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JackAsser
Registered: Jun 2002 Posts: 2014 |
Eye of the Beholder
Resumed. Easy Flash.
https://youtu.be/dvWrimZUk40 |
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Stinsen
Registered: Feb 2012 Posts: 76 |
As a long time fan of dungeon crawler type games, I must say this looks sooo fantastic. :) |
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Oswald
Registered: Apr 2002 Posts: 5086 |
crazy man, this must be the most complex game up to date even in this state. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: crazy man, this must be the most complex game up to date even in this state.
That depends on how you define complex. A good platformer such as Turrican is imo alot harder to implement given real time requierments, full screen scrolling, stable multiplexer, complex IRQs. This game has nothing of that, it’s just a lot of, uncomplicated, code. |
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MagerValp
Registered: Dec 2001 Posts: 1074 |
❤️ |
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ChristopherJam
Registered: Aug 2004 Posts: 1408 |
Sooo much work. Respect. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Sooo much work. Respect.
Massive thanks to Illesh, Mirage, Veto and TwoFlower for helping out with graphics. And massive thanks to Algorithm for providing the sound routines and batch compressing all original samples. |
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cadaver
Registered: Feb 2002 Posts: 1160 |
Much respect, the data wrangling, level scripting and UI interface code involved certainly add up complexity. I'm suprised how well the bitmap graphics work without colorclashing like hell. |
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Oswald
Registered: Apr 2002 Posts: 5086 |
Quote: That depends on how you define complex. A good platformer such as Turrican is imo alot harder to implement given real time requierments, full screen scrolling, stable multiplexer, complex IRQs. This game has nothing of that, it’s just a lot of, uncomplicated, code.
yeah, but all that code fits easily on the back of a stamp compared to what I think you have here. and certainly doable on a vanilla c64, unlike your effort which would be a suicide. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Much respect, the data wrangling, level scripting and UI interface code involved certainly add up complexity. I'm suprised how well the bitmap graphics work without colorclashing like hell.
Bitmap with sprite overlay. Chars not 100% solid, i.e edges on items and monsters uses the sprite layer. Fullt opaque chars are in plain mc bitmap |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: yeah, but all that code fits easily on the back of a stamp compared to what I think you have here. and certainly doable on a vanilla c64, unlike your effort which would be a suicide.
Nah, it’s just 29k lines (hand written) of asm so far. ;) |
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Oswald
Registered: Apr 2002 Posts: 5086 |
jesus christ, I dont have so much in p1 src, which is a bloated vb6 shit :) |
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Oswald
Registered: Apr 2002 Posts: 5086 |
how do you manage to handle the huge code size ? breaking it down into bigger chunks, oop like thinking? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: how do you manage to handle the huge code size ? breaking it down into bigger chunks, oop like thinking?
Like any big project. Separation of concerns. Proper segments. Bank-agnostic jsr-macros that automatically bank switch when needed etc etc. Strict calling conventions between routines. Proper event driven main loop to avoid concurrency issues (i.e. classic UI coding). But even with all that there sneaks in hard to get bugs, mostly because I accidently reuse ZP-vars as loop vars and then two routines are connected and the other messes with the loop index in the former. Totally annoying but I don’t want to waste new ZP per sub routine since it’s a scarse resource. |
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HCL
Registered: Feb 2003 Posts: 727 |
Unbelievable!! |
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Shadow Account closed
Registered: Apr 2002 Posts: 355 |
I already commented on the FB post, but I got to say it again - amazing!
How are you implementing all the rules/game-logic? Is the original game reverse-engineered so you have something to work from?
And the bitmap+sprite overlay does a splendid job with the graphics, nice to see what can be done when 50 fps isn't a requirement! |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: I already commented on the FB post, but I got to say it again - amazing!
How are you implementing all the rules/game-logic? Is the original game reverse-engineered so you have something to work from?
And the bitmap+sprite overlay does a splendid job with the graphics, nice to see what can be done when 50 fps isn't a requirement!
I spent 4 months in IDA Pro disassembler disassembling the DOS version and reimplemented it in Java and iOS. Years later ScummVM did the same so it’s a good reference to double check when I find my own sources weird. Though most often in those cases it has been bugs in the original. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: I already commented on the FB post, but I got to say it again - amazing!
How are you implementing all the rules/game-logic? Is the original game reverse-engineered so you have something to work from?
And the bitmap+sprite overlay does a splendid job with the graphics, nice to see what can be done when 50 fps isn't a requirement!
Regarding the bitmap, yes I’m amazed myself. Initially I had plans to let opaque chars to use the overlay also giving 3 variable and 4 global colors per char but it ate twice the memory natrually and was much slower to render. |
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TWW
Registered: Jul 2009 Posts: 545 |
Personally, this is a work of art. Coding that UI stuff is a nightmare and making it that smooth (also the quality of the gfx) is very good to say the least.
Congrats! |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Personally, this is a work of art. Coding that UI stuff is a nightmare and making it that smooth (also the quality of the gfx) is very good to say the least.
Congrats!
Thank you for the kind words! The UI is not so much a nightmare to code. It’s rather simple and straight forward but the sheer amount of it and the fact that it’s utterly boring makes it extremly tedious to do. I have UI stuff on the top of my todo. I just want to be finished with it asap. Sooooon done (working on the camp menu now)! |
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WVL
Registered: Mar 2002 Posts: 896 |
Is looking wonderful! How many kb's are already used? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Is looking wonderful! How many kb's are already used?
Around 800kb (still no intro, ending or chargen) but all other data is in. About 1kb ram left. |
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WVL
Registered: Mar 2002 Posts: 896 |
So there's 200kb left, that should be plenty! |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: So there's 200kb left, that should be plenty!
Should be ok. I want to reserve 64kb for a quick slot save game though, but I might give the user to ditch the intro if they want to use the quick save option. We'll see. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Indie Retro News did an interview: http://www.indieretronews.com/2018/07/eye-of-beholder-dungeon-c.. |
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Oswald
Registered: Apr 2002 Posts: 5086 |
36342 lines of assembler code atm
wow :) |
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Mr. SID
Registered: Jan 2003 Posts: 424 |
Nice interview.
PoP is 28796 lines of code, btw... :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Nice interview.
PoP is 28796 lines of code, btw... :)
Awesome! :D |
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Frantic
Registered: Mar 2003 Posts: 1646 |
Quote: 36342 lines of assembler code atm
wow :)
?OVERFLOW ERROR |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Got my EasyFlash 3 cart yesterday and after some bug fixing this is the result. The colors are way saturated though because I didn't bother adjust my monitor.
