home *** CD-ROM | disk | FTP | other *** search
- Short: Commandline utilities for C64 crossdevelopment
- Author: loorni@student.oulu.fi Amiga port by (Ventzislav Tzvetkov)
- Uploader: drHirudo@Amigascne.org (Ventzislav Tzvetkov)
- Type: dev/cross
-
-
- Commandline utilities for C64 crossdevelopment
- ----------------------------------------------
-
- Utilities written by Lasse Öörni (loorni@student.oulu.fi)
-
- CovertBitOps C64 page: http://covertbitops.cjb.net
-
- As these are text-only programs, they should be fairly portable.
- Borland's free C compiler has been used by default to compile these
- but any C compiler should do.
-
-
- PRG2BIN.EXE
- -----------
-
- Usage: PRG2BIN infile outfile [bytes to strip, default 2]
-
- This program removes a certain amount of bytes from the beginning of the
- input file and saves it as the output file. With the default setting
- of 2 bytes, it converts PRG files into raw binary files.
-
-
- PRG2D64.EXE
- -----------
- Usage: PRG2D64 diskimage c64filename dosfilename
-
- This program reads the PC filesystem file indicated by dos filename, and
- writes it to the D64 diskimage given, with the desired c64 filename. Use
- the underscore _ to represent blanks in the c64 filename.
-
-
- D642PRG.EXE
- -----------
- Usage: D642PRG diskimage c64filename dosfilename
-
- This program does the opposite, it extracts the c64 file from the diskimage
- and writes it to a PC filesystem file indicated by dos filename. Like above,
- Use the underscore _ to represent blanks in the c64 filename.
-
-
- D64REN.EXE
- ----------
- Usage: D64REN diskimage oldname newname
-
- This program renames one file on a D64 diskimage. Use the underscore _
- represent blanks in the filenames.
-
-
- MAKEDISK.EXE
- ------------
- Usage: MAKEDISK diskimage commandfile [diskname] [interleave]
-
- This program creates a D64 diskimage from scratch, reading dos filename
- c64 filename pairs from the commandfile and writing those files on the image.
- A disk name and the sector interleave (10 is the default) can be optionally
- given. Fiddling with the interleave is nice when trying to find the optimal
- loading speed (minimal sector read waiting time) for an IRQ-loader. Use the
- underscore _ to represent blanks in the c64 filenames.
-
- Example of a commandfile: (from the BOFH game)
- bofh.pak BOFH_V1.0
- instr.pak BOFH_MANUAL
- hiscore.bin BOFH_HISCORE
-
- So, bofh.pak is written on the image as BOFH V1.0, instr.pak as BOFH MANUAL
- and so on.
-
-
- C64PACK.EXE
- -----------
- Usage: C64PACK infile outfile [switches]
- Switches:
- /r Raw input and output file (no start address)
-
- Packs a C64 file using my quite ineffective string-pack algorithm. (the only
- good side is that the depacker is short). The input and output file can even
- be same, because input file is first totally stored in memory.
-
- If the /r switch is given, the input file is assumed to be a raw binary file
- without the 2-byte starting address (like in PRG files) and the output file
- will be raw binary also. Otherwise, the output file contains the same start
- address as the input file.
-
-
- C64UNP.EXE
- ----------
- Usage: C64UNP infile outfile
-
- This program reverses the compression done by above program. NOTE: this
- program can only handle files with startaddress! All in all, I see no good
- reason to use this program at all :)
-
-
- PACKPRG.EXE
- -----------
- Usage: PACKPRG infile outfile execution address in hexadecimal
-
- This program packs an executable PRG file with the above mentioned
- algorithm and adds a depacker, making the file startable with a RUN
- command. The depacker will start the executable with a JMP to the
- execution address, with the value $37 in memory location $01 (enable
- Basic ROM, Kernal ROM and I/O area)
-
- This program needs the file DEPACK.S (depacker source code in DASM
- source code format) in the current directory and DASM.EXE in the
- path, because it invokes DASM to assemble the depacker and link it
- with the packed executable data.
