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Forums > C64 Coding > Berzek for C64
2008-07-30 18:07
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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2009-06-24 23:18
d0c

Registered: Apr 2006
Posts: 186
you can grab the romset for mame here....

http://romhustler.net/rom/mame/430/berzerk-set-1
http://romhustler.net/rom/mame/431/berzerk-set-2
2009-06-25 02:10
Martin Piper

Registered: Nov 2007
Posts: 722
The charset is in rom 5c-5 but it is nine pixels high. :) Not a surprise considering how the arcade's hardware works.
2009-06-25 05:34
Marauder/GSS
Account closed

Registered: Jul 2006
Posts: 224
absolutly great stuff Martin! remembers me playing it on stern/atari 2600 back in the days :) great port! thumbs up!

now only a cover of Buckner & Garcia's "Goin' Berzerk" is missing as title tune, hehe (c;

keep on, can't wait for the final release! :) Berzerk rocks!
2009-06-25 06:21
Martin Piper

Registered: Nov 2007
Posts: 722
Glad you like it Marauder. I was a bit hesitant making a true conversion to begin with because I wasn't sure how people would accept the simplistic graphics. But of course game play and nostalgia win in the end. ;)

I was playing the preview a bit last night and a thought came into my head that the scoring mechanism might possibly be better with something like a "shot bonus", I'll explain. At the moment each robot is 50 points. However lets say I shoot one robot and then without missing with my next show I kill another I could get a bonus of 10 points, so the second robot is 60 points. If I then kill a third robot without missing a shot I would get 70 points. Maybe the shot bonus can be capped at 100 points meaning that I have not missed a robot kill for 11 robots.
Do you all think that kind of score bonus would add something to the game? If yes I can add it.
2009-06-25 06:41
Marauder/GSS
Account closed

Registered: Jul 2006
Posts: 224
sure I like it! well, better simplistic grafix and a nice gameplay then having stunning grafix and a bad game like it's often these days. I prefer the first one... nostalgia rulez!

The score-idea isn't bad, why not give it a try... and after finishing a level, the screen should move like the original (just watch the stern on youtube or so), hehe and a highscore table with 10 entries would be nice... :)

did you read that about Berzerk - arcade-history? guess so...

anway, your conversion definitly rocks!
2009-06-25 08:59
MagerValp

Registered: Dec 2001
Posts: 1078
Quote: V0.4 is now a D64 with a hi-score saver. The 1541 disk routine is quite a lot of newish code so it'll need testing for a while.

The title screen also looks much better now. Thank you Zeldin. :)

The link:
http://www.replicanet.com/CustomerPrivateArea/BerzerkRedux.d64


May I be so bold as to suggest using tried and tested drive code?
2009-06-25 09:08
chatGPZ

Registered: Dec 2001
Posts: 11386
what magervalp said :) i also strongly recommend aiming for a onefiled release, unless you want to see some halfassed "cracked" version =P
2009-06-25 10:03
Martin Piper

Registered: Nov 2007
Posts: 722
Quote: May I be so bold as to suggest using tried and tested drive code?


I looked at it but I want to be able to have sprites, NMI samples and raster effects active while loading and that code breaks with any of those three active. ;)
2009-06-25 10:23
chatGPZ

Registered: Dec 2001
Posts: 11386
i have ripped the charset and shrunk it to fit into 8 pixel height.... god its butt ugly (but imho fits the feeling of the whole thing quite well....) http://hitmen.c02.at/temp/berzerk.chr

its still in its original order, what order would you prefer? i'll fix some more pixels then too, and try to align it better.... is it a problem that it now uses all 8 pixels in height? (will look shitty if you print text in consecutive lines, else it wont matter much)

edit: apropos, did you rip the other gfx from the roms too or did you draw them with screenshots as reference? i could rip them aswell if not (maybe improves the anim of the humanoid? =P)
2009-06-25 10:51
Martin Piper

Registered: Nov 2007
Posts: 722
Oooh cheers!
When I get home I'll post up the charset with the char ordering I'm using at the moment. Plus the sprites. I copied the sprites from the Mame version pixel by pixel so the humanoid sprite running animation is fixed now. :)
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