Graphics by: Twoflower, ilesj, Mirage and Veto
Audio by: Algorithm
Music by: Linus
Code by me
Video from real HW: https://www.youtube.com/watch?v=nqgoKB8KMT4
Screen shots from real HW:
|
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WVL
Registered: Mar 2002 Posts: 896 |
Nice! |
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v3to
Registered: Feb 2005 Posts: 150 |
Well, my monitor settings are similar since the 80ies. Looks good to me :) |
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Tom-Cat
Registered: Apr 2003 Posts: 20 |
Can't beleive this is on C64. AMAZING work everyone!
Also to compare.. Ghosts'n Goblins Arcade is around 13.000 lines all together. |
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Copyfault
Registered: Dec 2001 Posts: 474 |
This looks so uber^3 !!!
Let's hope that gfx mode makes it into some upcoming 3d demo part ;) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
ilesj (wallsets) and Mirage (chargen screen) kindly provided some new graphics. Work continues with the Character generation screens and intro.
Featured on Indie Retro News: http://www.indieretronews.com/2018/09/eye-of-beholder-c64-work-.. |
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Slator
Registered: Jan 2002 Posts: 274 |
awesome! who needs lousy amiga or pc if you can have it on c64? :D |
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Raistlin
Registered: Mar 2007 Posts: 657 |
That looks amazing! Fantastic use of colour. Can't wait to see the finished thing.
Please change Drawf to Dwarf before release though or i'll rage quit the game with my OCD ;-) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: That looks amazing! Fantastic use of colour. Can't wait to see the finished thing.
Please change Drawf to Dwarf before release though or i'll rage quit the game with my OCD ;-)
ZOMG!!! Didn't notice it! THANKS! (Fixed) |
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Raistlin
Registered: Mar 2007 Posts: 657 |
Clearly you guys should supply G*P with copies for beta testing ;-) |
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Jazzcat
Registered: Feb 2002 Posts: 1044 |
Awesome work Jacky!!! Really looking forward to the finished product. Keep going!! |
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Frantic
Registered: Mar 2003 Posts: 1646 |
It looks fantastic! |
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TWW
Registered: Jul 2009 Posts: 545 |
Damn!
Next Lands of Lore? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Damn!
Next Lands of Lore?
Haha no. :) EotB II might be possible with a 2mb cart. |
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Carrion
Registered: Feb 2009 Posts: 317 |
Quote: Awesome work Jacky!!! Really looking forward to the finished product. Keep going!!
@jazzcat
sorry couldn't resist...
looking for new product or first release?
@jackasser
you are going to do the best game ever on c64. keep doing it! |
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Oswald
Registered: Apr 2002 Posts: 5086 |
holy shit, already at character gen :) if this comes out I promise I will play it trough :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: holy shit, already at character gen :) if this comes out I promise I will play it trough :)
Almost done with chargen. Hopefully tomorrow or on Tuesday. It's exceedingly boring to code. I hate it. :) |
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Oswald
Registered: Apr 2002 Posts: 5086 |
but you're doing it, you're awesome man %) |
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Krill
Registered: Apr 2002 Posts: 2969 |
Quoting JackAsserIt's exceedingly boring to code. I hate it. :) Skills required to be a good coder:
1. Frustration tolerance
2. Patience
3. Good coding skills
In that order. :D |
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chatGPZ
Registered: Dec 2001 Posts: 11352 |
3. would be be "persistence" though :) |
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Krill
Registered: Apr 2002 Posts: 2969 |
Dunno, overlaps a bit with 1. and 2. - Just like "resilience". They're not orthogonal. :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Quoting JackAsserIt's exceedingly boring to code. I hate it. :) Skills required to be a good coder:
1. Frustration tolerance
2. Patience
3. Good coding skills
In that order. :D
Skills required to be a good coder on a dead platform:
0. Extreme stupidity
1. Frustration tolerance
2. Patience
3. Good coding skills |
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chatGPZ
Registered: Dec 2001 Posts: 11352 |
then again, we are not talking about amiga coding here :o) |
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Krill
Registered: Apr 2002 Posts: 2969 |
Yeah, if anything, C-64 is undead, with a very much alive scene and audience. :) |
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Oswald
Registered: Apr 2002 Posts: 5086 |
0. Frustration tolerance
1. Frustration tolerance
2. Frustration tolerance
3. Good coding skills |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Update
-------
Highlights are:
* Character generation completed
* Load and Save to disk completed
* 48k lines of code
Unfiltered git-log since last update just to show you what I'm going through here:
* Added load and save facilities.
* Simplified kernel mode and optimized buffers. Added proper directory scanning.
* Moved io code to own segment. Asserts for start segment going outside ultimax range. Added error handling to saveing. Fixed drive motor stuck problem.
* Shuffled banks around to free up some memory on the cart.
* Restructured the memory layout so that all gamestate that has to be saved is continious. Added kernel save. Relocated sids to not collide with BSS.
* Optimized rendering and memory consumption of the big glimmer effect.
* More bugs found.
* Fix big glimmer animation when casting Wand of Silvas and Turn Undead
* Regression with item throwing, items are duped on throw
* Why can't rangers use the knife?
* NPC Dialogue crashes when pressing keys that are not part of the 1/2/3 menu
* Fixed further bugs
* Spears flying towards the party are rendered flat which is a bug
* Improved 6581 sounds
* Character generation play button
* Pressing camp->pray for spells w/o clerics and the click to dismiss the popup won't dismiss it visually.
* Improved Drow doors
* Fixed severe buffer overrun bug in memorize menu.
* Added default party to a fake load game function.
* Character geneation complete except for the play button.
* Fixed the flip with floor render bug. Fixed overlay ui render bugs.
* Began party finalization on creation
* Fixed bug with extra strength accidently was available to all classes.
* Simplified text rendering.
* Adjusted character name boxes in character generation
* Added tool to generate ascii to font index mapping
* Added name rendering on the character generation. Expanded the font to include more characters.
* Continue on the character generator
* Modify stats almost complete
* Restructured the makefile to use the new dog-tool. Fixed centering of class and race strings.
* Added the fadetab tool
* Massive work on the character generator
* Found two more bugs, added to the list.
* More of chargen implemented. Gamestate now cleared before chargen instead of after.
* Fixed alignment values
* Fixed jitter filtering.
* Fixed allowing new events to be generated even when shift and other modifiers are pressed
* Added support for frame wait. Refactored the keyboard handler to support arrow keys etc. Created the menu handler for the chargen. Added the three menus to chargen.
