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Forums > C64 Coding > Berzek for C64
2008-07-30 18:07
trip6
Account closed

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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2009-06-21 12:10
chatGPZ

Registered: Dec 2001
Posts: 11154
yeah, looks nice :) no idea wtf those samples are trying to say though =D
2009-06-21 12:47
Martin Piper

Registered: Nov 2007
Posts: 647
I've uploaded a slightly tweaked version with a bit of level progression and to fix the collision where you could shoot your feet if you shot downwards and chased the bullet. ;) The download is from the same link above.
OK, definitely time to get back to proper work now. :)
Yes the samples are a bit scratchy, LPC compression combined with 4 bit samples at 4Khz don't dound so good.
2009-06-21 14:13
Jammer

Registered: Nov 2002
Posts: 1293
not so clear samples were also a nuisance of enhanced atari 2600 version. evil otto could be a little faster. awesome conversion though \o/
2009-06-21 20:17
grennouille

Registered: Jul 2008
Posts: 222
Highly playable! Really good !
2009-06-21 22:17
Steppe

Registered: Jan 2002
Posts: 1510
Wow, nice! Is it a bug or a feature that the robots you ought to shoot disappear at random? Sometimes I'm having a hard time even finding one left to shoot before the cowards disappear into nothingness. ;-)
2009-06-22 03:17
plagueis
Account closed

Registered: Dec 2007
Posts: 48
@Martin: Really great job!!! The look, sound, and gameplay of this port really made me feel like I was playing one of the original Berzerk games, or even the 1979 Stern version!

2009-06-22 04:08
Martin Piper

Registered: Nov 2007
Posts: 647
Quote: Wow, nice! Is it a bug or a feature that the robots you ought to shoot disappear at random? Sometimes I'm having a hard time even finding one left to shoot before the cowards disappear into nothingness. ;-)

I'm happy it's been received so well given it's only a quick attempt. :)
The samples will be improved in the next version to use 6Khz instead of 4Khz. This doesn't leave a lot of memory free for flashy title screens but they are a lot clearer at 6Khz. And well the arcade version didn't have flashy graphics either. ;)
The robots will also try to avoid walls a bit better than they currently do. It is a fine line between the quite stupid robots in the arcade and making them seem too intelligent.
2009-06-22 07:39
FATFrost
Account closed

Registered: Sep 2003
Posts: 211
Great work Martin! Those enemies seem really sneaky! i can't wait for the final version!
2009-06-22 09:57
Martin Piper

Registered: Nov 2007
Posts: 647
New version up: http://www.replicanet.com/CustomerPrivateArea/BerzerkRedux.prg
The title screen will show V0.2 in the bottom left to show you have downloaded the new version.
The robots are less stupid.
The game starts off easy and gets harder according to the score. Every thousand points there is a new robot type up to the light blue robots.
The speech quality has been improved.
The missing chars for the room display have been fixed.
Bonus for killing all the robots in a room.
2009-06-22 11:34
Endurion

Registered: Mar 2007
Posts: 72
Very nice. The missing robot bit seems to happen, when two bots walk onto the same spot. You seem to use XOR for them.
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