Software

Please note: the contents of this page are being migrated to my main website here.

TAPClean Front End

TAPClean is a console utility whose key features are:

  • Detects and retrieves information about TAP and DC2N DMP file contents.
  • Tests and reports on the integrity and condition of the files.
  • Performs structural corrections and optimizations.
  • Develops a library of all detected files as their binary equivalents and allows content exporting.
  • Allows conversion to audio format (.AU or .WAV) so TAPs may be played out and recorded back to cassette tape.

TAPClean Front End is built using GTK+ 2.x and is not just a front end program as its name suggests. It incorporates unique features not found in TAPClean, such as:

  • Interactive report of the tape contents with graphical breakdown
  • Hex monitor, Disassembler, and CBM BASIC untokenizer for PRG files
  • TAP editor
  • TAP splitting tool
  • TAP repair tool for CBM files (fully automated but manual tweaking is available too!)
  • Graphical TAP/DMP analysis tool
TAPClean FE - Interactive report by Luigi Di Fraia

TAPClean FE – Interactive report

TAPClean FE - Disassembler by Luigi Di Fraia

TAPClean FE – Disassembler

TAPClean FE - Automatic TAP split tool by Luigi Di Fraia

TAPClean FE – Automatic TAP split tool

TAPClean FE - Graphical Analysis tool by Luigi Di Fraia

TAPClean FE – Graphical Analysis tool

Download links for Windows (all versions):

Download links for Ubuntu Linux 64-bit:

User manual:

Integrator 2012 and The Last Ninja Construction Kit

To filter my blog entries on this subject click here. This is the post where this all started a while ago!

Integrator 2012 is one of my latest works: a GTK+ 2.x based, hence cross-platform, viewer targeting those games that were designed using John Twiddy’s “Integrator”. The ones I am aware of are: The Last Ninja, LN2, LN3, Vendetta and Time Machine.

Not much of the original C64 software came to us through time, but a “Bug Free PDS Ninja III Editor” that’s almost surely based on original work done by John.

Quoting from The Last Ninja Archives: John Twiddy wrote an editor (he called it the integrator) that let Hugh [Riley] pick up the individual background elements like trees and bushes and drop them into place on screen. It also worked out the best colour combination for each element when they overlaid each other. John then designated which pixels were foreground and cut those bits out of the ninja sprite as it went past.

The above is consistent with the fact that the “Bug Free PDS Ninja III Editor” has an option for importing objects (it is possible to grab them from multicolour pictures) and combine them as part of the screen design. Actually we don’t know whether John did the rest manually or he wrote additional editors in order to complete the game design, such as designation of foreground (= sprite clipping masks), definition of events, boundaries that confine movements and trigger events, etc.

The Last Ninja Construction Kit extends Integrator 2012 and is set to be the one-stop shop for all the above mentioned activities: my aim is to make it extremely usable and intuitive. Being a cross-development tool running on modern development systems not only it offers the ability to browse what was done back in the 80’s and 90’s, but also produce new designs that could be used for a new C64 game (and consequently other platforms too).

The Last Ninja Construction Toolkit: main window by Luigi Di Fraia

The Last Ninja Construction Kit: main window

The Last Ninja Construction Toolkit: panel editor by Luigi Di Fraia

The Last Ninja Construction Kit: panel editor

The Last Ninja Construction Toolkit: object import browser by Luigi Di Fraia

The Last Ninja Construction Kit: object import browser with object preview

The Last Ninja Construction Toolkit: object grabber by Luigi Di Fraia

The Last Ninja Construction Kit: object grabber for capturing new objects

The Last Ninja Construction Toolkit: boundary editor by Luigi Di Fraia

The Last Ninja Construction Kit: boundary editor

The Last Ninja Construction Toolkit: foreground editor by Luigi Di Fraia

The Last Ninja Construction Kit: foreground editor (for sprite clipping)

The Last Ninja Construction Toolkit: connection editor by Luigi Di Fraia

The Last Ninja Construction Kit: connection editor

The Last Ninja Construction Toolkit: sprite position editor by Luigi Di Fraia

The Last Ninja Construction Kit: sprite position editor

The Last Ninja Construction Kit: working at a new design!