* Respond to mouse buttons during the intro.
* Bug when HP is >255
* Optimized framebuffer blitting a bit
* Restructured the TODO-file
* Fixed game screenmode sprite multiplex timing bug
* Fix flip-with-floor status on floor decorations
* Added proper launch sequence
* Added new chargen graphics and began text rendering. |
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Raistlin
Registered: Mar 2007 Posts: 657 |
Can't wait for this! Any sort of ETA for finishing it? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Can't wait for this! Any sort of ETA for finishing it?
Main game in a month or two. Then intro and ending might take a while since they're extremely graphics heavy. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
New footage: https://youtu.be/SEWrACmFRGw |
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AlexC
Registered: Jan 2008 Posts: 298 |
Quote: New footage: https://youtu.be/SEWrACmFRGw
This looks simply amazing, and this will be the best game on C64 possibly while I am sure this will be port I will play most. Really looking forward to buy it. |
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AüMTRöN
Registered: Sep 2003 Posts: 44 |
Highly, very. |
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WVL
Registered: Mar 2002 Posts: 896 |
Looks very nice!!! Saving to disk looks a bit painful though! Is there still memory left to add some button animation (pressing it) in the character generator? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Looks very nice!!! Saving to disk looks a bit painful though! Is there still memory left to add some button animation (pressing it) in the character generator?
Maybe. :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Live coding in a few minutes: https://m.twitch.tv/ja_boozedesign |
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Dano
Registered: Jul 2004 Posts: 231 |
cool! :D |
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oziphantom
Registered: Oct 2014 Posts: 490 |
pity it wasn't saved :( for us in other timezones. |
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Krill
Registered: Apr 2002 Posts: 2969 |
Most of it was Java prototyping and toolmaking, anyways. Later on a bit of 6502 ASM goodness, accompanied by coding tips of varying quality in the chat. :) Made for good background noise while doing some chores and other stuff, though. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Most of it was Java prototyping and toolmaking, anyways. Later on a bit of 6502 ASM goodness, accompanied by coding tips of varying quality in the chat. :) Made for good background noise while doing some chores and other stuff, though.
Hehe. Sorry for the tooling stuff. This is how modern C64 development looks for me. 95% tooling.. |
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Krill
Registered: Apr 2002 Posts: 2969 |
Which is a-ok. However... i believe the better Java aka C# has been ported to work on *NIX systems. ;) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Which is a-ok. However... i believe the better Java aka C# has been ported to work on *NIX systems. ;)
Pfft! Java 8 was awesome. Java 10 even more so. |
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oziphantom
Registered: Oct 2014 Posts: 490 |
pfff C# + XAML is voodoo, data binding just makes stuff soo easy. Oh and the JSON lib that makes your entire save code 1 line, and your entire load code 1 line .Chefs Kiss, Edit and Continue nectar of the gods! |
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ChristopherJam
Registered: Aug 2004 Posts: 1408 |
cjam dons JW outfit and knocks on the door
Could you spare a few minutes of your time for me to talk to you about our Lord and Savior the Rust Programming Language?
cjam ducks and runs
cjam continues to write most of his c64 tooling in Python anyway unless he really needs moar performance. (3 ofc) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Aaw you cute minions who thinks choice of language would make a difference on this project. <3 ;) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Last night streaming session was all about understanding the particle effects, simplyfy them, isolate and adapt for the display on c64. It ended with an embryo for the plot routine and ideas how to render it good enough.
If I find time I might continue tonight. |
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ChristopherJam
Registered: Aug 2004 Posts: 1408 |
I kid, I kid.
I did catch the beginning of yesterday's stream - only stopped because I'd a long drive ahead of me today. Thanks for sharing, it's interesting to see how you work. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
The particle effects was successfully implemented last night during the stream: https://www.twitch.tv/videos/323511482## |
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Dano
Registered: Jul 2004 Posts: 231 |
Ah cool, i did not miss that much after i had to close the laptop for sleep. :)
It's really fun to watch how you approach things. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Ah cool, i did not miss that much after i had to close the laptop for sleep. :)
It's really fun to watch how you approach things.
Haha thank you. I appreciate that some of you like it. Personally I hate watching such streams. ;)
Would be interesting to hear how you would approach it. I'm quite hands on and just try "something" then refine. |
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Mr. SID
Registered: Jan 2003 Posts: 424 |
I think it's really cool that you stream your work like that. It immediately makes it very easy to understand how things are done.
But personally, I could never work this way... :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: I think it's really cool that you stream your work like that. It immediately makes it very easy to understand how things are done.
But personally, I could never work this way... :)
You mean work with people seeing and listening on you, or work using my methods and tools? :) |
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Mr. SID
Registered: Jan 2003 Posts: 424 |
Your tools and methods are fine... :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
The result of the last two streaming sessions with particle systems in place: https://youtu.be/TgYvU_ac0hs |
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Frantic
Registered: Mar 2003 Posts: 1646 |
How many people were involved in creating the original game? I'm mainly wondering about the coding part now. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: How many people were involved in creating the original game? I'm mainly wondering about the coding part now.
Don’t know |
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Mr. SID
Registered: Jan 2003 Posts: 424 |
There was just one programmer, Phil Gorrow doing the main work. They had a second guy, Bill Stokes, doing the Amiga version. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Intro in the making: https://youtu.be/4bl-X3dT6OU |
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Raistlin
Registered: Mar 2007 Posts: 657 |
Woah, fantastic work! There’s some serious code pron going on there that i’m not sure everyone will quote understand the complexity of! Which makes it even cooler! |
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Compyx
Registered: Jan 2005 Posts: 631 |
Is Mirage still involved? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Is Mirage still involved?
