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Forums > C64 Coding > Berzek for C64
2008-07-30 18:07
trip6
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Registered: Jan 2007
Posts: 51
Berzek for C64

Hello... I recently recieved assembler source code for Berzerk video game. I was told that I would have to use CCS65 to compile it. However, I am quickly realizing that I have no idea how to do this in CCS65. Can some one help me our compile this for me with CCS65 if I sent the source code? All help is appreciated, I'd love to get a port of this classic on the C64.
 
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2008-09-29 11:10
Heaven
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Registered: Jul 2008
Posts: 102
Quote: I'd go for soft sprites.

yup. me, too.

as the engine is build around that...
2008-09-30 10:04
Martin Piper

Registered: Nov 2007
Posts: 722
Quote: you want to spread your 48 sprite multiplexor... ;)


I am not that much of a whore. ;)
2008-10-09 20:52
trip6
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Registered: Jan 2007
Posts: 51
Any progress on this or is it at an impasse? You guys haven't posted in a while so I thought that I would ask...
2008-10-11 21:04
Heaven
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Registered: Jul 2008
Posts: 102
I was bussy with personal & business stuff so I have not touched Berzerk for a while. But I have some days off so I will progress soon... ;)
2008-10-13 20:09
trip6
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Registered: Jan 2007
Posts: 51
I understand... I am just excited that Berzerk for C64 will finally come to fruition... I might even make a bootleg cart version when the code is finished, if its 16k or less in size when compiled, so that it fits on a standard cart rom(s) without complicated bank switching... If not a disk version will still be much appreciated by all I am sure...
2008-10-13 22:25
Heaven
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Registered: Jul 2008
Posts: 102
at the moment I am thinking about how to handle the softsprites in a good way...

but it is not so complicated...

ABC
XYZ

so... actually I might come away with reorganising the sprite data to a c64 way so not vertical slices but in c64 bitmap mode way.

unfortunatly the code in Berzerk is bad written so it does not use preshifted data which I could reorganise. So I am trying to get to know where the x,y positions of the robots are stored so I can write my own soft sprite routine instead of patching the existing one...
2008-10-14 07:47
Heaven
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Registered: Jul 2008
Posts: 102
allright...small progress in code analysis.

0870,0880 are pointers to sprite adresses. they point to

07a0,07a1 ff. which hold in lo,hi,lo,hi the start adress in video ram of each robot... so when starting the game you find exact 11*2 adresses in the array which point into the video ram. and there are 11 robots at the beginning.

$9991 is the "random routine" while $1804 holds the random number. maybe I will hunt now the $1804 and see where it is used to store the positions at the beginning of each room.
2008-10-18 20:00
Heaven
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Registered: Jul 2008
Posts: 102
$83e0 ff. sets the random positions for each robot
$04-$8c xp position)

ok...got more and more regarding the robots... $850,$860 are holding xpos, ypos in pixel positions. so we will never see more than 16 robots on screen.

so further I found the init of the first robot on the main screen. so actuall this helps to determinate the other variables.

        ldx     #$00                            ; 9F57 A2 00                    ..
;sprite shape #
;$0c = standing robot
;$0d = walking robot left
;$0e = walking robot right
;$0f = walking robot top
;$10 = walking robot down
        lda     #$0C                            ; 9F59 A9 0C                    ..
        sta     $0810,x                         ; 9F5B 9D 10 08                 ...
;move direction
;0 = standing
;1 = move right
;2 = move left
;3 = move up
;4 = move down

        lda     #$00                            ; 9F5E A9 00                    ..
        sta     $0820,x                         ; 9F60 9D 20 08                 . .
        sta     $0830,x                         ; 9F63 9D 30 08                 .0.
        sta     $0840,x                         ; 9F66 9D 40 08                 .@.
        lda     #$01                            ; 9F69 A9 01                    ..
        sta     $0800,x                         ; 9F6B 9D 00 08                 ...
        sta     $08F0,x                         ; 9F6E 9D F0 08                 ...
        sta     $08E0,x                         ; 9F71 9D E0 08                 ...
        lda     #$80                            ; 9F74 A9 80                    ..
        sta     $08B0,x                         ; 9F76 9D B0 08                 ...
        lda     #$01  ;first robot on main screen                          ; 9F79 A9 01                    ..
        sta     $C1                             ; 9F7B 85 C1                    ..
        lda     #$2A ;$6a                           ; 9F7D A9 6A                    .j
        sta     $0860,x                         ; 9F7F 9D 60 08                 .`.
        lda     #$89                            ; 9F82 A9 89                    ..
        sta     $0850,x                         ; 9F84 9D 50 08                 .P.
        jsr     L8349                           ; 9F87 20 49 83                  I.
        jsr     L87B4                           ; 9F8A 20 B4 87                  ..
        lda     #$04                            ; 9F8D A9 04                    ..
        sta     $CE                             ; 9F8F 85 CE                    ..
        jsr     L85CC                           ; 9F91 20 CC 85                  ..
        jsr     L8902                           ; 9F94 20 02 89                  ..
		rts                                     ; 9F97 60                       `


some more miracles solved:

robot_shape_id equ $0810
robots_xpostab equ $0850
robots_ypostab equ $0860

2008-12-02 03:42
trip6
Account closed

Registered: Jan 2007
Posts: 51
Has this died? Any progress... I am looking forward to a working C64 version...
2008-12-06 20:53
d0c

Registered: Apr 2006
Posts: 186
Quote: Has this died? Any progress... I am looking forward to a working C64 version...

how is it going with berzerk? any playable demo?
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