Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
You are not logged in - nap
CSDb User Forums


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!
2006-07-22 21:32
Stainless Steel

Registered: Mar 2003
Posts: 966
I Like it, really. The GFX arent mindblowing, but they serve their purpose. Ive played this game before on the pc (i think from some company like popcap or so). You really did a good conversion, its fun!

If you haven gotten any musician yet i would be happy to offer you any audial assistance you might need. (Im no dane or laxity though :-)

Im looking forward to the final version of it.

Cheers!

2006-07-23 04:19
A Life in Hell
Account closed

Registered: May 2002
Posts: 204
Is there something up with the d64 file, or am I just an idiot? I ask this because I can't seem to actually get in to the game to play... I get the atractive enough start screen with the highscore list okay (no hiscores of course, because I havn't, you know, played it), but when I try to start the game with a mouse plugged in the mouse cursor disappears and I get corrupted graphics - and when I try and play it with a joystick instead, I get a graphic effect and then bounced back to the start screen :(
2006-07-23 04:29
Trifox
Account closed

Registered: Mar 2006
Posts: 108
@a life in hell: you tested it on a real 64 ?
@stainless steel: a sounder is in charge, a gfx artist would be quite welcome .. ;)


i mess quite around with the zero pages memory and do not initialize the sprites properly at the moment, but the things described by alih are quite surprising
2006-07-23 08:44
A Life in Hell
Account closed

Registered: May 2002
Posts: 204
@trifox: i did indeed. I tested it first on the real c64, then after that i tested on vice since i thought it might hate my 1570 drive for some reason. I did get further with a joystick, actually, once i worked out that i have to move the cursor in from the bottom left, and did manage to destroy a few blocks before the game crashed on me - with a set of three blocks on the right hand side falling forever in a loop.

So in absence of being able to play it yet, is this just a "remove the matching blocks ala same-game" game, or is there more to it?
2006-07-23 11:01
Trifox
Account closed

Registered: Mar 2006
Posts: 108
@a life in hell: indeed the games is just about removing blocks, in 255 different levels... PLAY WITH MOUSE!JOYSTICK VERSION IS QUITE BOGUS!

i think it is PAL only ... ;) cause i used some nasty sprite miltiplexer for the moving stones, it is just a preview of features, the game logic is fully functional, the neverending falling of a stone is a problem! though i have never had it in this version.
2006-07-23 21:29
Laxity

Registered: Aug 2005
Posts: 459
Cool!.. Like it
2006-07-23 22:51
Tch
Account closed

Registered: Sep 2004
Posts: 512
Yeah,this is a cool game!

I like it alot! 8D
2006-08-01 11:56
Trifox
Account closed

Registered: Mar 2006
Posts: 108
hi all, i just updated the preview to be ntsc compatible, it should now work fine everywhere, rotating of field is deactivated, but we have a premiere now:

this is the FIRST GAME EVER IN COMPUTER HISTORY with a LOSCORE!

have fun!

please use the link above
2006-08-01 14:26
Cruzer

Registered: Dec 2001
Posts: 1048
nice animated blocks
2006-08-01 14:37
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Sorry Trifox that's not true, i believe Paradroid has a lowscore.
2006-08-01 18:25
Rough
Account closed

Registered: Feb 2002
Posts: 1829
tmr: true.
2006-08-01 18:33
Trifox
Account closed

Registered: Mar 2006
Posts: 108
damn it, anyway, one of the few games ever with a lowscore
2006-08-01 21:36
Richard

Registered: Dec 2001
Posts: 619
Nice work so far :) Have you thought about entering this game for the 4k/8k section of http://www.minigamecomp.org.uk?
2006-08-01 23:59
Trifox
Account closed

Registered: Mar 2006
Posts: 108
@richard: indeed! 8^|
2006-08-02 02:22
Style

Registered: Jun 2004
Posts: 498
Im sorry, i dont understand the logic of limiting yourself to 8k.

