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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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Martin Piper
Registered: Nov 2007 Posts: 722 |
V0.8 Same place as before
No more haxxor bots, they cannot walk out of the room. ;)
Better high score table.
The 1541 drive light is a robot danger indicator.
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Deev
Registered: Feb 2002 Posts: 206 |
Nice work. I'd not played the arcade version before, but tried it in Mame and so can now appreciate what a good conversion this is. |
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LOGAN Account closed
Registered: Aug 2003 Posts: 71 |
nice progress. Can you please look at the decruncher by setting colors to black or something so the decrunch would not dump the whole screen to display random letters and symbols? (Would improve the presentation a bit) |
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Richard
Registered: Dec 2001 Posts: |
I saw a youtube video of the original arcade version of the game and Atari version.
http://www.youtube.com/watch?v=gb4gWvqbsYA&feature=PlayList&p=0..
There are parts where the robots move diagonally, but in the C64 version they don't seem to do that. |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
mmmh, one thing i am missing - instead of the "loading berzerk" there should be a nice loading screen! :)
so, i spent some time searching for such pictures from other versions that could be converted, but couldnt find one... does anyone have an idea if that exists?
other than that, i am playing around with converting the atari box art, looks semi-doable, not the best material for conversion.... =P we'll see :)
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Martin Piper
Registered: Nov 2007 Posts: 722 |
Quote: I saw a youtube video of the original arcade version of the game and Atari version.
http://www.youtube.com/watch?v=gb4gWvqbsYA&feature=PlayList&p=0..
There are parts where the robots move diagonally, but in the C64 version they don't seem to do that.
Oh my gosh, how come this has not been spotted before now?! :)
This is definitely going to have to be fixed.
*Puts on thinking hat*
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Martin Piper
Registered: Nov 2007 Posts: 722 |
Quote: mmmh, one thing i am missing - instead of the "loading berzerk" there should be a nice loading screen! :)
so, i spent some time searching for such pictures from other versions that could be converted, but couldnt find one... does anyone have an idea if that exists?
other than that, i am playing around with converting the atari box art, looks semi-doable, not the best material for conversion.... =P we'll see :)
You're right there should be a loading screen. :)
But there is zero space left in the main prg for 8K of graphics data, even compressed, so it won't be a single file anymore. :( I have about 2K of unallocated memory after the samples and before the music and maybe another 2K if I strip out unused chars.
But hey, it's a loading screen so it should be displayed while loaidng, right? ;)
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Martin Piper
Registered: Nov 2007 Posts: 722 |
Quote: nice progress. Can you please look at the decruncher by setting colors to black or something so the decrunch would not dump the whole screen to display random letters and symbols? (Would improve the presentation a bit)
V0.9 removes the flashing border, it was only in there for debugging anyway. :)
Richard, this also adds diagonal robot movement. Or rather, I removed the code that stopped their diagonal movement. :)
http://www.replicanet.com/CustomerPrivateArea/BerzerkRedux.d64
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MagerValp
Registered: Dec 2001 Posts: 1078 |
Cabinet side art and bezel:
http://www.localarcade.com/arcade_art/details.php?image_id=544
http://www.ggdb.com/Picture.aspx?c=Coin-Op&s=Arcade&vid=309&p=7..
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Martin Piper
Registered: Nov 2007 Posts: 722 |
Blue, red and background black only! Wow, no colour clashing problems for bitmap mode. ;)
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