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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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Stainless Steel
Registered: Mar 2003 Posts: 966 |
I Like it, really. The GFX arent mindblowing, but they serve their purpose. Ive played this game before on the pc (i think from some company like popcap or so). You really did a good conversion, its fun!
If you haven gotten any musician yet i would be happy to offer you any audial assistance you might need. (Im no dane or laxity though :-)
Im looking forward to the final version of it.
Cheers!
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A Life in Hell Account closed
Registered: May 2002 Posts: 204 |
Is there something up with the d64 file, or am I just an idiot? I ask this because I can't seem to actually get in to the game to play... I get the atractive enough start screen with the highscore list okay (no hiscores of course, because I havn't, you know, played it), but when I try to start the game with a mouse plugged in the mouse cursor disappears and I get corrupted graphics - and when I try and play it with a joystick instead, I get a graphic effect and then bounced back to the start screen :( |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
@a life in hell: you tested it on a real 64 ?
@stainless steel: a sounder is in charge, a gfx artist would be quite welcome .. ;)
i mess quite around with the zero pages memory and do not initialize the sprites properly at the moment, but the things described by alih are quite surprising |
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A Life in Hell Account closed
Registered: May 2002 Posts: 204 |
@trifox: i did indeed. I tested it first on the real c64, then after that i tested on vice since i thought it might hate my 1570 drive for some reason. I did get further with a joystick, actually, once i worked out that i have to move the cursor in from the bottom left, and did manage to destroy a few blocks before the game crashed on me - with a set of three blocks on the right hand side falling forever in a loop.
So in absence of being able to play it yet, is this just a "remove the matching blocks ala same-game" game, or is there more to it? |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
@a life in hell: indeed the games is just about removing blocks, in 255 different levels... PLAY WITH MOUSE!JOYSTICK VERSION IS QUITE BOGUS!
i think it is PAL only ... ;) cause i used some nasty sprite miltiplexer for the moving stones, it is just a preview of features, the game logic is fully functional, the neverending falling of a stone is a problem! though i have never had it in this version. |
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Laxity
Registered: Aug 2005 Posts: 459 |
Cool!.. Like it |
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Tch Account closed
Registered: Sep 2004 Posts: 512 |
Yeah,this is a cool game!
I like it alot! 8D |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
hi all, i just updated the preview to be ntsc compatible, it should now work fine everywhere, rotating of field is deactivated, but we have a premiere now:
this is the FIRST GAME EVER IN COMPUTER HISTORY with a LOSCORE!
have fun!
please use the link above
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Cruzer
Registered: Dec 2001 Posts: 1048 |
nice animated blocks |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Sorry Trifox that's not true, i believe Paradroid has a lowscore. |
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Rough Account closed
Registered: Feb 2002 Posts: 1829 |
tmr: true. |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
damn it, anyway, one of the few games ever with a lowscore |
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Richard
Registered: Dec 2001 Posts: 621 |
Nice work so far :) Have you thought about entering this game for the 4k/8k section of http://www.minigamecomp.org.uk?
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
@richard: indeed! 8^| |
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Style
Registered: Jun 2004 Posts: 498 |
Im sorry, i dont understand the logic of limiting yourself to 8k.
64k is limiting enough :) Why not use the extra 56k available to you and add some spit and polish? |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
yes, in fact i am not bound to the 8k limit, all in all i do not think that i need more than 8k ... at all, but we'll see if adding hours of music and gfx will pump it up too much, do not worry, the space on disk is rare also, i need 128 k alone for 256 highscore table ... ;) |
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Style
Registered: Jun 2004 Posts: 498 |
half a k per highscore?
what the! |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
ok, i save 16 entries for high and lo,
2 bytes for score
1 byte for level
13 bytes for name
all in all 256 bytes for hiscore, and 256 bytes for loscore, all in all half a kbyte ... ;) furthermore i am planning to save the replay of the game, this won't be done for each level, but for a global highscore, meaning, 128 additional bytes for each entry, the rounding to 16 entries is just because i like 256 byte borders ... ;)
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enthusi
Registered: May 2004 Posts: 677 |
Just a comment:
for 13 chars as name, you hardly need 13 bytes. |
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Jetboy
Registered: Jul 2006 Posts: 299 |
True...
13 bytes is long enough to save 20 character long name without any compression... and you have some bits left.
Plus if you save lo scores you dont need 2 bytes per score, just one, assuming the table starts with 255 as lo score :)
Now - you can use compression on top of that - there are free source codes out there to do that.
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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 ... |
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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.
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enthusi
Registered: May 2004 Posts: 677 |
jup, my thought. YOu'd even have ,./!_ etc... |
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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? |
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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. |
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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 |
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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.
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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 ;)
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Mace
Registered: May 2002 Posts: 1799 |
All crunched to 8k? |
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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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Oswald
Registered: Apr 2002 Posts: 5086 |
have any crackgroups linked their intros already? :P :) |
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Scout
Registered: Dec 2002 Posts: 1570 |
Quote: have any crackgroups linked their intros already? :P :)
HMVDVA/HeMa is on a holiday with her boyfriend to Gran Canaria.
Dunno if she can make it to do a first release.