The Last Ninja Construction Kit: working at a new design!

Download links for Windows (all versions):

Download links for Ubuntu Linux 64-bit:

Graphix serie

Graphix is a plotting software for bivariate expressions. It was initially coded on the Amiga 500 with an isometric engine at its core. After that I moved to perspective rewriting the engine on a PC. I also wrote a quite complex mathematical expression parser with “pretty print” capabilities.

Graphix 3.5 sample picture by Luigi Di Fraia

Graphix 3.5 sample picture

Graphix 3.5 sample picture by Luigi Di Fraia

Graphix 3.5 sample picture

Graphix 3.5 sample picture by Luigi Di Fraia

Graphix 3.5 sample picture

Graphix 3.5 sample picture by Luigi Di Fraia

Graphix 3.5 sample picture

After the custom engine version, I did some tests with OpenGL too, retaining my parser.

Graphix 2006 by Luigi Di Fraia

Graphix 2006 based on OpenGL and GTK+ 2.x

C64 Dither 2

To filter my blog entries on this subject click here.

The “C64 Dither” tool was coded as a by-product during the design of new graphics for Integrator 2012, but it eventually became useful for generic graphic conversion activities. It too is based on GTK+ 2.x, hence multi-platform.

C64 Dither 2: Monkey Island 2 SE dithered by Luigi Di Fraia

C64 Dither 2: Monkey Island 2 SE dithered for the Commodore 64

Lure of the Temptress: outside of the smithy

Lure of the Temptress: outside of the smithy

Lure of the Temptress: outside of the smithy dithered by Luigi Di Fraia

Lure of the Temptress: outside of the smithy dithered for the Commodore 64

D64 Browser

D64 Browser is a GUI application built on top of GTK+ 2.x and my own libd64fs library that handles D64 images. Initially thought as a component for Integrator 2012, this tool too became part of my standalone tools.

D64 browser by Luigi Di Fraia

D64 browser

D64 Browser: PRG export by Luigi Di Fraia

D64 Browser: PRG export

Char map control for filenames by Luigi Di Fraia

Char map control for filenames

C64 Hires to Charmode

This one is a tool I wrote in order to convert one of my designs (not the one depicted below!) to char-mode. The design itself was already done with char-mode in mind but on a non-native graphic editor.

C64 Hires 2 Charmode (logo by DMD)

C64 Hires 2 Charmode (logo by DMD)

C64 Hires 2 Charmode - Resulting fontset

C64 Hires 2 Charmode – Resulting fontset

Commodore 64 Intros

Here are a few of the intros I wrote in assembly language for the Commodore 64 starting in the year 2014. Rigorously oldskool style!

Beam Racer

My first ever intro and my favourite one 🙂

Haunted

An excellent char-mode logo by DMD finally in motion!

Ambigram

Ambigram is one of those intros that require understanding what the theme is about in order to be fully appreciated 😉

If you watched the video/ran the intro and you’re still wondering what this is about, check my notes on this production.

Border Mania

My first attempt at opening side borders on a Commodore 64 and my first attempt at creating a new logo.

Here are the work stages of the logo design itself:

Work stages of the HF logo for Border Mania by Luigi Di Fraia

Work stages of the HF logo for Border Mania

Other Commodore 64 works

I wrote a number of things for the Commodore 64 over time, but I guess it’s worth mentioning at least the ones below.

SPUTM-like implementation (also referred to as SCUMM mock-up)

It’s by no means complete, but a number of components to recreate SPUTM on a Commodore 64 are ready. I’ve put together a demo involving a location and a few objects from “Monkey Island 2, LeChuck’s Revenge”.
I converted and edited all graphics myself and obviously wrote the code too 🙂

SCUMM mock-up progressing

SCUMM mock-up progressing

Here’s a video of the current state of this effort: