************************** * The TND User Tool Disk * ************************** Compiled by Richard Bayliss I thought I write a little something about the TND User Tool disk. Basically this is a compilation of many public domain tools that I seem to have made use with in the past. I still even use those today as well. All programs on the disk were done by various members of various demo scene groups. The whole idea of creating this tools disk is to share it with everybody and also give you some general information on how those programs can be used. As well as the user tool disk, I have also included another disk with various stuff to support the tools, such as the Turbo Assembler and the DMC music editor. The tools on this disk are all public domain, just like the compilation and you are very welcome to copy the disk to all of your friends and contacts. Anyway here is what we have on the disk, and some background information about the programs. ==================== Turbo Assembler V7.0+ (Angels version) This wasn't really the version of the Turbo Assembler that I used to use. I used to use version V5.3 which was a version given away to the public domain by Case/The Ancient Temple. However this is a programming tool for writing your own assembly code. There is already an assembly programming feature in Commodore Free as someone else has took the role, but I have included a .D64 with various sources I made to create various programs, like the Goldfish demo, 2 scroll intro demo and the Missile Blaster game. Also to accompany the assembler, we have the Turbo Assembler commands. So you will know how to assemble, load a file etc. Hope it helps :o) ==================== Code Suck Monitor (Padua) Another handy old tool here. This program is also a programming tool and is also good for ripping code (Which I don't recommend) as well. The Code Suck Monitor is probably based on the Action Replay Machine code monitor. Most demo/game programmers on the C64 probably used a machine code monitor as well as an assembler. So if you don't own an Action Replay cartridge, here is a handy hint for you, to use this tool. Because you may wish to use Turbo Assembler as well as this M/C monitor, do not chose $8000 - $C000 as the address for the monitor or anywhere where code & data overlaps the M/C monitor, itself. However, if you would prefer to try programming with a M/C monitor instead (Which is slightly more difficult) then that is entirely up to you. The Code Suck Monitor also have some instructions to help you get started. Simply chose the note. If you do chose the note then you'll have to load the Code Suck Monitor all over again from the menu. :o) ==================== DMC V4.0 (Graffity) For short, DMC stands for Demo Music Creator. This is a tool which I like to use a lot and it is very easy to handle, compared to DMC V5.0. To be able to get the hang of the DMC V4.0, I have included some example tunes in the source files disk, so you can get started. However there seem to be some instructions missing in this music editor (Unlike DMC V2.0, which had instructions in with the editor). Here are the commands: General: INST/DEL: Insert/Delete positions Left arrow: Main menu Up arrow: Read data from cursor position @: Write data from cursor position F1: Play music from the start F3: Pause/stop playing music F5: Continue playing music (When paused) F7: Fast Forward music (When playing) Shift + F5: Record played notes (When in live play mode) Shift + F7: Enter live play mode Track Editor: Shift + +(and value): Transpose up Shift + - :(and value): Transpose down Shift + Return: Enter sequence/notes editor Sector/Notes editor: CBM+D: Set duration CBM+G: Set glide value CBM+S: Set instrument CBM+V: Set volume of channel CBM+X: Set switch effect = : Set end of note œ: Place gate on current sound (Depends on how the sound is set, use œ to stop the sound playing in current sector) Keys Q-P, 1-0: Make notes < >: Change octave of all notes from cursor position. Synthesizer: Shift + +: Select next instrument Shift + - : Select previous instrument Shift +1 - 7: Select ocatave Keys Q-P, 1-0: Play notes Shift + Return: Exit sequence/notes editor and return to the track editor Instruments / waveform editor: Shift + +/-: Select next/previous instrument. Shift + Return: (Edit waveform / Exit waveform editor) Spacebar: Test instrument (Use back arrow twice to exit) Filter editor: Shift +/-: Chose filter to edit. (Use Back arrow twice to exit) If you need to learn to create instruments, etc. Check out the Music Scene feature on my web site at http://www.redesign.sk/tnd6 4. ==================== All Round Re-locator (The Syndrom/TIA) This is a music re-locator that can relocate tunes that have been composed in either an old version of the JCH player (JCH Player V4), DMC V2.0, DMC V3.0, DMC V4.0 or DMC V5.0. Tunes can be relocated from their current position to a newer position in C64 memory. This tool was handy for me to relocate my