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Forums > C64 Coding > Games created with Action Replay monitor
2008-06-08 08:57
omega120
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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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2008-06-09 00:35
omega120
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Registered: Sep 2005
Posts: 204
Quote: Or maybe if the developers spent less time transferring blocks of code around manually and put it into making the fucking game playable it'd be more enjoyable. Or in the case of Manky it might start being enjoyable, although i doubt it.

I am sure the developers do spend time making sure their game was playable to certain people otherwise I am sure the finished game e.g. `MANKY` would never have been released.
2008-06-09 08:38
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: I am sure the developers do spend time making sure their game was playable to certain people otherwise I am sure the finished game e.g. `MANKY` would never have been released.

At the moment, only you seem to be able to play it. That's not because you're part of an "elite" that's because as the developer you've played it more than everyone else put together ever will since nobody else likes it in it's current state.
2008-06-09 10:20
omega120
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Registered: Sep 2005
Posts: 204
Quote: At the moment, only you seem to be able to play it. That's not because you're part of an "elite" that's because as the developer you've played it more than everyone else put together ever will since nobody else likes it in it's current state.

To tell you the truth I have not played `Manky` to any extent I get other people to test my games.
2008-06-09 11:33
Conrad

Registered: Nov 2006
Posts: 849
So you're saying you NEVER test the game-play yourself while you're coding it? That isn't good practice, mate. Debugging is mandatory to make a good game.
2008-06-09 11:53
Partz
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Registered: Jun 2008
Posts: 17
I use to code all of my demos using an Expert cartrdige. In fact, there were 4 of us all doing that - I believe some other guys in my town were using AR for their demos. Hard to believe just how far down the road you can go with only a monitor. I had an accident with a glass of fruit juice and my expert disk which in a moment of desperation I actually tried to insert into my 1541 - and bang, my 1541 and c64 coding were brought to a swift demise.

Funny how you say you wrote Manky in a monitor... My Monitor coded demos were pretty 'manky' too! - it's fun to code in a monitor but its so much easier to code in an assembler. Using an assembler you can spend far more time thinking about the problem at hand and not all this baggage about what address variable x or y was stored in. I didn't really understand the benefits of a decent macro assembler until I started using Devpac on the Amiga. I think reasons for not using an assembler can only be based on some fear of a huge learning curve but really, there isnt one. You dont have to know every detail about your particular assembler to get equally as much productivity as you do with your monitor. What I find useful about the c64 cross assembler tools is that I remember all of the video address from coding in basic - the $d000 addresses never stuck around in my head for so long so I can simply write STA 53280 and tidy up with a quick check in the ref guide later.
2008-06-09 14:19
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: So you're saying you NEVER test the game-play yourself while you're coding it? That isn't good practice, mate. Debugging is mandatory to make a good game.

Yup, as is playtesting.
2008-06-09 16:46
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: So you're saying you NEVER test the game-play yourself while you're coding it? That isn't good practice, mate. Debugging is mandatory to make a good game.

I may have tryed to play `Manky` while developing the game as I went along but not realy testimg the game to see if it worked correctly, I left the testing to test players before I released the game.
2008-06-09 16:59
omega120
Account closed

Registered: Sep 2005
Posts: 204
Quote: I use to code all of my demos using an Expert cartrdige. In fact, there were 4 of us all doing that - I believe some other guys in my town were using AR for their demos. Hard to believe just how far down the road you can go with only a monitor. I had an accident with a glass of fruit juice and my expert disk which in a moment of desperation I actually tried to insert into my 1541 - and bang, my 1541 and c64 coding were brought to a swift demise.

Funny how you say you wrote Manky in a monitor... My Monitor coded demos were pretty 'manky' too! - it's fun to code in a monitor but its so much easier to code in an assembler. Using an assembler you can spend far more time thinking about the problem at hand and not all this baggage about what address variable x or y was stored in. I didn't really understand the benefits of a decent macro assembler until I started using Devpac on the Amiga. I think reasons for not using an assembler can only be based on some fear of a huge learning curve but really, there isnt one. You dont have to know every detail about your particular assembler to get equally as much productivity as you do with your monitor. What I find useful about the c64 cross assembler tools is that I remember all of the video address from coding in basic - the $d000 addresses never stuck around in my head for so long so I can simply write STA 53280 and tidy up with a quick check in the ref guide later.


When I am creating a game I always make 2 backup disk copies of the listings in case 1 backup copy gets damaged(sometimes I may even make a backup copy on tape as well), like the game `Manky` I printed out the whole of the coded listing on A4 paper (nearly 170 pages) and later if any bugs that was inserted in the game I can look back on my printed listing to see where the bug was and correct the problem quite easily.I have also marked all the variables and addresses that need to be marked as well so I could refere them at any time.
2008-06-09 18:44
Twoflower

Registered: Jan 2002
Posts: 434
Interesting, because I found out about the same when I pixel!

At first I thought that pixeling in an editor would prove fruitful and rewarding - little did I know that the rewards I reaped would prove to be rotten fruit! I discovered that the editor used up a lot of space that I instead could use to enchance my graphics, and decided to use the AR VI monitor to pixel instead. Now I have instead made crude and efficient routines in monitor, showing the picture when I run the routine. It's always amazing to see what my "pixel-pushing" (or should I call it byte-pushing?) will result in when I run my routine at $0B00.

If I find something which I like to move in my picture, I simply do a memory transfer to the right adress. If i'd like to invert parts of my hires graphics (multicolor graphics is a bit more tricky...) I have made a routine in which I can define a byte-range and invert it. You wouldn't believe how versatile the AR monitor really is.

Usually, I keep a C-90 tape handy together with my Datasette and use the AR-turbo to save my files to it, mostly because disks are rather unreliable and are filled quickly if you are working on normal bitmap pics - and even faster if you work in formats like FLI or IFLI(!). You wouldn't believe how much more storage-space there is on a C-90 tape than on a disk, and the AR-turbo really saves space too.

I hope this thread can inspire others to do the same thing as I have done. Dare to leave the bloated programs behind, and use what is really in front of you. Try it - you'll like it!
2008-06-09 18:49
omega120
Account closed

Registered: Sep 2005
Posts: 204
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.
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