Yes |
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Compyx
Registered: Jan 2005 Posts: 631 |
Cool. |
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Oswald
Registered: Apr 2002 Posts: 5086 |
its crazy you can keep it up for so long, hey hope you plan to sell it ? as SAM showed some cash can be made of hi quality games :)
edit: ah darn, copyrights.. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Most done now. Just finished the portals: https://youtu.be/DnletG9UC-8 |
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Compyx
Registered: Jan 2005 Posts: 631 |
Looks pretty awesome. I'll definitly put some serious hours into this one when it comes out. |
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Dymo
Registered: Jun 2016 Posts: 120 |
Amazing work!! Looks super :) |
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hedning
Registered: Mar 2009 Posts: 4720 |
I love JackAsser. Too bad I am already married. |
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Oswald
Registered: Apr 2002 Posts: 5086 |
no, I love him :) |
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Compyx
Registered: Jan 2005 Posts: 631 |
The 'Asser' part of his handle worries me a bit. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
<3 (not a heart, just ‘less than three’) |
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Compyx
Registered: Jan 2005 Posts: 631 |
Now I'm even more confused :) |
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Burglar
Registered: Dec 2004 Posts: 1085 |
jackasser is "more than just a 3"
>3 |
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WVL
Registered: Mar 2002 Posts: 896 |
I thought Bonzai was? Confused. |
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Copyfault
Registered: Dec 2001 Posts: 474 |
It's most probably the (strict!) upper bound for the number of lovers he's willing to admit - so hedning + Oswald will both get their share. Bad luck for me (or anyone else) :)
(Sorry, couldn't resist)
On the serious side of comments: this is absolutely crazy. JA, you are a human Amiga2C64-Converter.
+64pts in my scorebook!!! |
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WVL
Registered: Mar 2002 Posts: 896 |
Update needed <3 |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Update needed <3
Just got new monsters. Halfway through with the intro. Ending sequence in progress. All game features implemented. Automapping added. |
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Dymo
Registered: Jun 2016 Posts: 120 |
Awsome.. keep it up Jackasser and everyone else involved... :) |
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Oswald
Registered: Apr 2002 Posts: 5086 |
Quote: Just got new monsters. Halfway through with the intro. Ending sequence in progress. All game features implemented. Automapping added.
<3 |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: <3
5 hours of play testing today. Found 5 bugs, all fixed. |
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Compyx
Registered: Jan 2005 Posts: 631 |
Assuming you didn't just move back and forth, please consider taking over Bethesda =) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Assuming you didn't just move back and forth, please consider taking over Bethesda =)
Got the intro for the next elder scrollers already! ;) |
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Smasher
Registered: Feb 2003 Posts: 519 |
ze masterpiece will be easyflash only, rite? in case of an official/unoffocial disk edition, how many floppies (front/back) will it take? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: ze masterpiece will be easyflash only, rite? in case of an official/unoffocial disk edition, how many floppies (front/back) will it take?
Not possible to run on floppy regardless of side. But 8 disk sides approx |
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Smasher
Registered: Feb 2003 Posts: 519 |
Quote: Not possible to run on floppy regardless of side. But 8 disk sides approx
thx for the reply. I thought "not possible" wasn't in your dictionary :)
4 floppies isn't that much and floppy swapping is cool/sexy/whatever! :) "please insert diskside 8" - whooa, it means I'm doing good and the end is near... :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: thx for the reply. I thought "not possible" wasn't in your dictionary :)
4 floppies isn't that much and floppy swapping is cool/sexy/whatever! :) "please insert diskside 8" - whooa, it means I'm doing good and the end is near... :)
You would need to swap disks while rendering each frame. There is not enough ram to hold both graphics, game state and render code. So with ROM code is swapped in an out ALOT to render a single frame. |
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Count Zero
Registered: Jan 2003 Posts: 1922 |
Just a matter of patience and a strong arm near the drive! :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Just a matter of patience and a strong arm near the drive! :)
I’m sure the excellent cracker groups out there will provide a disk version. ;) |
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Dano
Registered: Jul 2004 Posts: 231 |
Or just a matter of the right number of parallel running drives.. ;) |
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ChristopherJam
Registered: Aug 2004 Posts: 1408 |
Quote: You would need to swap disks while rendering each frame. There is not enough ram to hold both graphics, game state and render code. So with ROM code is swapped in an out ALOT to render a single frame.
Surely there is less than 228kB required for any given locality though? Then "all" you need to do is cache current data on a swap disk :D
I'm sure the crackers will take care of that in a matter of minutes once the port is released. After all, there are points at stake!
i kid, i kid |
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celticdesign
Registered: Oct 2005 Posts: 149 |
Nostalgia, Fairlight or some others will achieve that for sure!!! ;-) |
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Slammer
Registered: Feb 2004 Posts: 416 |
Quote: Or just a matter of the right number of parallel running drives.. ;)
Yeah, Too easy. If there are any real crackers left they will do a tape version :-) |
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Smasher
Registered: Feb 2003 Posts: 519 |
it seems my subtopic is moving into the usual pseudocracking/introlinking maelstrom-talk nobody can escape :)
my intention was different: I just wanted to know if a floppy version was doable or not. I got the answer, which AFAIK makes this game the first EF only.
Would be interesting to see if this sets a new standard, more pure EF games will follow or it's an exception. |
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Oswald
Registered: Apr 2002 Posts: 5086 |
Prince of Persia is EF only too afaik. |
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Smasher
Registered: Feb 2003 Posts: 519 |
Quote: Prince of Persia is EF only too afaik.
mmmh, so true, how could I forget PoP? :) and I did some research before posting, like I thought Caren was EF only but 1.1 was on d64 too. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
2 days hunting a bug triggered by a trap on level 6. Finally fixed and caused severe mayhem in the linked lists. Onwards to level 7 and the Drow with my little fellowship. :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Mostly minor bugs found. One severe causing Special Quest on lvl 9 unobtainable. At level 11 now. :) |
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Oswald
Registered: Apr 2002 Posts: 5086 |
Quote: Mostly minor bugs found. One severe causing Special Quest on lvl 9 unobtainable. At level 11 now. :)
:* <3 |
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bugjam
Registered: Apr 2003 Posts: 2581 |
*tryingtohidehisboner* |
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oziphantom
Registered: Oct 2014 Posts: 490 |
Why EF only? I would think being cart only is the delimiter. Hunter's Moon Remaster is Cart only, but its runs on GMod2 (officially) |
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Mr. SID
Registered: Jan 2003 Posts: 424 |
You can't just buy a GMod2 cartridge for testing, can you? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Why EF only? I would think being cart only is the delimiter. Hunter's Moon Remaster is Cart only, but its runs on GMod2 (officially)
Gmod2 is only 512kb. I need 1Mb. Also it works on 1541u2, ultimate 64, vice, turbo chameleon, ef1 and ef3. |
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AlexC
Registered: Jan 2008 Posts: 298 |
Finally something tested on U64 :) And what a great treat it will be to U64! Awesome news! |
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Oswald
Registered: Apr 2002 Posts: 5086 |
bump?:) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: bump?:)
Cloning boxes |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
I gave the latest binary build of Eye of the Beholder - C64 port to Indie Retro News and C64-Television as a sort of external public beta testing.
