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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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2009-06-26 07:09
chatGPZ

Registered: Dec 2001
Posts: 11386
the point is that you can hold fire and then move the joystick rapidly in all directions to shoot without moving .... which is very much needed in this game when it gets harder :)
2009-06-26 10:14
Martin Piper

Registered: Nov 2007
Posts: 722
Quote: Cool thing but whats the purpose of the 'fastloder'?

BTW if I were you I would try to make an 100% authentic port and then a 'redux' deluxe version with all your own adaption/improvements, like the scoring etc. Maybe that one could have improved graphics as well :D


At the moment the loader is there just to make it easier to save hi-score data without having to bank in the kernal. You're right, I will keep this version as close as possible to the arcade and other versions. Only later on in the delux version will the loader be used for background streaming in more data, like better graphics, samples and music.

enthusi> I have a tape loader, thank you for anyway. :)

Oswald> The player pausing while shooting is part of the game play of the arcade version, I could remove it but then it wouldn't be authentic. :) The idea being that while you're shooting you are a bit vulnerable, or you can spin around on the spot and shoot which is important in later levels (like Groepaz says).
2009-06-26 12:06
Martin Piper

Registered: Nov 2007
Posts: 722
V0.6 is up: http://www.replicanet.com/CustomerPrivateArea/BerzerkRedux.d64

The robots are less suicidal.
New charset, thanks Groepaz.
There was about 7K of memory saved so more speech and music was added.
2009-06-26 12:54
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: V0.6 is up: http://www.replicanet.com/CustomerPrivateArea/BerzerkRedux.d64

The robots are less suicidal.
New charset, thanks Groepaz.
There was about 7K of memory saved so more speech and music was added.


Super nice! Nothing less expected otoh. One little quirk (never played the original so I dunno if it's correct or not!), when you die you always start from the left, even if you entered the room from another direction. Is this correct behaviour?
2009-06-26 13:04
chatGPZ

Registered: Dec 2001
Posts: 11386
looks really great now \o/

edit: may i request classic attract mode including "money in pocket!" sample? <3
2009-06-26 14:06
Martin Piper

Registered: Nov 2007
Posts: 722
Quote: looks really great now \o/

edit: may i request classic attract mode including "money in pocket!" sample? <3


It says "Coins detected in pocket" each time the title screen is displayed. OK It sounds more like "cunz dedecked im docket" but I blame the 4 bit samples. ;)
Although I want to add a bit of special sauce to the attact mode :)
2009-06-26 14:11
Martin Piper

Registered: Nov 2007
Posts: 722
Quote: Super nice! Nothing less expected otoh. One little quirk (never played the original so I dunno if it's correct or not!), when you die you always start from the left, even if you entered the room from another direction. Is this correct behaviour?

Yes, checked this with the arcade. It is a bit weird by hey ho, ours is not to reason why and all that. ;)
2009-06-26 14:16
chatGPZ

Registered: Dec 2001
Posts: 11386
oh its really that sample.... seems like i remember it differently =)
2009-06-26 15:28
WVL

Registered: Mar 2002
Posts: 902
So... did trip6 send over those $100 yet? ;)
2009-06-26 15:45
chatGPZ

Registered: Dec 2001
Posts: 11386
apropos, someone noticed me: in the original there are never areas on the map that are completely closed/unreachable. sounds worth improving the map generator like that :)
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