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

Registered: Jun 2002
Posts: 1987
Eye of the Beholder

Resumed. Easy Flash.

https://youtu.be/dvWrimZUk40
2018-06-16 12:10
Stinsen

Registered: Feb 2012
Posts: 71
As a long time fan of dungeon crawler type games, I must say this looks sooo fantastic. :)
2018-06-16 12:28
Oswald

Registered: Apr 2002
Posts: 5017
crazy man, this must be the most complex game up to date even in this state.
2018-06-16 12:49
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2018-06-16 14:25
MagerValp

Registered: Dec 2001
Posts: 1055
ā¤ļø
2018-06-16 14:51
ChristopherJam

Registered: Aug 2004
Posts: 1370
Sooo much work. Respect.
2018-06-16 15:32
JackAsser

Registered: Jun 2002
Posts: 1987
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: 1987
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: 1987
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: 1987
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: 1987
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: 1987
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!
2018-06-19 08:12
JackAsser

Registered: Jun 2002
Posts: 1987
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)!
2018-06-19 22:40
WVL

Registered: Mar 2002
Posts: 885
Is looking wonderful! How many kb's are already used?
2018-06-19 22:43
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2018-06-20 09:20
WVL

Registered: Mar 2002
Posts: 885
So there's 200kb left, that should be plenty!
2018-06-20 09:28
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2018-07-04 22:19
JackAsser

Registered: Jun 2002
Posts: 1987
Indie Retro News did an interview: http://www.indieretronews.com/2018/07/eye-of-beholder-dungeon-c..
2018-07-04 23:08
Oswald

Registered: Apr 2002
Posts: 5017
36342 lines of assembler code atm

wow :)
2018-07-05 10:35
Mr. SID

Registered: Jan 2003
Posts: 421
Nice interview.
PoP is 28796 lines of code, btw... :)
2018-07-05 10:42
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Nice interview.
PoP is 28796 lines of code, btw... :)


Awesome! :D
2018-07-05 17:49
Frantic

Registered: Mar 2003
Posts: 1627
Quote: 36342 lines of assembler code atm

wow :)


?OVERFLOW ERROR
2018-07-10 23:14
JackAsser

Registered: Jun 2002
Posts: 1987
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:







2018-07-11 08:22
WVL

Registered: Mar 2002
Posts: 885
Nice!
2018-07-11 18:12
v3to

Registered: Feb 2005
Posts: 150
Well, my monitor settings are similar since the 80ies. Looks good to me :)
2018-07-12 12:18
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.
2018-07-12 12:46
Copyfault

Registered: Dec 2001
Posts: 466
This looks so uber^3 !!!

Let's hope that gfx mode makes it into some upcoming 3d demo part ;)
2018-09-24 21:53
JackAsser

Registered: Jun 2002
Posts: 1987
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-..
2018-09-24 21:56
Slator

Registered: Jan 2002
Posts: 273
awesome! who needs lousy amiga or pc if you can have it on c64? :D
2018-09-24 21:59
Raistlin

Registered: Mar 2007
Posts: 549
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 ;-)
2018-09-24 22:05
JackAsser

Registered: Jun 2002
Posts: 1987
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)
2018-09-24 22:29
Raistlin

Registered: Mar 2007
Posts: 549
Clearly you guys should supply G*P with copies for beta testing ;-)
2018-09-25 02:55
Jazzcat

Registered: Feb 2002
Posts: 1044
Awesome work Jacky!!! Really looking forward to the finished product. Keep going!!
2018-09-25 12:36
Frantic

Registered: Mar 2003
Posts: 1627
It looks fantastic!
2018-09-25 16:22
TWW

Registered: Jul 2009
Posts: 541
Damn!

Next Lands of Lore?
2018-09-25 17:48
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Damn!

Next Lands of Lore?