IRN produced an article: http://www.indieretronews.com/2019/10/eye-of-beholder-64-previe..
C64 Television had an online stream and will continue during the following days: https://www.youtube.com/watch?v=S1Sa5JvujGU |
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Oswald
Registered: Apr 2002 Posts: 5086 |
<3 <3 <3 <3 |
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saimo
Registered: Aug 2009 Posts: 36 |
What an achievement, JackAsser. Kudos! |
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Mr. SID
Registered: Jan 2003 Posts: 424 |
Good luck for the home stretch! You can make it! |
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Jammer
Registered: Nov 2002 Posts: 1335 |
It's going to seriously rock! \o/ |
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Carrion
Registered: Feb 2009 Posts: 317 |
wow. just wow.
and... finally. it's a tremendous achievement.
isn't it funny that on C64 TV stream it's v3to who won the special price ;) of the YT channel ;) - the coffee mugs of sorts...
totally worth it!
but in all the seriousness, the full respect goes to all contributors:
gfx artists, musician(s), and of coz to jackasser.
you man, simply rock \m/ |
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Shine
Registered: Jul 2012 Posts: 346 |
Unbelievable effort and fantastic result! Full Respect! <3 |
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AlexC
Registered: Jan 2008 Posts: 298 |
Quote: Unbelievable effort and fantastic result! Full Respect! <3
ditto :) Amazing and I will repeat myself again: this is the release on c64 I am truly waiting for. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Intro close to completion |
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Oswald
Registered: Apr 2002 Posts: 5086 |
gogogo :) |
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Frantic
Registered: Mar 2003 Posts: 1646 |
The intro looks marvellous! |
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Perplex
Registered: Feb 2009 Posts: 255 |
Great job by all involved! |
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Brataccas
Registered: Jan 2015 Posts: 15 |
The intro looks and sounds fantastic. Stunning work!
(Almost thought it was a medieval version of Crockett's Theme from the first few notes, but not quite..) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Last weekend Veto held a presentation in German on LuheCon: https://youtu.be/PcnH0KtmdhI?t=48 |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Work continues ofcourse. Bug fixes found by speed runner Krystjov have been done. Also the last few months I completed the custom HW design. It's an EasyFlash 1 compatible unit but cost reduced and with available chips. It lacks SRAM but my EAPI-drivers supports it, so later make sure you use the latest version of EasyProg once I've merged my repo with Skoe's. HW design will ofcourse be open sourced as all EasyFlash stuff should be.
This is a two chip solution based on a ATF1502ASL CPLD with a 1MB flash memory.
https://ibb.co/hVjD0xf |
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aNdy
Registered: Jan 2004 Posts: 41 |
I'm not a big 'dungeon crawler' fanatic, but did love 'Eye of the Beholder' on the Amiga. Watching this closely! |
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AlexC
Registered: Jan 2008 Posts: 298 |
Simply amazing including new design of EasyFlash compatible HW. Breathtaking truly. |
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Raistlin
Registered: Mar 2007 Posts: 657 |
Very very cool!
Sell the cart. Offer the game as a free download for that cart. Let the community pay for the hard work - without angering the license holders of EotB. We'd be paying for the awesome hardware :-) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Very very cool!
Sell the cart. Offer the game as a free download for that cart. Let the community pay for the hard work - without angering the license holders of EotB. We'd be paying for the awesome hardware :-)
That is indeed one idea forward we're considering. Box (which contains no copyrighted artwork) + cart as optional buy. Full game download for free including sources. |
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Oswald
Registered: Apr 2002 Posts: 5086 |
where can I sign on ? :)
btw why is the need for special cart, even easyflash didnt cut it ? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: where can I sign on ? :)
btw why is the need for special cart, even easyflash didnt cut it ?
The old Easyflash 1 is based on outdated and rather expensive components and uses THT-tech not suitable for ”massproduction”. I needed something more modern and cost effective. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
This new design uses two chips and one cap. Another cap and a resistor net to stay on the safe side |
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Perplex
Registered: Feb 2009 Posts: 255 |
shut-up-and-take-my-money dot gif |
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Stone
Registered: Oct 2006 Posts: 172 |
I'd buy that for a dollar!
Many dollars, actually. How is the cart programmed? I have an EasyFlash project myself, that's been dormant for some years... |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: I'd buy that for a dollar!
Many dollars, actually. How is the cart programmed? I have an EasyFlash project myself, that's been dormant for some years...
It’s programmed exactly the same as EF, with EasyProg. |
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chatGPZ
Registered: Dec 2001 Posts: 11352 |
Quote:Gmod2 is only 512kb. I need 1Mb.
btw, we are just working on Gmod3, which will come in 2/4/8/16 Mb versions :) |
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hedning
Registered: Mar 2009 Posts: 4720 |
Quote: Quote:Gmod2 is only 512kb. I need 1Mb.
btw, we are just working on Gmod3, which will come in 2/4/8/16 Mb versions :)
Nice. Have you fixed the bug in gmod2 that makes the cart not work with all c64 revisions? I think it's a timing issue of sorts (haven't experienced it myself, just read about it). Quite problematic if it's made for commerical stuff. |
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chatGPZ
Registered: Dec 2001 Posts: 11352 |
only the flashing does not work on all revisions, which is no problem, since the customer is not supposed to do that anyway.
but yes, flashing gmod3 will work on all c64, and it will be available to endusers too. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Quote:Gmod2 is only 512kb. I need 1Mb.
btw, we are just working on Gmod3, which will come in 2/4/8/16 Mb versions :)
Would be very interesting to compare BOMs. |
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chatGPZ
Registered: Dec 2001 Posts: 11352 |
contact jens, i cant tell any of that... all i know is that the emulation is half working =P |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: contact jens, i cant tell any of that... all i know is that the emulation is half working =P
I see! I kept it simple and just replicated Skoe’s logic into the PLD including the delay of 1 dotclk etc. If I find cheap 2 or 4 MB chips I’ll add option for that. Up to 4MB would still remain EF1 compatible (256 banks). |
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chatGPZ
Registered: Dec 2001 Posts: 11352 |
WIP specs are here... its a bit "different". probably due to the low cost design jens is aiming for (it uses a SPI flash). |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: WIP specs are here... its a bit "different". probably due to the low cost design jens is aiming for (it uses a SPI flash).