64k is limiting enough :) Why not use the extra 56k available to you and add some spit and polish?
2006-08-02 08:35
Trifox
Account closed

Registered: Mar 2006
Posts: 108
yes, in fact i am not bound to the 8k limit, all in all i do not think that i need more than 8k ... at all, but we'll see if adding hours of music and gfx will pump it up too much, do not worry, the space on disk is rare also, i need 128 k alone for 256 highscore table ... ;)
2006-08-03 04:29
Style

Registered: Jun 2004
Posts: 498
half a k per highscore?

what the!
2006-08-03 14:39
Trifox
Account closed

Registered: Mar 2006
Posts: 108
ok, i save 16 entries for high and lo,
2 bytes for score
1 byte for level
13 bytes for name

all in all 256 bytes for hiscore, and 256 bytes for loscore, all in all half a kbyte ... ;) furthermore i am planning to save the replay of the game, this won't be done for each level, but for a global highscore, meaning, 128 additional bytes for each entry, the rounding to 16 entries is just because i like 256 byte borders ... ;)
2006-08-03 14:48
enthusi

Registered: May 2004
Posts: 675
Just a comment:
for 13 chars as name, you hardly need 13 bytes.
2006-08-03 15:00
Jetboy

Registered: Jul 2006
Posts: 214
True...
13 bytes is long enough to save 20 character long name without any compression... and you have some bits left.

Plus if you save lo scores you dont need 2 bytes per score, just one, assuming the table starts with 255 as lo score :)

Now - you can use compression on top of that - there are free source codes out there to do that.
2006-08-03 18:03
Trifox
Account closed

Registered: Mar 2006
Posts: 108
hrhr, calm down, i won't use any compression on that hiscore ... ;) i am rather thinking about crypting the highscore ... in memory already, to make it harder to cheat ... ;) and throwing away some unused stuff, but 4 blocks for a highscore

and talking about compressing 20 bytes of char data is more than useless... lets say you enter

Kommissario_de_la_lo

costs 20 bytes, we have the following count of
K =1
o=3
m=2
i=2
s=2
a=2
r=1
o=2
_=3
d=1
e=1
l=2

comming up to total count of 12 different characters, so we need 12 bytes to store the characters used, sorting the whole stuff by occurence we come up with o and _ as the most char, so choosing one randomly, using prefix free codes, we can encode o as 1 bit, lets say '1' and then _ encode as '01' and so on, all in all i can compress the string to 16 bytes ... but, every string compresses different, so for the sake of easy coding, I WON'T compress those highscores, i could compress the highscores at all, but anyway, i need to know the upper bound of how big can a highscore be, and 128k for the whole 256 levels is a good estimation, so i can be sure that my game and the whole highscores fit on one disk, i could also compress the whole 128k file comming up to seemingly 70k of data, but as you should now our beloved 64 has only 64k available, *boerks*, got it ?

quality before quantity?
quantity before easibility?
easibility before quality ?
quantity before quality?

hehe, anyway ...
2006-08-03 18:20
Shadow
Account closed

Registered: Apr 2002
Posts: 355
I thought the earlier comments regarding name compression was that you don't need full 8 bits. If you limit the name entering to A-Z you only need 5 bits per char, so 20 characters would store in 20*5/8=12.5 bytes.
2006-08-03 18:23
enthusi

Registered: May 2004
Posts: 675
jup, my thought. YOu'd even have ,./!_ etc...
2006-08-03 18:33
Trifox
Account closed

Registered: Mar 2006
Posts: 108
yes, that is all right, but i do not spend many thoughts on that actually... perhaps later on when comming closer to a release version i will rethink the way i encode the highscore, what do you guys think about crypting the highscores ? is it senseless? or should i try to keep the highscores crypted in memory, or should i throw away the thought of crypting highscores, cause no one would cheat on that, to surprise its liddle sister?
2006-08-03 18:56
enthusi

Registered: May 2004
Posts: 675
I think the more you encrypt the more people will want to cheat. Also you risk a 0day-crack-warez-version :))
A nice crypting might take you quite some time and is not worth it imho. No decent coder/cracker will be stopped by that anyway and well... the only kind of cheating that doesnt suck is when people claim you cant.
2006-08-03 19:10
Trifox
Account closed

Registered: Mar 2006
Posts: 108
i won't claim that you can't cheat, but i want to surprise the guys who want to ... ;) and i actually want someone to crack my game ... hehe, so, i won't release it as freeware ... but 0euro download ...

... perhaps i should include some copy protection .. muahaha
2006-08-03 20:29
Jetboy

Registered: Jul 2006
Posts: 214
You dont need to load whole file to pack it. You can pack it in chunks.

(btw. if i enter "quick brown lazy dog" you wont be able to pack this to 13 bytes with your method :)

Sorry, i'm bored :) Thimanthes crashes every 5 minutes, and I'm not to eager to generate some more lines of code after some overhours at work.

Edit: BTW. Disc drive could take care of score compression and proper loading/saving.

