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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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chatGPZ
Registered: Dec 2001 Posts: 11386 |
yeah, looks nice :) no idea wtf those samples are trying to say though =D |
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Martin Piper
Registered: Nov 2007 Posts: 722 |
I've uploaded a slightly tweaked version with a bit of level progression and to fix the collision where you could shoot your feet if you shot downwards and chased the bullet. ;) The download is from the same link above.
OK, definitely time to get back to proper work now. :)
Yes the samples are a bit scratchy, LPC compression combined with 4 bit samples at 4Khz don't dound so good. |
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Jammer
Registered: Nov 2002 Posts: 1336 |
not so clear samples were also a nuisance of enhanced atari 2600 version. evil otto could be a little faster. awesome conversion though \o/ |
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grennouille
Registered: Jul 2008 Posts: 222 |
Highly playable! Really good ! |
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Steppe
Registered: Jan 2002 Posts: 1510 |
Wow, nice! Is it a bug or a feature that the robots you ought to shoot disappear at random? Sometimes I'm having a hard time even finding one left to shoot before the cowards disappear into nothingness. ;-) |
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plagueis Account closed
Registered: Dec 2007 Posts: 48 |
@Martin: Really great job!!! The look, sound, and gameplay of this port really made me feel like I was playing one of the original Berzerk games, or even the 1979 Stern version!
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Martin Piper
Registered: Nov 2007 Posts: 722 |
Quote: Wow, nice! Is it a bug or a feature that the robots you ought to shoot disappear at random? Sometimes I'm having a hard time even finding one left to shoot before the cowards disappear into nothingness. ;-)
I'm happy it's been received so well given it's only a quick attempt. :)
The samples will be improved in the next version to use 6Khz instead of 4Khz. This doesn't leave a lot of memory free for flashy title screens but they are a lot clearer at 6Khz. And well the arcade version didn't have flashy graphics either. ;)
The robots will also try to avoid walls a bit better than they currently do. It is a fine line between the quite stupid robots in the arcade and making them seem too intelligent. |
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FATFrost Account closed
Registered: Sep 2003 Posts: 211 |
Great work Martin! Those enemies seem really sneaky! i can't wait for the final version! |
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Martin Piper
Registered: Nov 2007 Posts: 722 |
New version up: http://www.replicanet.com/CustomerPrivateArea/BerzerkRedux.prg
The title screen will show V0.2 in the bottom left to show you have downloaded the new version.
The robots are less stupid.
The game starts off easy and gets harder according to the score. Every thousand points there is a new robot type up to the light blue robots.
The speech quality has been improved.
The missing chars for the room display have been fixed.
Bonus for killing all the robots in a room.
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Endurion
Registered: Mar 2007 Posts: 73 |
Very nice. The missing robot bit seems to happen, when two bots walk onto the same spot. You seem to use XOR for them. |
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