I'm having some trouble playing Labyrinth using ScummVM. In my Labyrinth\Game\ directory I've got the following files: Labyr1.d64 and Labry2.d64.
What do I do with them?
Labyrinth
Moderator: ScummVM Team
- eriktorbjorn
- ScummVM Developer
- Posts: 3561
- Joined: Mon Oct 31, 2005 7:39 am
Judging by this thread it seems unlikely that it ever will be. A C64 emulator would probably be your best bet.md5 wrote:Labyrinth is not supported by ScummVM yet
- sanguinehearts
- Posts: 378
- Joined: Mon Oct 31, 2005 12:42 am
- Location: Hampshire, United Kingdom
Well, I agree with the statement that Its unlikely to be supported by ScummVM, I assume the game would have been written in 6502 Assembly directly and therefore it would not have an interpreter per se.
I guess it wouldnt hurt to take a look.
First of all Labyrinth was released for the c64 in two formats, First a disk format and secondly a tape format,
I only own the tape version so my method may be different from other ways. I have a disk version coming though. I'll dump that when it arrives and have a closer look.
there are tools available online which can turn an audio recording of a c64 tape into binary data
Details here:
http://www.geocities.com/SiliconValley/ ... e/faq.html
The SID audio has already been ripped from the game so I assume that can be mapped directly to the file.
Edit: I didnt get a chance to finish writing this post yesterday before I hit submit.
the best bet would be to find a c64 emulator with a debugger and try and find certain routines, once you have important routines mapped then you can begin work, I mentioned about the SID audio file because If you can map this to the binary data from the game then you can ignore it as you know its data not code.
The SID header format will need to be stripped from the SID file to match the data properly, that is IF the SID data is stored in the same location in the file and not split over the file.
however the header format is well documented on the internet.
so it should help at least with that
EDIT AGAIN:
It seems I got this post confused with another one I was reading about disassembling an Indiana Jones game,
oh well it never hurts to have the information stored here anyway. I might post some more when I get a chance.
I guess it wouldnt hurt to take a look.
First of all Labyrinth was released for the c64 in two formats, First a disk format and secondly a tape format,
I only own the tape version so my method may be different from other ways. I have a disk version coming though. I'll dump that when it arrives and have a closer look.
there are tools available online which can turn an audio recording of a c64 tape into binary data
Details here:
http://www.geocities.com/SiliconValley/ ... e/faq.html
The SID audio has already been ripped from the game so I assume that can be mapped directly to the file.
Edit: I didnt get a chance to finish writing this post yesterday before I hit submit.
the best bet would be to find a c64 emulator with a debugger and try and find certain routines, once you have important routines mapped then you can begin work, I mentioned about the SID audio file because If you can map this to the binary data from the game then you can ignore it as you know its data not code.
The SID header format will need to be stripped from the SID file to match the data properly, that is IF the SID data is stored in the same location in the file and not split over the file.
however the header format is well documented on the internet.
so it should help at least with that
EDIT AGAIN:
It seems I got this post confused with another one I was reading about disassembling an Indiana Jones game,
oh well it never hurts to have the information stored here anyway. I might post some more when I get a chance.
- sanguinehearts
- Posts: 378
- Joined: Mon Oct 31, 2005 12:42 am
- Location: Hampshire, United Kingdom