I did a similar experiment using cheapo SPI also but got tired of not being able to bring the chip into qspi which is needed to meet bus requirements. I have a design based around an stm32 arm controller at 80mhz + a qspi chip which in theory just barely will meet timing requirements. Got totally bored of coding it so I designed this new cart instead. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
The adapter board hosta the qspi-flash and then a Nucleo dev board is attached on top, just for quick experimenting using arm-based bus logic.
https://ibb.co/S5dtBVw
https://ibb.co/6Dxjpvd |
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WVL
Registered: Mar 2002 Posts: 896 |
Update wanted, I need to play! |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Update wanted, I need to play!
Hehe.
* Intro done.
* Ending soon done (graphically it's done, I just need to code it).
* Final boss end sequence in the making soon done.
* All features implemented.
* Two beta runs so far and all bugs found fixed.
* No more bugs on the todo but more beta testing is needed.
* Box art in the making.
* Hardware done.
* Hardware manufactorer setup and quotes have been received.
* Box printing manufactorer setup and quotes have been received.
* Need to setup website to take preorders.
Stay tuned! |
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chatGPZ
Registered: Dec 2001 Posts: 11352 |
btw, gmod3 is ready (boards ordered, only corona can tell when they are back), emulation in VICE, example code in the repo. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: btw, gmod3 is ready (boards ordered, only corona can tell when they are back), emulation in VICE, example code in the repo.
Ahh great! Will check. EotB will run on my custom cost reduced Easyflash I carts though. |
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WVL
Registered: Mar 2002 Posts: 896 |
Can't wait to see this finished! |
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chatGPZ
Registered: Dec 2001 Posts: 11352 |
FYI: mouse working again in VICE nightlies :) |
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WVL
Registered: Mar 2002 Posts: 896 |
Never had a problem with that in vice 1.13? |
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chatGPZ
Registered: Dec 2001 Posts: 11352 |
\o/ |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: FYI: mouse working again in VICE nightlies :)
Yaaaay |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Can't wait to see this finished!
Code is done. Waiting for final music and touched up graphics. |
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Frantic
Registered: Mar 2003 Posts: 1646 |
Man you're late! You know this game was already released *ages* ago on the Amiga, right? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Man you're late! You know this game was already released *ages* ago on the Amiga, right?
WHAT?!?!
Actually, for fun, last week I coded a eye of the beholder dungeon renderer in Amos just to prove it can be done. |
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Oswald
Registered: Apr 2002 Posts: 5086 |
Quote: Code is done. Waiting for final music and touched up graphics.
You're a crazy code machine man. |
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Frantic
Registered: Mar 2003 Posts: 1646 |
Quote: WHAT?!?!
Actually, for fun, last week I coded a eye of the beholder dungeon renderer in Amos just to prove it can be done.
Great! That's something I always wondered if it was possible. |
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Raistlin
Registered: Mar 2007 Posts: 657 |
Quote: Code is done. Waiting for final music and touched up graphics.
Noooooooooo... we need to keep you distracted until X2021 is finished! For ... reasons.
I think you should finish off the Pinball Dreams game next :-) .. you definitely should not go making more world-beating Booze demos ;-p |
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Jammer
Registered: Nov 2002 Posts: 1335 |
Quoting RaistlinI think you should finish off the Pinball Dreams game next :-)
THAT. Remember what I promised ;) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Quoting RaistlinI think you should finish off the Pinball Dreams game next :-)
THAT. Remember what I promised ;)
/me looks innocently at WVL still wondering where that source code repo is... |
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chatGPZ
Registered: Dec 2001 Posts: 11352 |
He is about to install CVS now |
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WVL
Registered: Mar 2002 Posts: 896 |
On my harddrive, waiting.. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: He is about to install CVS now
That wouldn't be very productive. I demand ClearCase |
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Boogaloo
Registered: Aug 2019 Posts: 24 |
Quote: That wouldn't be very productive. I demand ClearCase
Excellent! I assume you will purchase a license with all the money you will earn from the eotb sales. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Eye of the Beholder (C64): Live coding
https://www.twitch.tv/ja_boozedesign |
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Smasher
Registered: Feb 2003 Posts: 519 |
live coding session was just great! nite :) |
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QuasaR
Registered: Dec 2001 Posts: 145 |
Yeah, liked it a lot! |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Thanks everyone! I found that doing the boring tasks live actually is more effective since you don't procrastinate (so much). |
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MCM
Registered: Apr 2018 Posts: 21 |
Just watched it today. Cool to have a Sneak over your shoulder while you are coding stuff. And that you have to deal with some Kind of the same Problems while coding. I am still coding my stuff in smon on c64. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
If I don’t get too tired I will stream tonight again around 21:30 CET, implementing the final missing in-game feature: Auto cast turn undead
http://twitch.tv/ja_boozedesign |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Wrapping up live at 22CET on Twitch |
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WVL
Registered: Mar 2002 Posts: 896 |
I found this comment from 2009 :-)
User Comment
Submitted by JackAsser [PM] on 1 March 2009
Lovely, just lovely! Please crack my Eye of the Beholder when it's out! |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: I found this comment from 2009 :-)
User Comment
Submitted by JackAsser [PM] on 1 March 2009
Lovely, just lovely! Please crack my Eye of the Beholder when it's out!
That did refer to the canceled c128-version. :) |
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encore
Registered: Aug 2010 Posts: 67 |
Watched some bits of a few of the recent streams this evening. It's fun to see the development and your thought process, plus watching other people coding always gives me ideas of how to improve my own development environment / process.
regards, another Sublime Text-user :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Watched some bits of a few of the recent streams this evening. It's fun to see the development and your thought process, plus watching other people coding always gives me ideas of how to improve my own development environment / process.
regards, another Sublime Text-user :)
Nice! :) |
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v3to
Registered: Feb 2005 Posts: 150 |
So I have finished my graphic parts this week. For those who are interested, here are the gfx specs for the intro scenes:
https://lindau.name/media/pa/treasure/eotb |
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Oswald
Registered: Apr 2002 Posts: 5086 |
fantastic work, mr Veto. |
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anonym
Registered: Jan 2002 Posts: 266 |
Amazing, v3to (and the rest of the team as well, wow), can't wait to t see this in action. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
For you who missed the beta test performed last weekend.
https://www.youtube.com/watch?v=lzk3-Nd0VFQ
One bug found, and fixed.
Please also follow the YT-channel. <3 |
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Oswald
Registered: Apr 2002 Posts: 5086 |
susbcribed, but you really shouldnt test it, as normal users doesnt know what the program should be able to do / not do and find more bugs :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: susbcribed, but you really shouldnt test it, as normal users doesnt know what the program should be able to do / not do and find more bugs :)
Ofc. Others have tested and found many bugs, f.e. the current WR speed runner tested it and found ALOT, all fixed. He’ll do a re-run soon.
