: Editing of existing castles, or creation of new ones
Save Game Support:
------------------
D64s will be created in the data\save folder, and all save games will be stored in these files.
These files are compatible with the original Commodore64 game, and in return the original save games are supported.
Game Controls:
--------------
General:
--------
F4 = Start Builder using current castle
F5 = Start Builder with empty castle
F6 = Enable Player 1 Joystick
F7 = Enable Player 2 Joystick
F10 = Fullscreen Toggle
- = Decrease Window Size
+ = Increase Window Size
Intro:
------
F1 = Options
F3 = Display Highscores
In Map Screen:
--------------
F1 = Save Game
F2 = Load Game
In Game:
--------
Escape = Self Kill
F1 = Restore Key (Pause/Resume)
Player 1:
---------
Right Ctrl = Button
Spacebar = Button (MACOSX Version)
Arrows = Left/Right/Up/Down (NOT the numpad)
Player 2:
---------
Numpad 0 = Button
Numpad Arrows = Left/Right/Up/Down
Builder Controls:
-----------------
General:
--------
Escape = Quit Builder
F2 = Save Castle to empty 'Castle Disk'
F3 = Edit Map Screen
F4 = Return from Builder, in test castle mode
Objects:
--------
q = Cursor Create Object (Rotate Up)
a = Cursor Create Object (Rotate Down)
[ = Rotate up through Placed Objects
] = Rotate down through placed objects
l = Link Object
- = Previous Room
= = Next Room
f = Switch to exit room
s = Change object state
c = Change Key Color Down
v = Change Key COlor Up
'Delete' = Delete selected 'placed' object
Cursor Keys move the "red" square pointer
Ctrl = Place Cursor Object, Select object to link to
Map Screen:
-----------
- = Previous Room
= = Next Room
[ = Rotate up through doors in this room
] = Rotate down through doors in this room
k = Increase Door X on map
l = Increase Door Y on map
d = Change Door Entry Direction
; = Decrease Room Width
' = Increase Room width
. = Decrease Room Height
/ = Increase Room Height
c = Change room color
Cursor Keys = Move Room
Playing:
--------
From the Intro,
To start a 1 player game, press the Player1 Button
To start a 2 player game, press the Player2 Button
Command Line Parameters:
------------------------
-u : Unlimited Lives
-c : Display Console
-l xx : Start Castle number 'xx'
Thanks:
-------
Ed Hobbs, for the original game
Christian Bauer, for his extremely detailed 'VIC-II' documentation (https://sh.scs-trc.net/vic/)
Dag Lem, for 'reSid' the MOS6581 SID emulation library (http://en.wikipedia.org/wiki/ReSID)
Peter Schepers and the authors of the documents contained in his collection (http://ist.uwaterloo.ca/~schepers/formats.html), for the detailed disk format information
Thomas Bätzler, for his website 'Castles of Dr.Creep Revisited' (http://www.baetzler.de/c64/games/creep/)