2007-03-26 11:40
Trifox
Account closed

Registered: Mar 2006
Posts: 108
i am proud to announce the release of Brickout *hopefully* on breakpoint07

currently the game features

- More than 10.000 lines of Code ( with comments ;), but all hand written asm code )
- 5 Unique SID Tunes
- 10 Different Sound effekts
- 14k of On Screen Graphics
- 3 Different levels + Hidden Levels
- 2 in game actions + flip field - shift field
- slipping on higher levels
- 100 build in levels, saving of high and low score for each
- personalize username ( enter once and save to disk )
- an 8 color hires mouse sprite ;)
2007-03-26 15:54
Mace

Registered: May 2002
Posts: 1799
All crunched to 8k?
2007-03-26 16:03
Trifox
Account closed

Registered: Mar 2006
Posts: 108
>
>All crunched to 8k?
>

no, certainly not, by now the executable consumes 13 kilobytes exomized, i came to the conclusion that limiting to 8k ist not apropriate, instead i am working on a real - full featured - game, with online help system, the online help alone takes 2 kilobytes of text data ... if i would keep it out, i would certainly come to 8k, but i want to compete in the 96k game competition on breakpoint07, and want to include a nice intro ;)

2007-03-26 17:23
Oswald

Registered: Apr 2002
Posts: 5017
have any crackgroups linked their intros already? :P :)
2007-03-26 17:25
Scout

Registered: Dec 2002
Posts: 1568
Quote: have any crackgroups linked their intros already? :P :)

HMVDVA/HeMa is on a holiday with her boyfriend to Gran Canaria.
Dunno if she can make it to do a first release.

She says "Hi!" to you all, btw.
2007-03-26 18:07
taper

Registered: Dec 2001
Posts: 119
Since Oswald has identified the gigantic problem of introlinking (better late than never), perhaps we can discuss another major problem in the scene of today. A problem I like to call forum-hijacking, posting bullshit and filling up threads with irrelevant whining.

Perhaps we can leave Trifox thread for what he started it for. Just a crazy idea...
2007-03-26 18:46
Trifox
Account closed

Registered: Mar 2006
Posts: 108
indeed a crazy idea, but i just wanted to mention that i am still working on this project

and in times where every basic demo or seuck game gets a crack intro ....
i want to have at least a nice plasma effect in any crack intro !!

I URGE YOU

DO NOT RE USE ANY CRAPPY EXISTING INTRO/STYLE AS CRACKINTRO

btw. there is no need for cracking, or training the game ...
2007-03-26 20:00
WVL

Registered: Mar 2002
Posts: 886
Didnt notice this thread before, but nice-lookee-game! :D
2007-03-26 20:06
Trifox
Account closed

Registered: Mar 2006
Posts: 108
"nice-lookee-game"

you should just wait for full release, 2 weeks from now, the preview i posted above was just a feature snapshot, all effects for the game ( multiplexed sprites for falling stones ) and logic was first implemented then, the last time i was working on importing gfx,charset sprites and stuff, right now i am wondering how to display a nice multicolored cup when cleaned up the field ... ;)

stay tuned, i will attend breakpoint 07, and hope to get support from anyone here who attends it also ,)
2007-03-26 20:09
Richard

Registered: Dec 2001
Posts: 619
Will be looking forward to PLAYING it in 2 weeks time and drop feed back :)
2007-03-26 20:11
Trifox
Account closed

Registered: Mar 2006
Posts: 108
ah yes, you should know:

"Brickout" - by Prollcoder

Code : Trifox
Graphics: Ptoing
Sound : Rio
2007-04-09 16:13
Trifox
Account closed

Registered: Mar 2006
Posts: 108
here we go, sorry game is not 100% some serious loading/saving bug on real c64s !

Brickout 95%
2007-04-09 18:26
iAN CooG

Registered: May 2002
Posts: 3132
Quote: here we go, sorry game is not 100% some serious loading/saving bug on real c64s !