Haha no. :) EotB II might be possible with a 2mb cart.
2018-09-25 20:50
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!
2018-09-30 23:40
Oswald

Registered: Apr 2002
Posts: 5017
holy shit, already at character gen :) if this comes out I promise I will play it trough :)
2018-10-01 01:04
JackAsser

Registered: Jun 2002
Posts: 1987
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. :)
2018-10-01 06:36
Oswald

Registered: Apr 2002
Posts: 5017
but you're doing it, you're awesome man %)
2018-10-01 08:44
Krill

Registered: Apr 2002
Posts: 2825
Quoting JackAsser
It'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
2018-10-01 08:47
chatGPZ

Registered: Dec 2001
Posts: 11100
3. would be be "persistence" though :)
2018-10-01 08:55
Krill

Registered: Apr 2002
Posts: 2825
Dunno, overlaps a bit with 1. and 2. - Just like "resilience". They're not orthogonal. :)
2018-10-01 10:45
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Quoting JackAsser
It'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
2018-10-01 10:47
chatGPZ

Registered: Dec 2001
Posts: 11100
then again, we are not talking about amiga coding here :o)
2018-10-01 11:49
Krill

Registered: Apr 2002
Posts: 2825
Yeah, if anything, C-64 is undead, with a very much alive scene and audience. :)
2018-10-01 15:26
Oswald

Registered: Apr 2002
Posts: 5017
0. Frustration tolerance
1. Frustration tolerance
2. Frustration tolerance
3. Good coding skills
2018-10-09 23:04
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2018-10-09 23:59
Raistlin

Registered: Mar 2007
Posts: 549
Can't wait for this! Any sort of ETA for finishing it?
2018-10-10 00:17
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2018-10-14 21:59
JackAsser

Registered: Jun 2002
Posts: 1987
New footage: https://youtu.be/SEWrACmFRGw
2018-10-15 14:15
AlexC

Registered: Jan 2008
Posts: 293
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.
2018-10-15 14:46
AüMTRöN

Registered: Sep 2003
Posts: 42
Highly, very.
2018-10-15 15:46
WVL

Registered: Mar 2002
Posts: 885
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?
2018-10-15 16:22
JackAsser

Registered: Jun 2002
Posts: 1987
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. :)
2018-10-15 20:23
JackAsser

Registered: Jun 2002
Posts: 1987
Live coding in a few minutes: https://m.twitch.tv/ja_boozedesign
2018-10-15 21:36
Dano

Registered: Jul 2004
Posts: 226
cool! :D
2018-10-16 12:01
oziphantom

Registered: Oct 2014
Posts: 478
pity it wasn't saved :( for us in other timezones.
2018-10-16 12:09
Krill

Registered: Apr 2002
Posts: 2825
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.
2018-10-16 12:22
JackAsser

Registered: Jun 2002
Posts: 1987
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..
2018-10-16 12:48
Krill

Registered: Apr 2002
Posts: 2825
Which is a-ok. However... i believe the better Java aka C# has been ported to work on *NIX systems. ;)
2018-10-16 12:54
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2018-10-16 14:16
oziphantom

Registered: Oct 2014
Posts: 478
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!
2018-10-16 17:03
ChristopherJam

Registered: Aug 2004
Posts: 1370
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)
2018-10-16 17:15
JackAsser

Registered: Jun 2002
Posts: 1987
Aaw you cute minions who thinks choice of language would make a difference on this project. <3 ;)
2018-10-16 17:42
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2018-10-16 17:44
ChristopherJam

Registered: Aug 2004
Posts: 1370
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.
2018-10-17 08:49
JackAsser

Registered: Jun 2002
Posts: 1987
The particle effects was successfully implemented last night during the stream: https://www.twitch.tv/videos/323511482##
2018-10-17 09:13
Dano

Registered: Jul 2004
Posts: 226
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.
2018-10-17 09:16
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2018-10-17 11:47
Mr. SID

Registered: Jan 2003
Posts: 421
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... :)
2018-10-17 12:59
JackAsser

Registered: Jun 2002
Posts: 1987
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? :)
2018-10-17 13:28
Mr. SID

Registered: Jan 2003
Posts: 421
Your tools and methods are fine... :)
2018-10-17 19:26
JackAsser

Registered: Jun 2002
Posts: 1987
The result of the last two streaming sessions with particle systems in place: https://youtu.be/TgYvU_ac0hs
2018-10-17 20:14
Frantic

Registered: Mar 2003
Posts: 1627
How many people were involved in creating the original game? I'm mainly wondering about the coding part now.
2018-10-17 20:31
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: How many people were involved in creating the original game? I'm mainly wondering about the coding part now.

