1988 · Imagine Software · Commodore 64

Levels

Target Renegade

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Choose a stage to explore its stored background and compare it with an original game capture.

01 · Maps

The stage backgrounds

Selected stage controls the background map and the original stage capture below.

Stage 1 · Car park: background

Loading map data…

The full stored map appears below the window at half size. Scroll sideways to see its width. Changing stages also changes the character shapes and colours. Some stored areas lie outside a stage's usual route. The browser shows the stored data without claiming that every area is reachable in that stage.

Each map is 80 columns wide and 20 rows tall. A map square holds a number that chooses a block of 4 × 4 characters. Each character chooses an 8 × 8 picture. That makes the whole stored background 2,560 × 640 pixels. The game shows a 320 × 160 window above the status panel.

The column renderer at $2A6C reads map indices from first-load $2DC0 or second-load $2DC0. It selects sixteen character codes from the tile table at $B000. Resource swaps at $84FE put the chosen character shapes and colours into the memory areas the display reads. These addresses identify where the game keeps each table.

The map lookup was checked against the game's own renderer for 51,200 character cells across both loads. The five font/colour selections were also compared with initialized native stage snapshots. The window omits fighters and the status panel.

02 · In play

The original stage capture

Stage 1 · Car park: original capture

Native stage 1 in VICE
Captured after native stage setup. The later stages were reached with explicit state changes and the game's loading routines.

03 · Stages

Replacing the streets

The first three stages share one set of loaded graphics. Stages four and five use another set. Each set contains a map of 80 × 20 blocks and three sets of character shapes, colours, and enemy graphics. The engine exchanges a selected set with the active graphics before drawing the stage.

Open the five-stage map browser →

Stage setup at $A768 chooses the exchanges; $84FE performs them. The ending loads its own short program and sprite data. The shared engine returns to the title after that sequence.

Native ending sequence
The ending capture follows the native H/I load and entry at ending $3400. It was reached with an explicit end-state change.