tunes for my game projects, so that I could have one tune at $1000-$1fff and another from $9000-$9fff, etc. Depending on how many tunes I wanted to use for the games/demos. ==================== Font Editor V1.3 (Faces) This is yet another tool I used to use to draw my own character set graphics for my own productions. The editor allows you to draw character sets of various sizes, which are 1x1, 1x2, 2x1, 2x2, 2x3, 2x4, 3x2, 4x2, and 3x3. This font editor also has music playing in the background. I need not give you any help on how to use this old tool, as the help file is already in this very nice tool. We hope you have fun drawing your char sets with this tool. Sprite Editor V1.2 (Faces) Yet another graphics drawing program, that allows you to create you own hi resolution or multicoloured sprites for your own games or demo productions. I often used this program a lot, because it is very easy to handle. You could even save your own sprites from one range to another, which helps me even more, to save separate sprites. This tool also have instructions to help you on your way to making your own game/demo sprites, with its handy functions, so I need not give you any help for this tool. ==================== Amica Paint V1.5 (Oliver Stiller) This is a painting program which I also used a lot to paint stuff. This tool consists of a wide range of options to help you draw, pixel and enhance your pictures, such as bending, rotating and other options, which don't exist in many C64 painting programs. You can also use an amiga mouse instead of a joystick if you needed to. There is a later version of Amica Paint available at http://www.lemon64.com in the applications section. I did not bother adding that version to the disk because of the other files that supports the utility. ==================== Picture Splitter V2 (Plush) This is a very handy utility to help you split your picture into three different files, or even swap colours. You can load various images on to this program. Those can be Amica Paint, Koala paint and a few others. Splitting a picture is simple. All you need to do is chose the memory locations to place your bitmap file, video RAM and screen colour RAM. Here is how to do this for intro pics :o) The way I do it is quite simple. I place the bitmap at hex $2000, the video RAM at $4000 and the colour RAM at $4400, especially when it comes to coding picture demos. However, if you wanted to turn your picture into a Vidcom painter picture, simply set bitmap at $6000, colour RAM at $5800 and screen RAM at $5c00. Other options in the picture splitter is a routine that will allow you to swap colours with a different colour, simply by using keys 0-9 and a-f and return to perform swap. There are also some options that wall allow you to lighten or darken your picture to how you'd like it. Nice ==================== Visiomizer V6.3 (Magnus Lind) Here, we have a handy utility by the author of the Exomizer. However this is probably one of the *best* char packers available for the C64. The concept is like many other packers, except that you can change load addresses for linking something to your intro/demo (say your own game or another demo part). The concept of this program is to compress single files that range from $0800-$ffff (probably lower than $0800). The program asks you to enter your filename details (The file that is on your disk which you want to pack). Then it asks for $01 value. I always use $37 as the $01 value, so I would recommend that you do that as well with your programs. The packer also asks for Jump address? Well it may vary. It depends on the program. Actually let's help you out a bit using this packer (If you have an action replay cartridge or reset cartridge with m/c monitor). Download a SEUCK game from my web site. Run the game. Freeze/reset to M/C monitor and enter S "(name of game),8,0801,FFFF. When done load the Visiomizer and enter as follows: Loadname: game Savename: game+ $01 : 37 JMP$ :4245 Loadback $: 0801 Leastgain: $08 Maxspce: $0c Insert your disk for packing and the program will work with the packing process. Now when prompted to save the file, press spacebar to save. After save, reset C64 and load the directory and you will notice that the game has been packed. The next step will be to test the depacker. So load game+ and then enter SYS2049 and the game will depack and run. If the game is fine, well done you done it correct. Else if parts of the game messed up. You may have gone wrong somewhere. Remember that for all SEUCK games, the jump address is $4245. ==================== Sledgehammer II (Cross) This is yet another packer, but this time it has a built in linker. The main purpose of using this tool is to grab all data and code and link it all into one main file. You can link up to 252 blocks of data, but the problem is that the load addresses must differ and be in order, else the packer will overwrite existing data causing the packed program to bomb. Anyway, you