However I also find bugs everytime I run through the game. Each run with more seldom bugs. No known bugs atm => more testing needed. |
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TWW
Registered: Jul 2009 Posts: 545 |
Amazing efforts!
Subjective Polishing - constructive feedback:
- Pixel-fade the logo in the intro (everything else is so smooth)
- If you have enough sprites, SC the character names during character creation allowing a smaller charset to fit the names within the constraints of the "name-box".
Again amazing work, and cudos! |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Amazing efforts!
Subjective Polishing - constructive feedback:
- Pixel-fade the logo in the intro (everything else is so smooth)
- If you have enough sprites, SC the character names during character creation allowing a smaller charset to fit the names within the constraints of the "name-box".
Again amazing work, and cudos!
Thanks!!
Pixel fade, yes thought about it but it’s a bit tricky as yellow is bg color, not blue.
Character names. A tradeoff, all sprites are used to the right to display hires text. |
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WVL
Registered: Mar 2002 Posts: 896 |
How much storage left on the cartridge? |
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Frantic
Registered: Mar 2003 Posts: 1646 |
My guess: 3 bits |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: How much storage left on the cartridge?
Maybe 35kb or so |
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WVL
Registered: Mar 2002 Posts: 896 |
That's plenty for some nice extras :-) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: That's plenty for some nice extras :-)
Problem is that the free memory is scattered in small $100-$600 chunks.
So the last 24hrs I implemented a tool that parses ca65’s map file, applies bin-packing on the segments and auto generates the link file.
PROFIT!
I know have 3x16kb free ROM for some extras we’re working on.
I never knew I’d actually would use my computer science knowledge and just the concept of defragging a cart is mindboggling. :D |
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WVL
Registered: Mar 2002 Posts: 896 |
From 35 to 48kB in 24 hours! Enough for a babes & dragons picture. |
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Burglar
Registered: Dec 2004 Posts: 1085 |
Quoting WVLFrom 35 to 48kB in 24 hours! Enough for a babes & dragons picture. Enough for a certain picture by TCH for sure :) |
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Krill
Registered: Apr 2002 Posts: 2969 |
Quoting JackAsserapplies bin-packing on the segments [...] actually would use my computer science knowledge OK, so... P = NP? (y/n) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Quoting JackAsserapplies bin-packing on the segments [...] actually would use my computer science knowledge OK, so... P = NP? (y/n)
Did I ever said I found an optimal solution? :)
I implemented BFD (Best fit, decreasing) and the solution found served me very well. I have a lot of segments, many large but also tons of small ones. This helps the packing. |
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Frantic
Registered: Mar 2003 Posts: 1646 |
Mr SID's release of Sonic made me think of this again. How is this project coming along? :) |
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v3to
Registered: Feb 2005 Posts: 150 |
... still polishing the graphics ;) |
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Frantic
Registered: Mar 2003 Posts: 1646 |
That's great! (and I realise I should have mentioned more names than just Mr SID when referring to the release of Sonic, including yours of course) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: That's great! (and I realise I should have mentioned more names than just Mr SID when referring to the release of Sonic, including yours of course)
It has been in a releasable state for a year or so, but we continue to polish and gold plating. Last added feature was live automap on the VDC output f.e. :) |
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Krill
Registered: Apr 2002 Posts: 2969 |
But how about a <random aftermarket hardware i happen to own>-friendly version? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: But how about a <random aftermarket hardware i happen to own>-friendly version?
Not sure I understand what you mean. |
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Krill
Registered: Apr 2002 Posts: 2969 |
Just look at certain threads in certain other forums regarding the two recently-released high-profile games. =) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Just look at certain threads in certain other forums regarding the two recently-released high-profile games. =)
Ahh! 😂 |
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
Been following this for what seems like forever. Impressive work by all involved.
While these types of games are not normally my thing, i will give this a try. |
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scapegoat
Registered: Sep 2004 Posts: 5 |
I have also been following for this thread and game development for ages, eventhough this game genre is not my cup of (spiced) tea.
And yet, alas, I hope to see it finished and in my anxious hands to play.
Happy new year to everyone, especially JackAsser and friends! |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Project updates:
* Finally fixed a highly intermittent race condition (crash like once every 12th hour). It was a face palm coding mistake in one of the semaphores protecting a pointer update from the IRQ.
* Updated 2022 yr versions of samples and sample playback from Algoritm.
* Half of the monster graphics manually fixed.
* Wallsets and decorations near completion.
* Box art nearly done.
* c128 goodies such as VDC auto mapper.
* Proper word wrapping.
* Fully compatible with PAL, NTSC (old and new) and DREAN.
* Many minor bug fixes.
* Improved UI letting you to use some consumable items directly from inventory. |
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
Nearly there then :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Nearly there then :)
In terms of work yes. In terms of time, we'll see. :D |
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WVL
Registered: Mar 2002 Posts: 896 |
EotB has been more than good enough (rather almost perfect) for quite some time now. Remember we can't vote 11 on CSDb. Would be funny if Perff would allow 11 votes on some releases now I think about it 🤪 |
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chatGPZ
Registered: Dec 2001 Posts: 11352 |
So ppl can whine about 10 being downvoting? =D |
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WVL
Registered: Mar 2002 Posts: 896 |
Ok. For fun allow -1 on some releases as well. Let's mess with people! |
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chatGPZ
Registered: Dec 2001 Posts: 11352 |
and make that default |
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Krill
Registered: Apr 2002 Posts: 2969 |
Hooray for Spinal Tap vote! \=D/ |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Hooray for Spinal Tap vote! \=D/
Vote whatever you like as long as we are given time to gold plate. :P |
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ChristopherJam
Registered: Aug 2004 Posts: 1408 |
Quoting JackAsserProject updates:
* Finally fixed a highly intermittent race condition (crash like once every 12th hour). It was a face palm coding mistake in one of the semaphores protecting a pointer update from the IRQ.
Oh nice work. (and on the rest too, but that sounded particularly hard to track down)
Cheers for the update. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Quoting JackAsserProject updates:
* Finally fixed a highly intermittent race condition (crash like once every 12th hour). It was a face palm coding mistake in one of the semaphores protecting a pointer update from the IRQ.
Oh nice work. (and on the rest too, but that sounded particularly hard to track down)
Cheers for the update.