Don’t know
2018-10-18 07:36
Mr. SID

Registered: Jan 2003
Posts: 421
There was just one programmer, Phil Gorrow doing the main work. They had a second guy, Bill Stokes, doing the Amiga version.
2019-01-17 23:47
JackAsser

Registered: Jun 2002
Posts: 1987
Intro in the making: https://youtu.be/4bl-X3dT6OU
2019-01-18 00:29
Raistlin

Registered: Mar 2007
Posts: 549
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!
2019-01-18 01:46
Compyx

Registered: Jan 2005
Posts: 631
Is Mirage still involved?
2019-01-18 04:14
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Is Mirage still involved?

Yes
2019-01-18 06:13
Compyx

Registered: Jan 2005
Posts: 631
Cool.
2019-01-18 12:50
Oswald

Registered: Apr 2002
Posts: 5017
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..
2019-04-05 17:47
JackAsser

Registered: Jun 2002
Posts: 1987
Most done now. Just finished the portals: https://youtu.be/DnletG9UC-8
2019-04-05 18:34
Compyx

Registered: Jan 2005
Posts: 631
Looks pretty awesome. I'll definitly put some serious hours into this one when it comes out.
2019-04-06 12:07
Dymo

Registered: Jun 2016
Posts: 120
Amazing work!! Looks super :)
2019-04-06 18:38
hedning

Registered: Mar 2009
Posts: 4586
I love JackAsser. Too bad I am already married.
2019-04-06 23:49
Oswald

Registered: Apr 2002
Posts: 5017
no, I love him :)
2019-04-07 00:09
Compyx

Registered: Jan 2005
Posts: 631
The 'Asser' part of his handle worries me a bit.
2019-04-07 00:30
JackAsser

Registered: Jun 2002
Posts: 1987
<3 (not a heart, just ‘less than three’)
2019-04-07 00:50
Compyx

Registered: Jan 2005
Posts: 631
Now I'm even more confused :)
2019-04-07 09:02
Burglar

Registered: Dec 2004
Posts: 1031
jackasser is "more than just a 3"

>3
2019-04-07 11:25
WVL

Registered: Mar 2002
Posts: 885
I thought Bonzai was? Confused.
2019-04-07 13:09
Copyfault

Registered: Dec 2001
Posts: 466
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!!!
2019-07-10 20:26
WVL

Registered: Mar 2002
Posts: 885
Update needed <3
2019-07-10 22:12
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Update needed <3

Just got new monsters. Halfway through with the intro. Ending sequence in progress. All game features implemented. Automapping added.
2019-07-10 22:25
Dymo

Registered: Jun 2016
Posts: 120
Awsome.. keep it up Jackasser and everyone else involved... :)
2019-07-11 05:31
Oswald

Registered: Apr 2002
Posts: 5017
Quote: Just got new monsters. Halfway through with the intro. Ending sequence in progress. All game features implemented. Automapping added.

<3
2019-07-11 18:21
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: <3

5 hours of play testing today. Found 5 bugs, all fixed.
2019-07-11 23:36
Compyx

Registered: Jan 2005
Posts: 631
Assuming you didn't just move back and forth, please consider taking over Bethesda =)
2019-07-12 00:41
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Assuming you didn't just move back and forth, please consider taking over Bethesda =)

Got the intro for the next elder scrollers already! ;)
2019-07-12 11:22
Smasher

Registered: Feb 2003
Posts: 512
ze masterpiece will be easyflash only, rite? in case of an official/unoffocial disk edition, how many floppies (front/back) will it take?
2019-07-12 11:36
JackAsser

Registered: Jun 2002
Posts: 1987
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
2019-07-12 11:42
Smasher

Registered: Feb 2003
Posts: 512
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... :)
2019-07-12 12:25
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2019-07-12 13:18
Count Zero

Registered: Jan 2003
Posts: 1820
Just a matter of patience and a strong arm near the drive! :)
2019-07-12 13:20
JackAsser

Registered: Jun 2002
Posts: 1987
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. ;)
2019-07-12 13:40
Dano

Registered: Jul 2004
Posts: 226
Or just a matter of the right number of parallel running drives.. ;)
2019-07-12 16:12
ChristopherJam

Registered: Aug 2004
Posts: 1370
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
2019-07-12 18:40
celticdesign

Registered: Oct 2005
Posts: 148
Nostalgia, Fairlight or some others will achieve that for sure!!! ;-)
2019-07-12 19:10
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 :-)
2019-07-12 21:03
Smasher

Registered: Feb 2003
Posts: 512
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.
2019-07-12 21:47
Oswald

