![]() ![]() Total Replay is © 2019-2020 by 4am and licensed under the MIT open source license. All games run directly from ProDOS (no swapping floppies!).In-game protections removed (manual lookups, code wheels, &c.). ![]() ![]() Screensaver mode includes hundreds of screenshots and dozens of self-running demos.UI for searching and browsing all games.More than 100 new classic games since Total Replay v3.0.In terms of memory, you will need 64K RAM to run Total Replay, but some of the game in the collection requires 128K. The package consists in a 32 MB ProDOS hard drive image so, if using a real Apple II, you will need hardware to support mounting such image, like CFFA3000, Floppy Emu, MicroDrive, BOOTI, wDrive, etc… Using an emulator is easier since all major ones (AppleWin, Virtual ][) will support that out of the box. Total Replay is a convenient way for exploring and playing classic arcade games on an 8-bit Apple II. It also adds more documentation for the games. This new version fixes some issues found in alpha 3, like the use of a CFFA3000 on IIgs and VidHD on IIe. If you leave the room and go back, he will have only 3 HPs.The mysterious Apple II hacker and software preservationist 4AM has announced via his Twitter account that a new pre-release version alpha 4 of the upcoming Total Replay v4.0 is available now on Internet Archive. He will have 4 HPs instead of the usual 3! Now restart the game with Ctrl+R, start a new game, and visit the first guard on level 1. If you leave and enter again, he will have 4 HPs. When you enter the room the first time, he will have 3 HPs. (This is the first guard in the game with skill 4.) SKIP to level 4, then go right to see the guard behind the closed gate. You can try this with some other guards as well. This extra HP carries over to the level 6 guard when you first meet him. The last guard on level 5 has skill 4, which gives an extra HP. This means that every time you meet a guard, he will have or not have an extra HP depending on the skill of the previous guard you have seen. With the other disk images, I took a short cut, and I either hex-edited the saved game to start on level 6, or used the GO06 cheat.īut the WOZ disk image has no cheats (except SKIP) and I can't hex-edit the saved game, so I had to type SKIP to skip levels until level 4, then complete level 4 and 5.īut once I figured this out, I could reproduce the bug with other disk images as well.Įach guard's HP is determined before his skill is loaded, even though the number of HPs depend on the skill. The reason I could reproduce the bug only with a WOZ disk image is my laziness: He will have 5 HPs if you load level 6 from a saved game, or if you skip to level 6 using the GO06 cheat. That explains why he has 6 HPs in the walkthrough videos. The fat guard will have 6 HPs the first time you enter his room, but only if you have completed level 5 before! I finally figured out how this bug works. Offset 0x5A0 and 0圆A0: door link 0 (event 1 in Apoplexy).Īpple: It points to room 5 tile 24 (unused room!), and it also triggers the next event, which points to room 3 tile 13. Offset 0x85B: room 21 guard (unused room!). Offset 0x859: room 19 guard (unused room!). In the DOS version all doortops are black, so this doortop was changed into a wall. The Apple II version has patterned doortops in the dungeon. It was removed in the DOS version, maybe because it's barely visible? It's just a wall pattern hidden behind the columns. DOS levels (except the potions level) have an extra byte at the end (offset 0x900) with value 09.Ĭuriously, 9 is also the number of 256-byte sectors needed to store a level on the Apple II. The DOS version has guard colors Offset 0x8D7.0x8EE. Remember that the Apple II version was first, and the DOS version came later.ġ. That way you can do a binary comparison between the corresponding levels. You can use the -raw option to extract the levels without PLV headers. * The DOS levels can be extracted from LEVELS.DAT with PR. * The Apple II levels can be found in Mechner's PoP source. (I admit I was partially motivated by the possibility that the room from the cover might be hidden in the Apple II version. I have compared the levels in the Apple II and DOS versions of PoP. (Small) differences between Apple II and DOS levels ![]()
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