Attached to this post is PoP1 for ZX Spectrum.
The README.txt inside the ZIP explains how to get it to run.
Easiest way to play is to not use arrow keys:
o (+ arrow down) / p (+ arrow up) = left and right
a (+ right arrow) / q = down and up/block
Space = for small steps, picking up (and hitting with) sword, drinking potions
It takes time to get used to the controls.
Also, the running jump and running turns react late.
PoP1 for ZX Spectrum
PoP1 for ZX Spectrum
- Attachments
-
- PoP_for_ZX_Spectrum.zip
- (992.22 KiB) Downloaded 149 times
Re: PoP1 for ZX Spectrum
PoP_MC_Software.trd and PoP_Omega_Group.trd use the same packed rooms, with the first tile of the starting room at 0x50BB6 and 0x54BB6 respectively.
PoP_Another_World.trd includes cheats and is unpacked and thus easier to mod. Here's some info about this variant:
It has the first three levels at:
- 1: 0x50B3C u/i 0x50E15
- 2: 0x4DD3C u/i 0x4E155
- 3: 0x4AF3C u/i 0x4B2F0
I've also attached the levels to this post.
(I was too lazy to look up the other levels, but they are easy to find with the info below.)
This port stores all levels row by row, with an extra row above the rooms at the top, plus an extra wall tile left of the left most rooms.
It does not store the torches and chompers as tile types; they are stored separately.
In ASCII, most tiles look like what they represent.
- space = 0x20 = ( )
- spikes = 0x21 = (!)
- gate = 0x23 = (#)
- rubble = 0x2E = (.)
- loose = 0x3A = (:)
- wall = 0x40 = (@)
- small pillar = 0x49 = (I)
- floor = 0x5F = (_)
- raise = 0x6x = (a, b, etc)
PoP_Another_World.trd includes cheats and is unpacked and thus easier to mod. Here's some info about this variant:
It has the first three levels at:
- 1: 0x50B3C u/i 0x50E15
- 2: 0x4DD3C u/i 0x4E155
- 3: 0x4AF3C u/i 0x4B2F0
I've also attached the levels to this post.
(I was too lazy to look up the other levels, but they are easy to find with the info below.)
This port stores all levels row by row, with an extra row above the rooms at the top, plus an extra wall tile left of the left most rooms.
It does not store the torches and chompers as tile types; they are stored separately.
In ASCII, most tiles look like what they represent.
- space = 0x20 = ( )
- spikes = 0x21 = (!)
- gate = 0x23 = (#)
- rubble = 0x2E = (.)
- loose = 0x3A = (:)
- wall = 0x40 = (@)
- small pillar = 0x49 = (I)
- floor = 0x5F = (_)
- raise = 0x6x = (a, b, etc)
- Attachments
-
- level3.txt
- (2.78 KiB) Downloaded 142 times
-
- level2.txt
- (3.08 KiB) Downloaded 148 times
-
- level1.txt
- (2.14 KiB) Downloaded 130 times
Re: PoP1 for ZX Spectrum
I see you also included the system roms, I guess not all emulators include them?
I have looked at those offsets, but I can't see anything there that looks like a level.
Are you maybe planning to make a level editor for this version?
What does "u/i" mean?
I guess it means "through" (from...to), but what is it the abbreviation of?
Why did you post them in hex? They would look better in ASCII, since, as you wrote, "In ASCII, most tiles look like what they represent".
Here are my level maps: (made in 2008)
This sounds quite similar to the Genesis version.
The same applies to guards, level doors, potions, and the sword.
A few more tiles from level 4 and later levels:
gate top = 0x24 = ($)
open gate = 0x27 = (')
And there is this code that appears at the place of some chompers: 0x2B = (+)
So it seems there are no drop buttons in this version.
Also, I just found out, while I was looking at the maps here, that Level 2 does not have the room with the open gate (and the blue potion), instead there is a room where you need to climb down.
Re: PoP1 for ZX Spectrum
On GNU/Linux they aren't included with (the apt-get installable) Fuse.
Most likely a license issue.
This is because the data is packed. If you change the (30 or so) bytes starting there, you can see the starting room change in-game.
No, definitely not.
Maybe the Mac version.
Up to and including.
As an illustration of what to look for in the file.
Man, you've really looked at a lot through the years.
(So have I, but usually you beat me to it, plus your skills usually surpass mine.)
Yeah.
Similar to Harem Adventures.
Yes, there's a lot different in the levels.
One reason might be that the room width is 8 instead of 10 tiles.