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Forums > C64 Coding > Games created with Action Replay monitor
2008-06-08 08:57
omega120
Account closed

Registered: Sep 2005
Posts: 204
Games created with Action Replay monitor

I created this topic since my `omega120 games` topic has been closed for some reason, If any you coders out there codes with a `Action Replay` monitor I would like you to contribute to this thread of the amount of coding you may have done with the cartridge, I myself as many of you may be aware I created and wrote `Manky` with `Action Replay` monitor and very soon you can expect from my website update6 `Manky` a very playable I am sure version of the game with a few surprises in store for you all.
 
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2008-06-11 05:41
hollowman

Registered: Dec 2001
Posts: 474
Quoting omega120

Now that is what I like to hear people still using Action Replay monitor for coding all I seem to get from here or what ever I must be mad using a monitor to code.

I dont think you are mad, I think you are too lazy to learn a new and better tool and try very hard to justify your dumb decision.
Quoting omega120

You guys may joke about Manky but at least its original with the toilet etc..

Making platform games involving key collecting and toilets sounds like what Matthew Smith did some 25 years ago, except that he was smart enough to crossdevelop
2008-06-11 06:33
MikeD
Account closed

Registered: Jan 2006
Posts: 19
Quote: I certainnly did but not much impression from the guys in here.

Well, I can kinda understand that. Back in the day when I wrote my Plus4 game, there was only 1 assembler available and it was pants. It also used loads of RAM, and at least with the monitor I was able to use most of it.

However with cross assemblers that doesn't really hold true anymore, but it IS a case of finding one you like. Theres assemblers by the thousands out there, and I still ended up writing my own coz I had issues with all the ones I tried!

But from a productivity standpoint, you'll always code faster with an assembler because you just dont have to do half the things you do when using a monitor. It really is just quicker and easier, and your games benift from the increased flexibility that brings - beleive me! :)
2008-06-11 07:29
Ksubi
Account closed

Registered: Nov 2007
Posts: 87
Omega120: http://www.youtube.com/watch?v=Kh7xX1u3EME

its a simple demo of how Turbo Assembler is used to do something like opening up the borders.

See who posted the video? Just replace the "d" with a "k" and I'm sure you'll feel right at home.
2008-06-11 08:34
MagerValp

Registered: Dec 2001
Posts: 1078
I just tried Manky v6. What utter garbage. The guy zig-zags through the air, like a slightly shotgunned duck. Is that your idea of an "arc"?

The game isn't challenging, it's just broken.
2008-06-11 09:22
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: I think you just say that as because I wrote the game with a monitor instead of an assembler, I think I made qute a few great routines in it if you ask me.....

The patrol, feeding and egg laying routines for the yellow duck are quite nice, although the movement is too fast and it does seem to go back on itself more often than it really should - if either of those were altered it would be an advantage. After that the other patrol routines are easy so not worth mentioning, the player control badly broken, the difficulty curve is still toast although a little less so since the screen layout changed at least, whilst the graphics and sound would have been weak by 1986's standards. i noticed some sprite flicker as well, is sprite movement synchronised to the raster...?

All of the above applies for update 7 and there are still the issues with double deaths i've reported (if you lose the last life that way, it'll keep going as though an internal counter has wrapped around and only running out of time ends the game) and the grain and egg pick-up code has possibly gone the other way, just now i think i managed to collect an egg on the far side of a pile of grain before touching the grain itself (i was to the left, then the grain and egg).
2008-06-11 09:23
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: I just tried Manky v6. What utter garbage. The guy zig-zags through the air, like a slightly shotgunned duck. Is that your idea of an "arc"?

The game isn't challenging, it's just broken.


Well it is a kind of arc he goes up diagonally then he may move towards the right or left then begins to drop, I suppose I could ajust the movement still.
2008-06-11 09:25
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: Well it is a kind of arc he goes up diagonally then he may move towards the right or left then begins to drop, I suppose I could ajust the movement still.

arc (ärk)
n.
Something shaped like a curve or arch: the vivid arc of a rainbow.
Mathematics. A segment of a circle.
2008-06-11 09:30
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: The patrol, feeding and egg laying routines for the yellow duck are quite nice, although the movement is too fast and it does seem to go back on itself more often than it really should - if either of those were altered it would be an advantage. After that the other patrol routines are easy so not worth mentioning, the player control badly broken, the difficulty curve is still toast although a little less so since the screen layout changed at least, whilst the graphics and sound would have been weak by 1986's standards. i noticed some sprite flicker as well, is sprite movement synchronised to the raster...?

All of the above applies for update 7 and there are still the issues with double deaths i've reported (if you lose the last life that way, it'll keep going as though an internal counter has wrapped around and only running out of time ends the game) and the grain and egg pick-up code has possibly gone the other way, just now i think i managed to collect an egg on the far side of a pile of grain before touching the grain itself (i was to the left, then the grain and egg).


Thank you for your nice comments, update7 is no different that update6 with only the ban advert about TNT is removed on update7 which was just a temp joke, I know there is still a lot to be done with Manky to please everyones needs but I will get there.
2008-06-11 09:33
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: Thank you for your nice comments, update7 is no different that update6 with only the ban advert about TNT is removed on update7 which was just a temp joke, I know there is still a lot to be done with Manky to please everyones needs but I will get there.

If you'd used an assembler, you'd have got a lot closer by now... and it's not about everyone's needs, it's about the game being broken in it's current state, we're just pointing out the mistakes.
2008-06-11 09:34
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: Omega120: http://www.youtube.com/watch?v=Kh7xX1u3EME

its a simple demo of how Turbo Assembler is used to do something like opening up the borders.

See who posted the video? Just replace the "d" with a "k" and I'm sure you'll feel right at home.


Very nice program, I did not know as such the border on the C64 could be expanded, learn something every day.
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