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Forums > C64 Productions > preview of upcomming 8k game
2006-07-22 19:33
Trifox
Account closed

Registered: Mar 2006
Posts: 108
preview of upcomming 8k game

hi all, i just have finished all the features of my current game, if you want please take a look, comments are welcome!

download here:
http://download.verpicktewg.de/?filename=kleinhuisbehaviours/wa..

instructions.

play with mouse or joystick,
´start game with space

click in the upper half generates a new level
click in the lower halfy rotates playfield!
 
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2007-04-13 20:36
Trifox
Account closed

Registered: Mar 2006
Posts: 108
cool, thank you i will check that, and turning the sprites off would also be quite helpfull ?

what must i do to let the sound run smoothly while disc is accesed ? would it be possible in a easy way, or do i have to use some kinda irq track loading thing?

disc access will be optimized in means of if there is no change in highscore, no save operation will execute ;)


those routines above do save the username to a file on disk, there is another routine, similar to this one, the above routine is a copy of the original highscore save routine, i think i missed that file size thingy ... ;)

the highscore save routine generates a filename for each leveli do not care about which pet characters are used for it, but i am using 2 chars in the filename, HIGHSCOXX, the x is replaced with some identifier for level ...
2007-04-13 20:49
tlr

Registered: Sep 2003
Posts: 1703
Quote:
cool, thank you i will check that, and turning the sprites off would also be quite helpfull ?

I don't remember if you have to with the kernal routines, but it's probably safer to do it.

Quote:
what must i do to let the sound run smoothly while disc is accesed ? would it be possible in a easy way, or do i have to use some kinda irq track loading thing?

You need irq stuff. Cadavers loader system will do it.
I don't think it's worth the effort though. It is much more portable without it.

Quote:
the highscore save routine generates a filename for each leveli do not care about which pet characters are used for it, but i am using 2 chars in the filename, HIGHSCOXX, the x is replaced with some identifier for level ...

Actually it's HIGHSCxxE in the version you uploaded first.

Btw, the string just before USERNAME is "S:HIGHSCORE". Is that correct, or are you scratching the wrong file?
2007-04-13 21:01
Trifox
Account closed

Registered: Mar 2006
Posts: 108
hehe, it feels a bit strange talking to people better knowing my own source ... hehe, but, thank you for your effort, and those loading/saving thingy is quite messed up right now, i will do a rework on these functions ...

again: in final version loading and saving will only be executed if there is really need to, so i do not mind music hanging ( i will save before music starts ;) )

is there a maximum filename length ( e.g. 8 chars ) for filenames on c64 ?

must sound weird to know so few about the c64 ...
but ... i am just programming this beautiful machine since one year, back in the 90's i have just coded for MC68000 ;)

but i will do continue, perhaps there will be another 1k game later this year ...


2007-04-13 21:07
tlr

Registered: Sep 2003
Posts: 1703
Quote:
hehe, it feels a bit strange talking to people better knowing my own source ... hehe, but, thank you for your effort, and those loading/saving thingy is quite messed up right now, i will do a rework on these functions ...

:)

Quote:
is there a maximum filename length ( e.g. 8 chars ) for filenames on c64 ?

16 chars.

Quote:
must sound weird to know so few about the c64 ...
but ... i am just programming this beautiful machine since one year, back in the 90's i have just coded for MC68000 ;)

Not strange, you're doing great! Kernal routines and drive coding seems to be most peoples weak spots.
I'm impressed by the game BTW, fun to play! :)

Quote:
but i will do continue, perhaps there will be another 1k game later this year ...

I'm looking forward to it!
2007-04-24 10:32
Trifox
Account closed

Registered: Mar 2006
Posts: 108
Brickout 95% has just been updated, the disk acces should now work smoothly on real c64's

http://prollcoder.com/index.php?option=com_content&task=view&id..

the disk acces was quite messed up, i was using illegal zero page adresses also...
2007-04-28 19:42
Trifox
Account closed

Registered: Mar 2006
Posts: 108
okay dudes, now i think i have a final version of brickout95%

it is tested on the real thing and should now work !

beside of that, it is now compressed with exomizer, using only 63 blocks, with 4 sid tunes ;)

http://prollcoder.com/index.php?option=com_content&task=view&id..
2007-04-30 16:30
iAN CooG

Registered: May 2002
Posts: 3132
fix the username saving:

5ED1 A9 FE LDA #$FE
5ED3 A2 2F LDX #$2F << is 2e, 1 byte too short
5ED5 A0 60 LDY #$60
5ED7 4C D8 FF JMP $FFD8

When I set "IAN COOG" as username, it saves only "IAN COO" ;)
2007-04-30 16:56
Trifox
Account closed

Registered: Mar 2006
Posts: 108
oh, i will correct it ...
2007-04-30 17:36
A3

Registered: Dec 2005
Posts: 362
Guess I have to play this one then.
2007-04-30 17:43
Trifox
Account closed

Registered: Mar 2006
Posts: 108
so guys, now it should be really final, saving of username now works fine ;)

http://prollcoder.com/index.php?option=com_content&task=view&id..
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