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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 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!!
2018-06-18 18:00
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!
2018-06-18 18:42
JackAsser

Registered: Jun 2002
Posts: 1989
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.
2018-06-18 18:53
JackAsser

Registered: Jun 2002
Posts: 1989
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.
2018-06-19 07:13
TWW

Registered: Jul 2009
Posts: 541
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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