Registered: Apr 2002
Posts: 5017
Prince of Persia is EF only too afaik.
2019-07-12 22:13
Smasher

Registered: Feb 2003
Posts: 512
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.
2019-07-16 21:00
JackAsser

Registered: Jun 2002
Posts: 1987
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. :)
2019-07-18 01:01
JackAsser

Registered: Jun 2002
Posts: 1987
Mostly minor bugs found. One severe causing Special Quest on lvl 9 unobtainable. At level 11 now. :)
2019-07-18 08:11
Oswald

Registered: Apr 2002
Posts: 5017
Quote: Mostly minor bugs found. One severe causing Special Quest on lvl 9 unobtainable. At level 11 now. :)

:* <3
2019-07-18 09:02
bugjam

Registered: Apr 2003
Posts: 2476
*tryingtohidehisboner*
2019-07-18 09:07
oziphantom

Registered: Oct 2014
Posts: 478
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)
2019-07-18 09:28
Mr. SID

Registered: Jan 2003
Posts: 421
You can't just buy a GMod2 cartridge for testing, can you?
2019-07-18 10:56
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2019-07-18 11:28
AlexC

Registered: Jan 2008
Posts: 293
Finally something tested on U64 :) And what a great treat it will be to U64! Awesome news!
2019-09-26 08:45
Oswald

Registered: Apr 2002
Posts: 5017
bump?:)
2019-09-26 20:32
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: bump?:)

Cloning boxes
2019-10-28 19:04
JackAsser

Registered: Jun 2002
Posts: 1987
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
2019-10-29 21:56
Oswald

Registered: Apr 2002
Posts: 5017
<3 <3 <3 <3
2019-10-30 00:48
saimo

Registered: Aug 2009
Posts: 36
What an achievement, JackAsser. Kudos!
2019-10-30 07:37
Mr. SID

Registered: Jan 2003
Posts: 421
Good luck for the home stretch! You can make it!
2019-10-30 10:03
Jammer

Registered: Nov 2002
Posts: 1289
It's going to seriously rock! \o/
2019-10-30 19:52
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/
2019-10-30 20:16
Shine

Registered: Jul 2012
Posts: 327
Unbelievable effort and fantastic result! Full Respect! <3
2019-10-31 00:17
AlexC

Registered: Jan 2008
Posts: 293
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.
2019-11-19 23:46
JackAsser

Registered: Jun 2002
Posts: 1987
Intro close to completion
2019-11-20 08:59
Oswald

Registered: Apr 2002
Posts: 5017
gogogo :)
2019-11-20 11:00
Frantic

Registered: Mar 2003
Posts: 1627
The intro looks marvellous!
2019-11-20 13:08
Perplex

Registered: Feb 2009
Posts: 254
Great job by all involved!
2019-11-21 08:04
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..)
2019-12-02 19:45
JackAsser

Registered: Jun 2002
Posts: 1987
Last weekend Veto held a presentation in German on LuheCon: https://youtu.be/PcnH0KtmdhI?t=48
2020-03-23 19:03
JackAsser

Registered: Jun 2002
Posts: 1987
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
2020-03-23 21:06
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!
2020-03-24 15:47
AlexC

Registered: Jan 2008
Posts: 293
Simply amazing including new design of EasyFlash compatible HW. Breathtaking truly.
2020-03-24 17:23
Raistlin

Registered: Mar 2007
Posts: 549
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 :-)
2020-03-24 18:00
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2020-03-24 20:37
Oswald

Registered: Apr 2002
Posts: 5017
where can I sign on ? :)

btw why is the need for special cart, even easyflash didnt cut it ?
2020-03-24 20:45
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2020-03-24 20:46
JackAsser

Registered: Jun 2002
Posts: 1987
This new design uses two chips and one cap. Another cap and a resistor net to stay on the safe side
2020-03-25 13:30
Perplex

Registered: Feb 2009
Posts: 254
shut-up-and-take-my-money dot gif
2020-03-27 17:58
Stone

Registered: Oct 2006
Posts: 168
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...
2020-03-28 11:37
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2020-03-28 11:44
chatGPZ

Registered: Dec 2001
Posts: 11100
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 :)
2020-03-28 12:08
hedning

Registered: Mar 2009
Posts: 4586
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.
2020-03-28 12:10
chatGPZ