-
-
- BENTON64.EXE
- ------------
- Usage: BENTON64 infile outfile [switches]
- Switches:
- /hXX Clip picture height to XX
- /wXX Clip picture width to XX
- /bXX Set background ($D021) color to XX
- By default it's the most used color.
- /sXX Set picture start address in hex (default a000)
- /r Raw save (no .PRG start address included)
- /o Optimal save (do not align bitmap & screen data to page boundary)
- /c Save color data before bitmap
-
- This is Benton Invertor 64 (heh...don't ask where the name comes
- from :)), my C64 multicolor picture conversion program.
-
- The input file has to be in Deluxe Paint IFF/LBM format. Switches
- determine what portion of the picture will be converted, and to
- what format.
-
- By default a 320x200 picture would be saved like:
-
- 2 bytes startaddress
- 8192 bytes of bitmap data
- 1024 bytes of screen memory data
- 1024 bytes of color memory data
- As you see, the bitmap/screen/color data lengths are rounded to the next
- page (256 bytes) boundary.
-
- By using the /o switch it would be:
- 2 bytes startaddress
- 8000 bytes of bitmap data
- 1000 bytes of screen memory data
- 1000 bytes of color memory data
- (no wasted bytes)
-
- Note that the background color isn't saved with the picture! This is a
- downside.
-
-
- CUTSCENE.EXE
- ------------
- Usage: CUTSCENE infile outfile [switches]
- Switches:
- /bXX Set background ($D021) color to XX. Default 0.
- /mXX Set multicolor 1 to XX.
- /nXX Set multicolor 2 to XX.
- /xXX Set Xsize to XX. (default 20)
- /yXX Set Ysize to XX. (default 9)
- /c Don't save colormap
-
- This is a customized conversion program for Metal Warrior cutscene pictures.
- It converts a LBM picture into character (not bitmap) data + screen data.
- The output file is always in raw binary format (no startaddress) and it's as
- follows:
-
- xsize*ysize chars of screen memory data
- xsize*ysize chars of color memory data, if not disabled
- as many chars of chardata as needed
-
- Note that screen memory char codes start from 64, because in Metal Warrior
- characters 0-63 were always reserved for the textscreen font. Not a really
- useful program...
-
-
- PIC2SPR.EXE
- -----------
- Usage: PIC2SPR infile outfile [switches]
- Switches:
- /hXX Clip picture height to XX sprites
- /wXX Clip picture width to XX sprites
- /bXX Set background color to XX. Default 0.
- /mXX Set sprite multicolor 1 to XX.
- /nXX Set sprite multicolor 2 to XX.
- /sXX Set data start address in hex (default a000)
- /r Raw save (no .PRG start address included)
-
- This is the customized graphics conversion program for Metal Warrior 2, that
- uses sprites in its cutscene graphics. Basically, an IFF/LBM picture will
- be converted into sprites, the sprites going left-right and top-bottom in the
- like this: (example has 4 sprites horizontally)
-
- 1 2 3 4
- 5 6 7 8
-
- The sprites are saved in the .SPR format, which means raw sprite data with
- the 64th byte in each sprite defining the sprite color.
-
-
- SPRRIP.EXE
- ----------
- Usage: SPRRIP ramdumpfile banknumber outfile [spritecolor]
-
- This program takes a 64KB dump file containing the C64 RAM, such as C64.RAM
- used by old versions of CCS64, and rips all 256 sprites from a certain
- videobank. The bank numbers are the same that are written to the low 2 bits
- of $dd00 (3 = $0000-$3fff, 2 = $4000-$7fff etc.). Destination file is simply
- the sprite file name (in the same .SPR file format as used by SPREDIT.EXE)
- and the optional spritecolor parameter is what to put in the 64th byte of
- each sprite.
-
- This is a program I rarely use :)
-