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Newbie

Joined: 07 Oct 2008 Age: 35 Posts: 14 Location: Adelaide, South Australia
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Posted: Sat Jan 29, 2011 1:13 am Post subject: Converting TAP files to PRG, T64 or D64 |
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Hi all, I have just recently acquired a whole heap of TAP files and would like to convert them to PRG or D64 to use with my 1541-II. I'm currently fiddling around with Mole64 and FinalTap but am not really getting anywhere.
I've used FinalTap to extract PRG files from a couple of TAP images but I'm not sure what to do with them from then on. Do they need to be compiled into a D64 image? At a bit of a loss...
Cheers,
Killseeker |
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Forum Junkie


Joined: 19 Mar 2009 Age: 34 Posts: 520 Location: Potsdam, GER
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Posted: Sat Jan 29, 2011 9:09 am Post subject: |
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Only for very simple cases tapclean will delive executable PRG files.
In most cases the loader structure is somewhat more complex (as by now you saw).
Resulting in many extracted files. That's why 'crackers' were needed to provide working disk versions from Tape. If you are into coding this is the perfect opportunity for you to decipher the loader and reassemble the extracted files ;-)
Plan B:
Load the tap files with i.e. ActionReplay attached, freeze after load and save the freeze-state. Might work for quite some one-load-titles. Other than that you are left alone with the TAP files....
However, there are devices that can play back TAP files like Dc2n or 1541u.
You can always write TAP files back to real tape as well.
Best to do: scoop through your TAPs, check if there are ones you dont fine easyly somewhere else on the net. You should find a d64-version of practically every game.
On a side note: Im always interessted in TAP files, so if you are willing to share, please let me know ;-) _________________ |
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Newbie

Joined: 14 Apr 2012 Posts: 9 Location: Finland
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Posted: Thu May 10, 2012 3:03 pm Post subject: |
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Can this be converted to .prg or .d64?
http://gamebase64.hardabasht.c...199_01.zip
I don't have the skills, equipment or even basic understanding about .tap files  |
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Grandmaster of C64


Joined: 14 Jul 2002 Posts: 1790 Location: Italy
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Posted: Thu May 10, 2012 3:18 pm Post subject: |
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It seems a TAP which uses Kerner Loader, so the files can be easily extracted.
The problem is that the program appears to be a multifile one, so it would require programming skills in order to realize a working .d64. For tape images containing a single file, a program like WAV-PRG is able to extract PRG from TAPs if the loader is recognized from one of the available plugins.
Cheers,
Oge _________________ |
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Newbie

Joined: 14 Apr 2012 Posts: 9 Location: Finland
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Immortal Grandmaster of C64