Registered: Dec 2001
Posts: 11100
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.
2020-03-28 15:17
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2020-03-28 15:53
chatGPZ

Registered: Dec 2001
Posts: 11100
contact jens, i cant tell any of that... all i know is that the emulation is half working =P
2020-03-28 16:22
JackAsser

Registered: Jun 2002
Posts: 1987
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).
2020-03-28 16:35
chatGPZ

Registered: Dec 2001
Posts: 11100
WIP specs are here... its a bit "different". probably due to the low cost design jens is aiming for (it uses a SPI flash).
2020-03-28 17:20
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2020-03-28 17:27
JackAsser

Registered: Jun 2002
Posts: 1987
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
2020-06-02 19:46
WVL

Registered: Mar 2002
Posts: 885
Update wanted, I need to play!
2020-06-02 22:58
JackAsser

Registered: Jun 2002
Posts: 1987
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!
2020-06-02 23:50
chatGPZ

Registered: Dec 2001
Posts: 11100
btw, gmod3 is ready (boards ordered, only corona can tell when they are back), emulation in VICE, example code in the repo.
2020-06-03 00:08
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2020-08-19 16:31
WVL

Registered: Mar 2002
Posts: 885
Can't wait to see this finished!
2020-08-19 16:34
chatGPZ

Registered: Dec 2001
Posts: 11100
FYI: mouse working again in VICE nightlies :)
2020-08-19 16:53
WVL

Registered: Mar 2002
Posts: 885
Never had a problem with that in vice 1.13?
2020-08-19 17:07
chatGPZ

Registered: Dec 2001
Posts: 11100
\o/
2020-08-19 17:23
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: FYI: mouse working again in VICE nightlies :)

Yaaaay
2020-08-20 09:03
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Can't wait to see this finished!

Code is done. Waiting for final music and touched up graphics.
2020-08-20 09:27
Frantic

Registered: Mar 2003
Posts: 1627
Man you're late! You know this game was already released *ages* ago on the Amiga, right?
2020-08-20 10:25
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2020-08-20 11:01
Oswald

Registered: Apr 2002
Posts: 5017
Quote: Code is done. Waiting for final music and touched up graphics.

You're a crazy code machine man.
2020-08-20 11:12
Frantic

Registered: Mar 2003
Posts: 1627
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.
2020-08-20 12:14
Raistlin

Registered: Mar 2007
Posts: 549
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
2020-08-20 12:24
Jammer

Registered: Nov 2002
Posts: 1289
Quoting Raistlin
I think you should finish off the Pinball Dreams game next :-)


THAT. Remember what I promised ;)
2020-08-20 13:13
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Quoting Raistlin
I 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...
2020-08-20 13:18
chatGPZ

Registered: Dec 2001
Posts: 11100
He is about to install CVS now
2020-08-20 14:08
WVL

Registered: Mar 2002
Posts: 885
On my harddrive, waiting..
2020-08-20 14:26
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: He is about to install CVS now

That wouldn't be very productive. I demand ClearCase
2020-08-20 17:02
Boogaloo

Registered: Aug 2019
Posts: 21
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.
2020-08-30 22:06
JackAsser

Registered: Jun 2002
Posts: 1987
Eye of the Beholder (C64): Live coding

https://www.twitch.tv/ja_boozedesign
2020-08-31 01:07
Smasher

Registered: Feb 2003
Posts: 512
live coding session was just great! nite :)
2020-08-31 08:43
QuasaR

Registered: Dec 2001
Posts: 145
Yeah, liked it a lot!
2020-08-31 08:58
JackAsser

Registered: Jun 2002
Posts: 1987
Thanks everyone! I found that doing the boring tasks live actually is more effective since you don't procrastinate (so much).
2020-08-31 13:55
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.
2020-08-31 20:03
JackAsser

Registered: Jun 2002
Posts: 1987
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
2020-09-02 19:34
JackAsser

Registered: Jun 2002
Posts: 1987
Wrapping up live at 22CET on Twitch
2020-09-05 13:09
WVL

Registered: Mar 2002
Posts: 885
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!
2020-09-05 15:51
JackAsser

Registered: Jun 2002
Posts: 1987
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. :)
2020-09-05 22:19
encore

Registered: Aug 2010
Posts: 61
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 :)
2020-09-06 12:11
JackAsser

