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Ah! Thank you! So I could really use the DOS based "WolfEdit" and compress it. That is very cool, that it reads the original data files! In a simplified way, I might be able to conform the other episodes to the textures used in just the first one and replace some items. Not sure. Or I might do something completely original. I believe map making is a strong way to give a game a big push. Do something creative. Doom and Wolfenstein were already popular without those tools, but once people created these, like with Doom, making WADs was relatively simple, very enjoyable, and there was an explosion of new content for the game. 

Unending content, almost.

The mouse in the C64 works through the SID chip, funny enough. But yeah if you feel you're done with this, I understand, and I'm grateful either way. It's just astonishing what you did. Only reason I push for many new C64 games to use the mouse is the influx of new mouse-enabled C64U users we have now. Gone are the days where you'd have to have an adapter like the mouSTer. I still use it, but now, current C64 buyers can just plug in any old USB mouse and toy around with. Mouse controls never were popular in the past, but they could be in the future. Just looking at the all new Lemmings released yesterday. Wow! Compare that to the first version for the C64. Which also was impressive.

With that small a space left for anything in the game, the easiest and most simple enhancement I could see would be support for Turbo modes. It would be a world of a difference in Wolf64 already, and Doom especially. There is a version of Stunt Car Racer for the C64U in 20Mhz mode and ... yes, I know, it's not a "stock C64" of old, but it's a stock C64U we have today. And Wolf64 does run quite well on it, that is true. With with this small insert ... gameplay could adapt to these speeds. It's like having an Accelerator card for the Amiga.

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Yeah, I'll put the source on github soon with the level compressor. You just put the levels on the disk as E1MX. The compressor will map the unimplemented enemies and items with a text file to define the mapping. So yeah, you could use WDC or WolfEdit or whatever you're used to.

For the fast mode, the game uses a CIA to accumulate keyboard movement, and deltaTime based weapon and enemy updates, so it should work if the CPU is sped up. But that's all untested.

I might take a look at mouse input, since I can emulate it in VICE. Is the 1351 the standard people expect?

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(Sorry for double reply in a sense)

I would be able to test both having things sped up, and FGPA based 1351 mouse support (also 2nd test via MouSTer, but the actual 40 year old tank mouse and old 40 year old hardware I don't have anymore). Very confident in 99% the same test results as old hardware. 

Speed and Turbo toggles on the C64U are completely independant from all the software, they can be enabled and disabled at will, but on a C128 it's a register (unused on the C64) but might get overly complicated with any software that updates the graphics this much. It's a timing thing the only safe use of 2MHz is confined to the border/vblank time window. Like how Elite 128 does it. I'm sorry I didn't bring it up upfront, it was way in the back of my head and I know very little, all in all.