Joined: 30 Apr 2009 Age: 38 Posts: 3518 Location: Sweden
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Posted: Thu May 10, 2012 7:25 pm Post subject: |
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The loader of that game isn't recognized. If it's a single session of loading you could freeze it if you must have it on disk but can't find a version that already is.
Starts with this:
| Code: | ;
; DASM performed 2 optimizations
;
; Cross reference:
;
; Conditional branches (B) with more than one ref:
;
; Subroutine calls (S):
;
; Jumps (J):
*=$033C
; Cassette I/O Buffer - Header
T033C .byte $03,$ED,$02,$FF,$03,$41,$4D,$45,$52,$53,$4F,$46,$54,$20,$20,$20
T034C .byte $20,$20,$20,$20,$20
T0351 .byte $FC,$5F,$8F,$7D,$45,$A6,$AE,$F5,$54,$87,$11
T035C .byte $16,$F4,$47,$D2,$6F,$BC,$02,$C1,$6C,$45,$37,$64,$4E,$D4,$A0,$BB
T036C .byte $94,$C8,$D3,$0F,$50,$20,$71,$55,$C9,$D0,$CB,$BE,$F8,$A9,$8F,$DB
T037C .byte $6C,$5D,$1D,$7C,$49,$01,$72,$7A,$40,$38,$56,$6F,$A8,$EA,$89,$03
T038C .byte $5C,$7B,$EE,$65,$7A,$7B,$3B,$94,$19,$93,$4B
ROL $1499,X
STA $BC46,X
SBC $1B9D
T03A0 .byte $77
STA ($C1,X)
LDY #$35
ORA #$E3
BVS T03D6
ROR $708A,X
BVC $033B
T03AE .byte $7F,$53,$20,$5E,$92,$D0,$B7,$15,$B7,$33,$78,$E1,$A2,$12
LDY $1E30,X
LDA $B9C8,X
STX $385E
T03C5 .byte $67,$C7,$67
CPY #$4F
ROR $4F
ADC ($6F,X)
SBC $C86F
T03D1 .byte $57,$7C,$57,$7B,$F5,$59,$D4,$7D,$64,$9F,$0C
T03DC .byte $0C,$23,$92,$8D,$F6,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
T03EC .byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 |
| Code: | ;
; DASM performed 2 optimizations
;
; Cross reference:
;
; Conditional branches (B) with more than one ref:
;
; Subroutine calls (S):
;
; Jumps (J):
*=$02ED
SEI
LDX #$FF
TXS
LDX #$0C
JSR $FCBD
LDY #$08
B02F8 LDA T031A,Y
STA $8000,Y
DEY
BPL B02F8
LDY #$3C
B0303 TYA
EOR $0300,Y
STA $0300,Y
INY
BNE B0303
JMP $03C5
JMP $B248
T0313 .byte $00,$2C,$F9,$BC,$FE,$C1,$FE
T031A .byte $E2,$FC,$E2
T031D .byte $FC,$C3,$C2,$CD,$38,$30,$F3,$57,$F1,$CA,$F1,$ED,$02,$3E,$F1
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So just figure the loader out and extract the rest of the data...
The two pulse lengths used when turbo starts are $1B and $28.
First part has some BASIC code that can be saved just by entering the monitor in VICE. Unfortunately I don't understand Finnish.
EDIT:
Got the basic part of the beginning saved.
http://www.2shared.com/file/IH...H_1st.html
There's a lot of file names mentioned, will maybe help to extract the rest - something I'm currently not too keen on.  |
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Newbie

Joined: 14 Apr 2012 Posts: 9 Location: Finland
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Immortal Grandmaster of C64


Joined: 30 Apr 2009 Age: 38 Posts: 3518 Location: Sweden
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Posted: Fri May 11, 2012 5:58 pm Post subject: |
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I'll ask my friend to contact you in case he's willing to do a hack of this.
Looks like they're setting the device number on 1024 and then peek that when loading other parts. This leads me to believe it should have existed as a disk version as well, why else bother?
Looks easy enough, should be no problems for someone with a little experience. |
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Groupie in Training

Joined: 24 Sep 2004 Posts: 100
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Posted: Thu May 17, 2012 4:49 pm Post subject: |
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It was non-trivial, because the loader is a variant of Turbo Tape, but I made a .t64 which seems to work (even though I did only limited tests, since I don't know Finnish). PM if you are interested |
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Immortal Grandmaster of C64


Joined: 30 Apr 2009 Age: 38 Posts: 3518 Location: Sweden
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Posted: Thu May 17, 2012 8:50 pm Post subject: |
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Should be easy to change the device number to 8 instead then and put all files on a d64.
2 POKE1021,1:POKE45,.:POKE46,47:POKE47,.:POKE48,47
to
2 POKE1021,8:POKE45,.:POKE46,47:POKE47,.:POKE48,47
I understand it's trivial... when you know how to  |
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Immortal Grandmaster of C64


Joined: 30 Apr 2009 Age: 38 Posts: 3518 Location: Sweden
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Posted: Tue May 22, 2012 1:57 pm Post subject: |
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With fab's t64 version I patched it to work as d64, send a PM with e-mail address if you want it. |
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Newbie

Joined: 14 Apr 2012 Posts: 9 Location: Finland
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Posted: Wed May 23, 2012 2:35 pm Post subject: |
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Thanks guys!
Tested the game with fab's t64 and everything worked perfectly with Vice.
PM sent about the d64 version and hopefully I get to test it soon with a real machine  |
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Newbie

Joined: 14 Apr 2012 Posts: 9 Location: Finland
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Posted: Sun May 27, 2012 8:21 am Post subject: |
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No problems with real hardware either, thanks again!
Should these be sent to gb64.com? |
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