Registered: Jun 2002
Posts: 1987
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! :)
2020-09-20 08:54
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
2020-09-20 14:43
Oswald

Registered: Apr 2002
Posts: 5017
fantastic work, mr Veto.
2020-09-28 05:59
anonym

Registered: Jan 2002
Posts: 247
Amazing, v3to (and the rest of the team as well, wow), can't wait to t see this in action.
2021-03-23 20:48
JackAsser

Registered: Jun 2002
Posts: 1987
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
2021-03-24 07:24
Oswald

Registered: Apr 2002
Posts: 5017
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 :)
2021-03-24 12:52
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2021-03-26 13:38
TWW

Registered: Jul 2009
Posts: 541
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!
2021-03-26 14:05
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2021-03-28 16:30
WVL

Registered: Mar 2002
Posts: 885
How much storage left on the cartridge?
2021-03-28 16:31
Frantic

Registered: Mar 2003
Posts: 1627
My guess: 3 bits
2021-03-28 18:50
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: How much storage left on the cartridge?

Maybe 35kb or so
2021-03-30 09:17
WVL

Registered: Mar 2002
Posts: 885
That's plenty for some nice extras :-)
2021-03-30 11:18
JackAsser

Registered: Jun 2002
Posts: 1987
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
2021-03-30 16:51
WVL

Registered: Mar 2002
Posts: 885
From 35 to 48kB in 24 hours! Enough for a babes & dragons picture.
2021-03-30 18:30
Burglar

Registered: Dec 2004
Posts: 1031
Quoting WVL
From 35 to 48kB in 24 hours! Enough for a babes & dragons picture.
Enough for a certain picture by TCH for sure :)
2021-03-31 01:09
Krill

Registered: Apr 2002
Posts: 2825
Quoting JackAsser
applies bin-packing on the segments [...] actually would use my computer science knowledge
OK, so... P = NP? (y/n)
2021-03-31 09:08
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Quoting JackAsser
applies 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.
2021-12-19 13:39
Frantic

Registered: Mar 2003
Posts: 1627
Mr SID's release of Sonic made me think of this again. How is this project coming along? :)
2021-12-19 14:09
v3to

Registered: Feb 2005
Posts: 150
... still polishing the graphics ;)
2021-12-19 14:40
Frantic

Registered: Mar 2003
Posts: 1627
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)
2021-12-19 18:50
JackAsser

Registered: Jun 2002
Posts: 1987
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. :)
2021-12-23 01:26
Krill

Registered: Apr 2002
Posts: 2825
But how about a <random aftermarket hardware i happen to own>-friendly version?
2021-12-23 10:01
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: But how about a <random aftermarket hardware i happen to own>-friendly version?

Not sure I understand what you mean.
2021-12-23 10:21
Krill

Registered: Apr 2002
Posts: 2825
Just look at certain threads in certain other forums regarding the two recently-released high-profile games. =)
2021-12-23 11:47
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Just look at certain threads in certain other forums regarding the two recently-released high-profile games. =)

Ahh! šŸ˜‚
2021-12-23 12:53
Wile Coyote

Registered: Mar 2004
Posts: 637
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.
2021-12-31 00:00
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!
2022-01-20 23:50
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2022-01-21 09:18
Wile Coyote

Registered: Mar 2004
Posts: 637
Nearly there then :)
2022-01-21 11:11
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Nearly there then :)

In terms of work yes. In terms of time, we'll see. :D
2022-01-21 19:07
WVL

Registered: Mar 2002
Posts: 885
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 šŸ¤Ŗ
2022-01-21 19:18
chatGPZ

Registered: Dec 2001
Posts: 11100
So ppl can whine about 10 being downvoting? =D
2022-01-21 19:39
WVL

Registered: Mar 2002
Posts: 885
Ok. For fun allow -1 on some releases as well. Let's mess with people!
2022-01-21 19:40
chatGPZ

Registered: Dec 2001
Posts: 11100
and make that default
2022-01-22 00:09
Krill

Registered: Apr 2002
Posts: 2825
Hooray for Spinal Tap vote! \=D/
2022-01-22 00:11
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Hooray for Spinal Tap vote! \=D/

Vote whatever you like as long as we are given time to gold plate. :P
2022-01-22 09:17
ChristopherJam

Registered: Aug 2004
Posts: 1370
Quoting JackAsser
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.