She says "Hi!" to you all, btw. |
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taper
Registered: Dec 2001 Posts: 119 |
Since Oswald has identified the gigantic problem of introlinking (better late than never), perhaps we can discuss another major problem in the scene of today. A problem I like to call forum-hijacking, posting bullshit and filling up threads with irrelevant whining.
Perhaps we can leave Trifox thread for what he started it for. Just a crazy idea... |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
indeed a crazy idea, but i just wanted to mention that i am still working on this project
and in times where every basic demo or seuck game gets a crack intro ....
i want to have at least a nice plasma effect in any crack intro !!
I URGE YOU
DO NOT RE USE ANY CRAPPY EXISTING INTRO/STYLE AS CRACKINTRO
btw. there is no need for cracking, or training the game ...
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WVL
Registered: Mar 2002 Posts: 899 |
Didnt notice this thread before, but nice-lookee-game! :D |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
"nice-lookee-game"
you should just wait for full release, 2 weeks from now, the preview i posted above was just a feature snapshot, all effects for the game ( multiplexed sprites for falling stones ) and logic was first implemented then, the last time i was working on importing gfx,charset sprites and stuff, right now i am wondering how to display a nice multicolored cup when cleaned up the field ... ;)
stay tuned, i will attend breakpoint 07, and hope to get support from anyone here who attends it also ,) |
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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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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
cool, thank you i will check that, and turning the sprites off would also be quite helpfull ?
what must i do to let the sound run smoothly while disc is accesed ? would it be possible in a easy way, or do i have to use some kinda irq track loading thing?
disc access will be optimized in means of if there is no change in highscore, no save operation will execute ;)
those routines above do save the username to a file on disk, there is another routine, similar to this one, the above routine is a copy of the original highscore save routine, i think i missed that file size thingy ... ;)
the highscore save routine generates a filename for each leveli do not care about which pet characters are used for it, but i am using 2 chars in the filename, HIGHSCOXX, the x is replaced with some identifier for level ... |
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tlr
Registered: Sep 2003 Posts: 1787 |
Quote:cool, thank you i will check that, and turning the sprites off would also be quite helpfull ?
I don't remember if you have to with the kernal routines, but it's probably safer to do it.
Quote:what must i do to let the sound run smoothly while disc is accesed ? would it be possible in a easy way, or do i have to use some kinda irq track loading thing?
You need irq stuff. Cadavers loader system will do it.
I don't think it's worth the effort though. It is much more portable without it.
Quote:the highscore save routine generates a filename for each leveli do not care about which pet characters are used for it, but i am using 2 chars in the filename, HIGHSCOXX, the x is replaced with some identifier for level ...
Actually it's HIGHSCxxE in the version you uploaded first.
Btw, the string just before USERNAME is "S:HIGHSCORE". Is that correct, or are you scratching the wrong file? |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
hehe, it feels a bit strange talking to people better knowing my own source ... hehe, but, thank you for your effort, and those loading/saving thingy is quite messed up right now, i will do a rework on these functions ...
again: in final version loading and saving will only be executed if there is really need to, so i do not mind music hanging ( i will save before music starts ;) )
is there a maximum filename length ( e.g. 8 chars ) for filenames on c64 ?
must sound weird to know so few about the c64 ...
but ... i am just programming this beautiful machine since one year, back in the 90's i have just coded for MC68000 ;)
but i will do continue, perhaps there will be another 1k game later this year ...
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tlr
Registered: Sep 2003 Posts: 1787 |
Quote:hehe, it feels a bit strange talking to people better knowing my own source ... hehe, but, thank you for your effort, and those loading/saving thingy is quite messed up right now, i will do a rework on these functions ...
:)
Quote:is there a maximum filename length ( e.g. 8 chars ) for filenames on c64 ?
16 chars.
Quote:must sound weird to know so few about the c64 ...
but ... i am just programming this beautiful machine since one year, back in the 90's i have just coded for MC68000 ;)
Not strange, you're doing great! Kernal routines and drive coding seems to be most peoples weak spots.
I'm impressed by the game BTW, fun to play! :)
Quote:but i will do continue, perhaps there will be another 1k game later this year ...
I'm looking forward to it!
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
Brickout 95% has just been updated, the disk acces should now work smoothly on real c64's
http://prollcoder.com/index.php?option=com_content&task=view&id..
the disk acces was quite messed up, i was using illegal zero page adresses also...
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
okay dudes, now i think i have a final version of brickout95%
it is tested on the real thing and should now work !
beside of that, it is now compressed with exomizer, using only 63 blocks, with 4 sid tunes ;)
http://prollcoder.com/index.php?option=com_content&task=view&id.. |
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iAN CooG
Registered: May 2002 Posts: 3187 |
fix the username saving:
5ED1 A9 FE LDA #$FE
5ED3 A2 2F LDX #$2F << is 2e, 1 byte too short
5ED5 A0 60 LDY #$60
5ED7 4C D8 FF JMP $FFD8
When I set "IAN COOG" as username, it saves only "IAN COO" ;) |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
oh, i will correct it ... |
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A3
Registered: Dec 2005 Posts: 362 |
Guess I have to play this one then. |
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Trifox Account closed
Registered: Mar 2006 Posts: 108 |
so guys, now it should be really final, saving of username now works fine ;)
http://prollcoder.com/index.php?option=com_content&task=view&id.. |