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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!
 
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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: 677
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: 677
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: 299
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 ;)

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