Oh nice work. (and on the rest too, but that sounded particularly hard to track down)

Cheers for the update.
2022-01-22 10:12
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Quoting JackAsser
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.


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. :)
2022-01-22 15:14
Mr. SID

Registered: Jan 2003
Posts: 421
Is it done yet? :-p
2022-01-22 15:31
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Is it done yet? :-p

Could be. Define done? šŸ˜‚
2022-01-22 16:57
Frantic

Registered: Mar 2003
Posts: 1627
"Done" means "we're playing it right now". YOU ARE LATE!!!!!
2022-01-22 21:56
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: "Done" means "we're playing it right now". YOU ARE LATE!!!!!

:D
2022-01-22 22:43
Mr. SID

Registered: Jan 2003
Posts: 421
Done means it has a csdb release id... :)
2022-01-22 23:50
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Done means it has a csdb release id... :)

Bah! Easy for YOU to say! ;)
2022-04-21 19:50
Frantic

Registered: Mar 2003
Posts: 1627
No game to behold yet. :) Any news?
2022-04-22 09:55
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2022-04-22 10:00
Raistlin

Registered: Mar 2007
Posts: 549
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?
2022-04-22 15:02
Krill

Registered: Apr 2002
Posts: 2825
... eye of the beerholder?
2022-05-04 22:17
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2022-05-05 00:03
LKP

Registered: Sep 2008
Posts: 12
Eye can’t wait ā€¼ļøšŸ˜œ
2022-05-07 12:17
WVL

Registered: Mar 2002
Posts: 885
(be)hold my beer! Can't wait!
2022-05-07 22:14
JackAsser

Registered: Jun 2002
Posts: 1987
C64 vs DOS monster graphics comparison: https://youtu.be/ICn_m7uFRMA
2022-08-29 08:29
JackAsser

Registered: Jun 2002
Posts: 1987
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
2022-08-29 19:39
Oswald

Registered: Apr 2002
Posts: 5017
god it felt like almost ready 1 year ago, crazy how much work you can put into it.
2022-08-29 20:35
Wile Coyote

Registered: Mar 2004
Posts: 637
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.
2022-08-30 16:16
JackAsser

Registered: Jun 2002
Posts: 1987
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
2022-08-30 16:34
Krill

Registered: Apr 2002
Posts: 2825
Time to fire up the hype machine! =)
2022-08-30 20:47
Wile Coyote

Registered: Mar 2004
Posts: 637
Really looking forward to playing this..
I assume it also means Veto can focus on the next Caren game :)
2022-08-30 21:29
Burglar

Registered: Dec 2004
Posts: 1031
Live gameplay right now: https://www.twitch.tv/mael_lp
2022-08-30 21:55
TheRyk

Registered: Mar 2009
Posts: 2053
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?
2022-08-30 22:32
JackAsser

Registered: Jun 2002
Posts: 1987
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
2022-08-30 22:54
TheRyk

Registered: Mar 2009
Posts: 2053
@C=128 speedrun:
quote from chat: "died in less than 10 minutes"
\o/
2022-08-30 23:25
Count Zero

Registered: Jan 2003
Posts: 1820
Awesome speedrun and playthrough. Cool to see some new bugs having been found :)
2022-08-30 23:28
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2022-08-30 23:29
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: @C=128 speedrun:
quote from chat: "died in less than 10 minutes"
\o/


~8:30 on 2nd attempt!
2022-08-30 23:32
TheRyk

Registered: Mar 2009
Posts: 2053
Yeah, great show, he seems to know all them dungeons by heart.

And what Count sez.
2022-08-30 23:39
JackAsser

Registered: Jun 2002
Posts: 1987
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.
2022-08-31 00:05
Krill

Registered: Apr 2002
Posts: 2825
I like how you Do It Right (TM). :)
2022-09-02 23:51
JackAsser

Registered: Jun 2002
Posts: 1987
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. :)
2022-09-02 23:52
JackAsser

Registered: Jun 2002
Posts: 1987
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 ;) )
2023-07-26 19:45
doctorfargo

Registered: Aug 2011
Posts: 20
Amazing that this game has gotten ported to the C64!
2023-07-27 14:55
oziphantom

Registered: Oct 2014
Posts: 478
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.
2023-07-27 16:07
Mr. SID

Registered: Jan 2003
Posts: 421
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... :)
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