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Forums > C64 Coding > Help request: MOTAS64
2009-04-04 13:55
LOGAN
Account closed

Registered: Aug 2003
Posts: 71
Help request: MOTAS64

I have a dream of porting the first one or two levels of MOTAS to the C64. But although I have an very early non-interactive preview I might run into my own assembly limitations.

I have converted some graphics to the C64 format, but these might need to be improved. I tried to convert the original music but I gave up for now as that wasn't going anywhere.

Maybe some people are willing to help me realize this small game as I personally think it is possible to at least port level 1 to the C64. I hope some programmer / musician and graphician is able to help me out. I can always use one of my old musics for the music but it's nicer to have a real conversion of the original soundtrack. The graphics might need some tweaks and improvements although I think they are pretty true to the original already. Programming seems to be the biggest problem atm.

You can view some screen shots and very early preview here:
http://members.home.nl/c64/motas/info/

Cheers,
LOGAN
 
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2009-06-07 06:55
LOGAN
Account closed

Registered: Aug 2003
Posts: 71
very very early preview op MOTAS has been updated to an very early preview. "clicky-click"
http://members.home.nl/c64/motas/info/motasmenu_v0.prg
2009-06-07 23:14
bugjam

Registered: Apr 2003
Posts: 2589
WOW, looks like a great project! Good luck with it! If I wasn´t involved in, like, a million projects already, I would consider volunteering for some graphical work... :/
2009-06-07 23:29
Dane

Registered: May 2002
Posts: 423
Tried some MOTAS and loved it. PM me in the future if this project needs some quirky music (one tune per level?)
2009-06-08 06:18
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: very very early preview op MOTAS has been updated to an very early preview. "clicky-click"
http://members.home.nl/c64/motas/info/motasmenu_v0.prg


See! I told you, that you would easily be able to implement this! Listening to you, you made it sound like it would take ages to implement. I think you underestimate your skills by a factor 10 or so. :)

Good work!!!
2009-06-09 07:54
WVL

Registered: Mar 2002
Posts: 902
Looks good :)

Before you go any further, I'd advise to optimize the code you have now, and make it more general at the same time.

F.e. now is the time to add a loader system, a mouse driver, a good packer/depacker system and maybe a buffer system to store rooms/areas that are next to the one the player is in now.

Oh, and most importantly : to make it easy to maintain and add extra rooms/levels.
2009-06-09 10:38
Mace

Registered: May 2002
Posts: 1799
Ooh, this is nice, a point-&-click adventure!
If you ever need a beta-tester... PM me :-)

As a matter of fact...
The routine to display the text at the bottom line needs some improvement, as is flickers.
2009-06-10 08:22
Martin Piper

Registered: Nov 2007
Posts: 722
Keep up the good work! A bit of advice is to now consolidate, document and tidy all of the code you have so far so it is easier and quicker in the long run to add extra assets. It is also easier to spot and fix bugs if you have more common code rather than lots of copy-paste code everywhere.
2009-06-10 13:37
Frantic

Registered: Mar 2003
Posts: 1648
Martin Piper: Sounds quite boring to me. ;)
2009-06-10 15:37
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
I'm sure Logan has a grip on it :)
From he moaned about the impossibility to have hotspots (click zones), till he had made it work, only took 1 hour..

I'm now nearly done with the 3rd tune.. (there are 6)
It fall in a nearly empty space in HVSC: it's jazz!
2009-06-10 16:30
Martin Piper

Registered: Nov 2007
Posts: 722
Quote: Martin Piper: Sounds quite boring to me. ;)

Yup :) But not as boring and frustrating as hacking badly documented and copy-paste code later on. :)
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