Took some hours of intense VICE CPU history forensics. :) |
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Mr. SID
Registered: Jan 2003 Posts: 424 |
Is it done yet? :-p |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Is it done yet? :-p
Could be. Define done? 😂 |
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Frantic
Registered: Mar 2003 Posts: 1646 |
"Done" means "we're playing it right now". YOU ARE LATE!!!!! |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: "Done" means "we're playing it right now". YOU ARE LATE!!!!!
:D |
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Mr. SID
Registered: Jan 2003 Posts: 424 |
Done means it has a csdb release id... :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Done means it has a csdb release id... :)
Bah! Easy for YOU to say! ;) |
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Frantic
Registered: Mar 2003 Posts: 1646 |
No game to behold yet. :) Any news? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: No game to behold yet. :) Any news?
Polishing graphics still. Oliver is doing a tremendous job here. There are changes almost everyday actually. Last thing that came in was a much needed polish on the items graphics in the 3D-view, they now look really crisp and nice. |
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Raistlin
Registered: Mar 2007 Posts: 657 |
Quote: Polishing graphics still. Oliver is doing a tremendous job here. There are changes almost everyday actually. Last thing that came in was a much needed polish on the items graphics in the 3D-view, they now look really crisp and nice.
Ahh, graphical beauty, though is truly in the … wait, what’s the saying? |
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Krill
Registered: Apr 2002 Posts: 2969 |
... eye of the beerholder? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
All knows issues fixed. Wallsets and decorations nearly done. 6 remaining monsters to hand pixels. Continuous integration with BitBucket pipelines working and nightly builds are produced. Will need to refactor the cart to not use the ATF1502 CPLD due to component shortage, will be replaced by two hex d-flipflops instead. |
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LKP
Registered: Sep 2008 Posts: 12 |
Eye can’t wait ‼️😜 |
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WVL
Registered: Mar 2002 Posts: 896 |
(be)hold my beer! Can't wait! |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
C64 vs DOS monster graphics comparison: https://youtu.be/ICn_m7uFRMA |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
It's been a week already when development reached "feature complete status". The same time the final QA phase started and we already sent out the game for reviews and closed beta testing.
Please note that this does not happen as mass-mailing, so it will take a while to contact each reviewer.
... and please bookmark my Youtube channel for near time updates:
https://www.youtube.com/channel/UCVWhB_u3PeFPjLJywyDTcOA |
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Oswald
Registered: Apr 2002 Posts: 5086 |
god it felt like almost ready 1 year ago, crazy how much work you can put into it. |
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
I just watched the most recent video:
Eye of the Beholder - C64 vs DOS monster comparison
The muted colours of the C64 work better than the highly saturated DOS visuals. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
MaeL, world record speed runner for EotB on DOS will do a speed run on the c64 version tonight. His message:
I really love playing Eye of the Beholder, but the version for C64 got me even more hyped! I was participating in tests of the game, hunting not only Xanathar but bugs as well! But I'm not here to talk about the journey so far, but the journey ahead!
Tomorrow (Today), around 8:00pm CEST I will be live streaming a full playthrough of if - all 12 special quests run! And when I will complete it, I'll try to speedrun it! I currently hold the speedrun for DOS version of sub 5 minutes, so I'd like to achieve sub 10 minutes. It is a slower system after all.
Be sure to follow not to miss the stream at https://www.twitch.tv/mael_lp . VODs will be on my YT channel few days later (https://www.youtube.com/c/iamMaeL)
And of course, please bookmark Andreas' Youtube channel for updates -https://www.youtube.com/channel/UCVWhB_u3PeFPjLJywyDTcOA |
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Krill
Registered: Apr 2002 Posts: 2969 |
Time to fire up the hype machine! =) |
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
Really looking forward to playing this..
I assume it also means Veto can focus on the next Caren game :) |
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Burglar
Registered: Dec 2004 Posts: 1085 |
Live gameplay right now: https://www.twitch.tv/mael_lp |
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TheRyk
Registered: Mar 2009 Posts: 2218 |
yeah looks pretty interesting
wonder if that dude's really gonna complete his speedrun till 11 p.m. BTW from which time zone does he stream? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: yeah looks pretty interesting
wonder if that dude's really gonna complete his speedrun till 11 p.m. BTW from which time zone does he stream?
Done at 22:20. He'll do c128 speed run now. :D He's in CEST timezone |
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TheRyk
Registered: Mar 2009 Posts: 2218 |
@C=128 speedrun:
quote from chat: "died in less than 10 minutes"
\o/ |
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Count Zero
Registered: Jan 2003 Posts: 1922 |
Awesome speedrun and playthrough. Cool to see some new bugs having been found :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Awesome speedrun and playthrough. Cool to see some new bugs having been found :)
He's awesome. I've dissected that code for so many years but he still have it in his bones. That feedback is priceless. Just minor bugs to be fixed, but stil I would NEVER found them by myself. I don't know the game by heart as he does. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: @C=128 speedrun:
quote from chat: "died in less than 10 minutes"
\o/
~8:30 on 2nd attempt! |
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TheRyk
Registered: Mar 2009 Posts: 2218 |
Yeah, great show, he seems to know all them dungeons by heart.
And what Count sez. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Yeah, great show, he seems to know all them dungeons by heart.
And what Count sez.
Yeah, he’s the world record holder on speed runs on DOS so we thought it would be a good idea to have him QA. |
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Krill
Registered: Apr 2002 Posts: 2969 |
I like how you Do It Right (TM). :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Minor bugs found during QA. Half fixed. We aim to have a free digital download on CSDb in mid October. KickStarter for a physical release we hope to start October 1st that'll run for a month. I just tested the new hardware design for the cart and it ACTUALLY worked on first attempt despite my quite bad soldering skills. At least I got the hardware design right. :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
And yes, the source will be Open Source mid October for any one to implement EotB II (U need to design a 2 MB EasyFlash cart though, but that's quite trivial ;) ) |
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doctorfargo
Registered: Aug 2011 Posts: 20 |
Amazing that this game has gotten ported to the C64! |
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oziphantom
Registered: Oct 2014 Posts: 490 |
Quote: And yes, the source will be Open Source mid October for any one to implement EotB II (U need to design a 2 MB EasyFlash cart though, but that's quite trivial ;) )
or make it multi cart with saving the party to disk, like a PS1 Multi Disk RPG. |
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Mr. SID
Registered: Jan 2003 Posts: 424 |
Quote: or make it multi cart with saving the party to disk, like a PS1 Multi Disk RPG.
Bonus points for making it hot-swappable... :) |