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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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2007-03-26 20:09
Richard

Registered: Dec 2001
Posts: 621
Will be looking forward to PLAYING it in 2 weeks time and drop feed back :)
2007-03-26 20:11
Trifox
Account closed

Registered: Mar 2006
Posts: 108
ah yes, you should know:

"Brickout" - by Prollcoder

Code : Trifox
Graphics: Ptoing
Sound : Rio
2007-04-09 16:13
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%
2007-04-09 18:26
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.
2007-04-10 10:33
Trifox
Account closed

Registered: Mar 2006
Posts: 108
i have updated a hotfix, this will be fixed in 100% version!
2007-04-12 21:13
Richard

Registered: Dec 2001
Posts: 621
We look forward to it :)
2007-04-13 02:43
Trifox
Account closed

Registered: Mar 2006
Posts: 108
the final version won't feature free level select, prepare to earn your cups .... ;)
2007-04-13 08:04
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?
2007-04-13 12:16
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 ?
2007-04-13 20:04
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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