can even pack one single unpacked file. So yet again, let's try it out. First of all download a SEUCK game from the TND web site. This time we will save it in two separate files :o)). Load the game and enter the M/C monitor and then do as follows for the first file. S "GAME1",8,0801,A000 then for the second file S "GAME2",8,A000,FFFF. Load up Sledgehammer II from the menu and exit the intro with spacebar and then insert the disk which you saved both SEUCK game files from. Enter the depack text option and clear the screen then select depack effect as nothing (No depack text and effect is more helpful for slightly bigger compression for when it comes to using a cruncher.) Now enter the Sledgehammer. Insert the disk with the two game files and press spacebar to start. Now highlight both files and press return. You will then see a 1 or 2 appear (These are the files that have been selected and will load in that kind of order). Once done, use Spacebar to enter the Sledgehammer II packer and fill in the following: SAVENAME: GAME+ JMP TO : $4245 $01 VALUE: $37 When done, the loading and packing commences. Once packed, press spacebar to save the packed file to disk. The file will then save. Reset the C64, load and run the packed file. You will get a black screen and will have to wait a short while for the depack to finish, then your game should come on. ==================== Super Zipper V8 (Oneway) This is probably a modified version of the 4-Code Zipper classic packer. Unlike Sledgehammer II and Visomizer. This tool is a simple char packer that is compatible with different hardware/software fast loaders. Entering information for packing of data is purely the same as with Sledgehammer II and Visiomizer, but it does not pack as good as Visiomizer, although still usable. ==================== The Cruncher AB V3.0 (Oneway) Here is something to accompany the Visiomizer packer. A damn good cruncher. You can chose a type of flashy border (for depack effect) if you wanted to, but it is not mandatory. In fact, you're better off without an effect if you don't want it. Anyway instructions about the effect to chose is simple. Spacebar will test the effect. You also have a choice of three different crunching methods which are simply the following: 1. 202 Block fast crunch (Extra RAM) 2. 111 Block fast crunch 3. 202 Block slow crunch If you chose option 1 on this cruncher, you will need to have 256K RAM installed on to your C64. In the past, to increase RAM for home microcomputers there used to be cartridges known as RAM Expansion Packs. You'll get a fast 2-pass crunch which will take a maximum time limit between 10-15 minutes (Depending on how much memory is to be crunched down to size). If you chose option 2 for this cruncher. You wont need to have 256K extra RAM. You can use BASIC kernal load or any other hardware/software fast load. However your program size is limited to 111 blocks. Any higher and the cruncher will crash. If you chose option 3 for this cruncher. You wont need to have 256K extra RAM. You will need to have a lot of patience. Why is this? Well it is because (depending on your program size) the crunching time may take up to 2-3 hours, which means you need to sit back and relax or go to sleep for the time limit :o). The cruncher uses its own software loader. Anyway. Say you packed a program using the Visiomizer, and want to crunch your program even further to get a smaller amount of memory. Use $0801 as the jump address. It wont fail if you get it right. ==================== Exploding Faces Cruncher (Epic) This is a version of the Exploding Cruncher, originally created by faces. However this version has high speed loader, and faster compression. Unlike the Cruncher AB, this program allows you to compress your programs in a one-pass mode. ==================== Dir Master V8.4 (Hitmen) This is a perfect C64 tool if you want to enhance and manage your own directories on disk. For example you can edit tracks/sectors, load addresses and even disguise some of your programs inside the directory. With Dir Master V8.4 you can create your own directory stamps, to give the directory art. Be very careful if you do this because if you do, loading a directory from disk for listing will take a longer time. It depends on the size of your directory. There's a help file to get you started with this handy tool. All you need to do is use '*' to enter the help screen. Well those are all the tools on this disk. We hope you will find those to be really handy. But before I go, I want to help you out a bit on finding out how to convert an SYS address to a hex address for usage on a packer+cruncher. In a M/C monitor i.e. Action Replay cartridge, use the following. To find the following SYS addresses displayed in BASIC into hexadecimal: 2049: N 2049 2061: N 2061 Result = $080D 20480: N 20480 Result = $5000 49152: N 49152 That's it. You may find various useful information about C64 machine code from http://project64.c64.org