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Forums > C64 Productions > Eye of the Beholder
2018-06-16 06:41
JackAsser

Registered: Jun 2002
Posts: 1989
Eye of the Beholder

Resumed. Easy Flash.

https://youtu.be/dvWrimZUk40
 
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2018-06-16 14:51
ChristopherJam

Registered: Aug 2004
Posts: 1378
Sooo much work. Respect.
2018-06-16 15:32
JackAsser

Registered: Jun 2002
Posts: 1989
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.
2018-06-16 16:00
cadaver

Registered: Feb 2002
Posts: 1153
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.
2018-06-16 16:41
Oswald

Registered: Apr 2002
Posts: 5017
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.
2018-06-16 16:47
JackAsser

Registered: Jun 2002
Posts: 1989
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
2018-06-16 16:50
JackAsser

Registered: Jun 2002
Posts: 1989
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. ;)
2018-06-16 18:55
Oswald

Registered: Apr 2002
Posts: 5017
jesus christ, I dont have so much in p1 src, which is a bloated vb6 shit :)
2018-06-16 19:16
Oswald

Registered: Apr 2002
Posts: 5017
how do you manage to handle the huge code size ? breaking it down into bigger chunks, oop like thinking?
2018-06-16 19:27
JackAsser

Registered: Jun 2002
Posts: 1989
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.
2018-06-18 10:24
HCL

Registered: Feb 2003
Posts: 716
Unbelievable!!
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