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trip6 Account closed
Registered: Jan 2007 Posts: 51 |
Berzek for C64
Hello... I recently recieved assembler source code for Berzerk video game. I was told that I would have to use CCS65 to compile it. However, I am quickly realizing that I have no idea how to do this in CCS65. Can some one help me our compile this for me with CCS65 if I sent the source code? All help is appreciated, I'd love to get a port of this classic on the C64.
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Bregalad Account closed
Registered: Jul 2008 Posts: 42 |
Well, I I'm studying how to port a NES game to the C64, taking advantage of the fact both machines are 6502.
I guess the core of the game engine will look pratically unchanged, exept for player input, which will be slightly different.
However I'll have to do completely different sound driver and graphics handlers, obviously. The biggest pain is the redution to only 3 sound channels (altough the channels themselves are superior), the fact that the screen is less tall but wider so I should adapt the level to fit the new screen, and the fact that in multi-color mode the resolution is halfed resulting in crap graphics.
The fact that the code has originally be written by me should help of course because if it's by someone else you'd first have to figure exactly what piece of code does what and this is very hard to do if you only have a dissasembly. The graphics&sound handler are the only part that are easy to figure out because they work with known registers, not only with abstract variables. |
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Heaven Account closed
Registered: Jul 2008 Posts: 102 |
well... the Atari800 Version, or more precise, the 5200 version should be possible.
as it does not use any hardware sprites (like f.e. multiplexing etc) it uses so called "Antic E" screen which is 160x192x4 so the common MCM.
so...in theory you would do the suggested "virtual machine". I have done a similar thing when porting MetaLlamas from VIC20 to A800. the actual VIC-code is running and I patched or used the VBL to read the $900x stuff and translated that into suitable registers.
so... I guess really not a real issue.
START/SELECT/OPTION/JOYSTICK could be translated to F1,F3,F7 etc.
only thing which might need a rewrite or a patch is the actual put sprite routine as it uses a linear 40x192 byte buffer for the high res screen while the C64 one differs a little bit...
but the 5200 version really does not use any kind of "special trick" of the hardware.
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d0c
Registered: Apr 2006 Posts: 186 |
if trip6 is the same person, Arkhan on lemon64. then it looks like this is an abandoned project...
http://www.lemon64.com/forum/viewtopic.php?t=24128&postdays=0&p..
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Heaven Account closed
Registered: Jul 2008 Posts: 102 |
well... maybe I will give a shot... with help of TMR... ;)
but I am full with other "side projects" beneath Beyond Evil coding...f.e. Super Amok! port.
but could be really quickly done... imho.
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Heaven Account closed
Registered: Jul 2008 Posts: 102 |
hmmm... just had a quick look on the XL version... it uses ram $0000-$3fff and $8000-$bfff. and uses hardware sprites (not sure for what exactly but could be player and could be otto).
so gfx wise there should be not an issue, maybe the soft sprite routine needs to be adjusted as 1,79 mhz vs 0,9 but as there is room for unrolled loops... still possible.
hmmm....
but I guess the first thing to solve will be how to mimic the 40x192 linear vram...
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Heaven Account closed
Registered: Jul 2008 Posts: 102 |
Gremlins & Zone Ranger might give a clue as both have an Atari counter part which are based on high res. |
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Martin Piper
Registered: Nov 2007 Posts: 722 |
Quote: if trip6 is the same person, Arkhan on lemon64. then it looks like this is an abandoned project...
http://www.lemon64.com/forum/viewtopic.php?t=24128&postdays=0&p..
Yes, I have a look at the source from trip6. It quickly became apparent that the C code (yes, C) was an attempted fan remake of the game by someone else, but the code didn't contain anything like proper AI, level progression or anything like what would be considered game play. Since the code was not the original code I didn't see much point converting it to the C64 since it would be just as quick to code the game from scratch. About the only reusable bit of code was the screen creation code, but again this did not appear to be based on original code so porting it wouldn't have resulted in an authentic conversion. |
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Heaven Account closed
Registered: Jul 2008 Posts: 102 |
Martin,
so...why not take the DIS6502 file of the Atari Version and have a go from there?
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Martin Piper
Registered: Nov 2007 Posts: 722 |
Quote: Martin,
so...why not take the DIS6502 file of the Atari Version and have a go from there?
While I like a good coding challenge working from undocumented disassembly is definitely a task for when I have more energy. :)
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d0c
Registered: Apr 2006 Posts: 186 |
me *pray* that Martin Piper will do c64 berzerk.... |
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