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Forums > C64 Coding > SEUCK Redux
2008-10-13 22:34
Martin Piper

Registered: Nov 2007
Posts: 645
SEUCK Redux

I've been reading the SEUCK vault pages (http://www.seuck.retrogaming64.com/index.html) and in particular the pages relating to modding SEUCK to improve games. Does anyone think it would be useful if I were to make an open source SEUCK data file player? This way people could take the source code and modify it to add whatever features they liked without having to modify the binary SEUCK code. Also, the data file formats would be fully documented and there is also a good chance that a few SEUCK bugs (like the slow down and sprite flicker) would be fixed in the process. :)
 
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2008-10-26 07:09
wreg
Account closed

Registered: Mar 2004
Posts: 679
ppl just dont want to see cracks of those :-)
2008-10-26 08:54
Richard

Registered: Dec 2001
Posts: 619
Okay. :)
2008-10-28 15:32
Martin Piper

Registered: Nov 2007
Posts: 645
It's always nice to see code get used by someone else. :)
Support for sideways SEUCK files has now been added as well as fixing some bugs related to respawning players. (Latest patch code)

Now the code is mature enough to play whole SEUCK games it gives me a nice easy to use test bed for using the code to create more complex games. The routines are modular enough and generic enough to be able to be used without SEUCK.

Hmm, maybe a horizontal/vertical shooter or platformer. *Thinks...*
2008-10-28 19:18
Richard

Registered: Dec 2001
Posts: 619
Sounds even better Martin.

If the attack waves could be used in a proper horizontal scrolling shoot 'em up (and additional code to generate power ups, big bosses, map scrolling, etc). That would be very handy to record virtual joystick movements for enemies.

I have always wanted to have a bash at a non SEUCK horizontal scrolling SEUCK. Since Sub Hunter, I'm beginning to get even more ambitious. Probably overambitious, knowing me. And in 2009, I am hoping to do a horizontal scrolling shoot 'em up game as my main project ;)
2008-10-30 07:48
Martin Piper

Registered: Nov 2007
Posts: 645
I just wish the designers of the C64 would have added colour memory where the offset could be changed like the char screen. :)
2009-05-10 04:17
Martin Piper

Registered: Nov 2007
Posts: 645
The source for this ( http://codebase64.org/doku.php?id=base:scrolling_and_seuck_file.. ) has been updated to use the VIC sprite collision register, read from the multiplexor, instead of using char based collision detection. This improves upon the collision bug in the original SEUCK where it was possible to have a player sprite (or bullet) covering an enemy and not have any collision detected.
2009-05-10 07:34
LOGAN
Account closed

Registered: Aug 2003
Posts: 71
Although I understand the aversion to seuck from many people I admit I have a soft spot for the thing. I mean even in my noob days I enjoyed much time in creating SEUCK things and although I didn't finish my shoot'em up due to thinking my results were, erm... lame, I think its a great tool to play with. Removing (parts of) the editor, inserting music, I like to think I did it all.

But I love to see improved/enhanced versions of SEUCK. What's next? Intro/menu designer and modular addons? Multiload support with IRQ fastloader? Koala or FLI support? DTV graphics support?

Heck make a point and click adventure game support so I have an easier time to port a few levels of MOTAS.

Keep'em coming!
2009-05-10 13:14
Martin Piper

Registered: Nov 2007
Posts: 645
Well, it's a lot of reusable code that forms a generic game engine, that just happens to be able to play SEUCK data formats. It's how the super spells were added to LotD for example. IRQ loading the level data to allow "SEUCK" games with different level graphics or more attacks waves is very possible. So a large proportion of the code will be used for my next project. :)
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