Target Renegade editor v0.1

Target Renegade editor v0.1

no tape loaded

Open your Target Renegade tapes

Side 1 holds the protected main program and all five levels. Side 2 is a spare copy of the levels; open it too and level edits are written to both sides.

or drop them here

Frame

Click a part of the figure to pick that piece. Frames are built from pieces, so one piece can appear in many frames.

Piece

Place puts the chosen character on the map; Pick (or Alt-click) takes the character under the pointer; Select marks an area to copy, cut or fill; Paste stamps the copied area.

Characters

Character

Click to toggle pixels, drag to paint. Every place this character appears changes with it.

These are the well-known POKEs, built into the tape instead of typed in after loading. Lives and time are set when a game starts, so for those the editor changes the start-up values rather than the running counters.

Release notes

Target Renegade tape editor is currently set up to accepts .TZX format files of the game in Speedlock 7 or Speedlock 4 loaders

v0.1

Known issues:

  • Extending level widths can sometimes result in the game crashing. Be careful and test your edited output often!
  • Be careful with adjusting column positions of enemy waves, you won't always get the result you expect.

Compatibility:

All common .tzx versions out there 'in the wild' are accepted, though some versions will only offer limited editing capabilities for sprite graphics, cheats, text and loading screen. I have tested various files from TOSEC and spectrumcomputing.co.uk. The filenames below should give you a reliable indication of what can be used.

Ideal for editing:
  • Target - Renegade (1988)(Imagine)(48K-128K)(Side A)[SpeedLock 7].tzx
  • Target - Renegade (1988)(Imagine)(48K-128K)[a][SpeedLock 7].tzx
  • Target - Renegade (1990)(Hit Squad, The)(48K-128K)[SpeedLock 7].tzx
  • Renegade 2 - Target Renegade - Side 1.tzx
Partially editable:
  • Target - Renegade (1988)(Erbe)(48K-128K)(ES)(en)(Side A)[a][re-release].tzx
  • Target - Renegade (1988)(Erbe)(48K-128K)(ES)(en)(Side A)[re-release].tzx
  • Target - Renegade (1988)(Erbe)(48K-128K)(ES)(en)(Side B)[a][re-release].tzx
  • Target - Renegade (1988)(Erbe)(48K-128K)(ES)(en)(Side B)[re-release].tzx
  • Target - Renegade (1988)(Imagine)(48K-128K)(Side B).tzx
  • Target - Renegade (1988)(Imagine)(48K-128K)[SpeedLock 7].tzx
  • Renegade 2 - Target Renegade - Side 1.tzx

Character

Click to toggle pixels, drag to paint.

Preview

The game draws codes 32 to 95. Most of the punctuation slots hold small graphics instead, including the key labels shown when you define keys. The score digits use these same glyphs at double height.

This is the picture Speedlock draws while the game loads. Painting sets pixels only; colours come from the 8×8 attribute cells, so import a finished .scr to change colours.

TapeBlockBytesLoads toChecksumChanged

Main-program blocks are stored encrypted. The editor decodes them the way the loader does (byte XOR key, plus 11 hex), then applies the game's own start-up pass: an XOR with AA and a move up by 0FA0 hex. Saving reverses all of that and rebalances the loader's final checksum byte, so the protection still accepts the tape.