Brickout 95%


Also on emulators. Deleting "hisc???" file (why is being modified in memory?) solves but only for one play. Making the d64 read only (trk 18 sect 0 byte 2 "A"->anything else) allows to play more levels.
2007-04-10 10:33
Trifox
Account closed

Registered: Mar 2006
Posts: 108
i have updated a hotfix, this will be fixed in 100% version!
2007-04-12 21:13
Richard

Registered: Dec 2001
Posts: 619
We look forward to it :)
2007-04-13 02:43
Trifox
Account closed

Registered: Mar 2006
Posts: 108
the final version won't feature free level select, prepare to earn your cups .... ;)
2007-04-13 08:04
Conrad

Registered: Nov 2006
Posts: 833
I've only just tried out the game myself.
VERY VERY good indeed! Keep it up. And yes, it seems to be a conversion of a PopCap game, but which one?
2007-04-13 12:16
Trifox
Account closed

Registered: Mar 2006
Posts: 108
thank you very much, if any one of you has an idea why action replay is making problems, and why the highscore load/save does not work on a real c64, please contact me, i heard that i have to switch of sprites ... is it really that easy ?
2007-04-13 20:04
tlr

Registered: Sep 2003
Posts: 1714
Quote: thank you very much, if any one of you has an idea why action replay is making problems, and why the highscore load/save does not work on a real c64, please contact me, i heard that i have to switch of sprites ... is it really that easy ?


What does this do, and isn't length $f8 a little long for the filename?
It seems that this bugs out with action replay. Changing the length to $08 works with it for me in vice.

Also you are only loading/saving small files for highscore an similar so there is no real need for a turbo.
Do a jsr $ff8a early in your program to restore the normal kernal vectors. This will make you independent of most if not all cartridges.

.C:5e20   A9 01      LDA #$01
.C:5e22   A6 BA      LDX $BA
.C:5e24   D0 02      BNE $5E28
.C:5e26   A2 08      LDX #$08
.C:5e28   A0 00      LDY #$00
.C:5e2a   20 BA FF   JSR $FFBA
.C:5e2d   A9 F8      LDA #$F8
.C:5e2f   A2 4F      LDX #$4F
.C:5e31   A0 5E      LDY #$5E
.C:5e33   20 BD FF   JSR $FFBD
.C:5e36   A9 00      LDA #$00
.C:5e38   A2 CA      LDX #$CA
.C:5e3a   A0 5F      LDY #$5F
.C:5e3c   20 D5 FF   JSR $FFD5
.C:5e3f   B0 01      BCS $5E42
.C:5e41   60         RTS
.C:5e42   60         RTS

>C:5e4f  55 53 45 52  4e 41 4d 45   USERNAME


the same in the save routine:
.C:5e59   20 F2 5D   JSR $5DF2
.C:5e5c   A9 CA      LDA #$CA
.C:5e5e   A2 5F      LDX #$5F
.C:5e60   85 FE      STA $FE
.C:5e62   86 FF      STX $FF
.C:5e64   A9 01      LDA #$01
.C:5e66   A6 BA      LDX $BA
.C:5e68   A0 00      LDY #$00
.C:5e6a   20 BA FF   JSR $FFBA
.C:5e6d   A9 F8      LDA #$F8
.C:5e6f   A2 4F      LDX #$4F
.C:5e71   A0 5E      LDY #$5E
.C:5e73   20 BD FF   JSR $FFBD
.C:5e76   A9 FE      LDA #$FE
.C:5e78   A2 D2      LDX #$D2
.C:5e7a   A0 5F      LDY #$5F
.C:5e7c   4C D8 FF   JMP $FFD8
.C:5e7f   60         RTS
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: 1714
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: 1714
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..
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
Smasher/F4CG
Higgie/Kraze/Onslaught
Yogibear/Protovision
E$G/hOKUtO fOrcE
Viti/Hokuto Force
Guests online: 90
Top Demos
1 Next Level  (9.8)
2 Mojo  (9.7)
3 Coma Light 13  (9.7)
4 Edge of Disgrace  (9.6)
5 Comaland 100%  (9.6)
6 No Bounds  (9.6)
7 Uncensored  (9.6)
8 Wonderland XIV  (9.6)
9 Memento Mori  (9.6)
10 Bromance  (9.5)
Top onefile Demos
1 It's More Fun to Com..  (9.7)
2 Party Elk 2  (9.7)
3 Cubic Dream  (9.6)
4 Copper Booze  (9.5)
5 TRSAC, Gabber & Pebe..  (9.5)
6 Rainbow Connection  (9.5)
7 Wafer Demo  (9.5)
8 Dawnfall V1.1  (9.5)
9 Quadrants  (9.5)
10 Daah, Those Acid Pil..  (9.5)
Top Groups
1 Nostalgia  (9.3)
2 Oxyron  (9.3)
3 Booze Design  (9.3)
4 Censor Design  (9.3)
5 Crest  (9.3)
Top Organizers
1 Burglar  (9.9)
2 Sixx  (9.8)
3 hedning  (9.7)
4 Irata  (9.7)
5 MWS  (9.6)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.078 sec.