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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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Richard
Registered: Dec 2001 Posts: 621 |
Will be looking forward to PLAYING it in 2 weeks time and drop feed back :)
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
ah yes, you should know:
"Brickout" - by Prollcoder
Code : Trifox
Graphics: Ptoing
Sound : Rio |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
here we go, sorry game is not 100% some serious loading/saving bug on real c64s !
Brickout 95% |
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iAN CooG
Registered: May 2002 Posts: 3187 |
Quote: here we go, sorry game is not 100% some serious loading/saving bug on real c64s !
Brickout 95%
Also on emulators. Deleting "hisc???" file (why is being modified in memory?) solves but only for one play. Making the d64 read only (trk 18 sect 0 byte 2 "A"->anything else) allows to play more levels. |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
i have updated a hotfix, this will be fixed in 100% version! |
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Richard
Registered: Dec 2001 Posts: 621 |
We look forward to it :) |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
the final version won't feature free level select, prepare to earn your cups .... ;) |
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Conrad
Registered: Nov 2006 Posts: 847 |
I've only just tried out the game myself.
VERY VERY good indeed! Keep it up. And yes, it seems to be a conversion of a PopCap game, but which one? |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
thank you very much, if any one of you has an idea why action replay is making problems, and why the highscore load/save does not work on a real c64, please contact me, i heard that i have to switch of sprites ... is it really that easy ?
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tlr
Registered: Sep 2003 Posts: 1787 |
Quote: thank you very much, if any one of you has an idea why action replay is making problems, and why the highscore load/save does not work on a real c64, please contact me, i heard that i have to switch of sprites ... is it really that easy ?
What does this do, and isn't length $f8 a little long for the filename?
It seems that this bugs out with action replay. Changing the length to $08 works with it for me in vice.
Also you are only loading/saving small files for highscore an similar so there is no real need for a turbo.
Do a jsr $ff8a early in your program to restore the normal kernal vectors. This will make you independent of most if not all cartridges.
.C:5e20 A9 01 LDA #$01
.C:5e22 A6 BA LDX $BA
.C:5e24 D0 02 BNE $5E28
.C:5e26 A2 08 LDX #$08
.C:5e28 A0 00 LDY #$00
.C:5e2a 20 BA FF JSR $FFBA
.C:5e2d A9 F8 LDA #$F8
.C:5e2f A2 4F LDX #$4F
.C:5e31 A0 5E LDY #$5E
.C:5e33 20 BD FF JSR $FFBD
.C:5e36 A9 00 LDA #$00
.C:5e38 A2 CA LDX #$CA
.C:5e3a A0 5F LDY #$5F
.C:5e3c 20 D5 FF JSR $FFD5
.C:5e3f B0 01 BCS $5E42
.C:5e41 60 RTS
.C:5e42 60 RTS
>C:5e4f 55 53 45 52 4e 41 4d 45 USERNAME
the same in the save routine:
.C:5e59 20 F2 5D JSR $5DF2
.C:5e5c A9 CA LDA #$CA
.C:5e5e A2 5F LDX #$5F
.C:5e60 85 FE STA $FE
.C:5e62 86 FF STX $FF
.C:5e64 A9 01 LDA #$01
.C:5e66 A6 BA LDX $BA
.C:5e68 A0 00 LDY #$00
.C:5e6a 20 BA FF JSR $FFBA
.C:5e6d A9 F8 LDA #$F8
.C:5e6f A2 4F LDX #$4F
.C:5e71 A0 5E LDY #$5E
.C:5e73 20 BD FF JSR $FFBD
.C:5e76 A9 FE LDA #$FE
.C:5e78 A2 D2 LDX #$D2
.C:5e7a A0 5F LDY #$5F
.C:5e7c 4C D8 FF JMP $FFD8
.C:5e7f 60 RTS
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