Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
You are not logged in - nap
CSDb User Forums


Forums > Requests > dragon 32 game
2011-08-26 15:34
PAL

Registered: Mar 2009
Posts: 292
dragon 32 game

The Touchstone

http://www.dragonwiki.com/wiki/index.php?title=Touchstone

http://www.retrogames.co.uk/more/on/details/010484

Are there anyone out there who can say if I am able to find this great game from my youth on the internet and how I could pget to play it again og see a video of it... ?

Are there any emulators for dragon 32? he he... I know this is lame and comming but I gotta ask anyway.
 
... 9 posts hidden. Click here to view all posts....
 
2011-10-13 00:33
STE'86

Registered: Jul 2009
Posts: 274
seems like the dragon crowd use something called 6809dasm
2011-10-13 00:36
PAL

Registered: Mar 2009
Posts: 292
I do not know anything about that disasembler but I know a thing or two about graphics... can I create graphics for this? And what is the rules then... would be incredible to do a full blown koala graphics and full super nice animations and all original graphics here... I would do that if we could settle on some rules that are nice... I think this is a cool game and it is important for me if I do it to be at the best there is possible... think about it and if you think that would be cool post me!

Your PAL
2011-10-13 01:24
TWW

Registered: Jul 2009
Posts: 545
Sounds very cool :)


I was thinking of doing a 100% straight conversion but in this case perhaps it could be improved a little in more than just the graphics.

Let me do some gfx test code and I'll get back to you when I have something conclusive.

Steve: Yeah I saw that on some Dragon forum or some such but it's really the other way I wanted to go (from hexadecimal number sequences into readable code :-D). Either way, thanx!

-TWW
2011-10-13 11:29
STE'86

Registered: Jul 2009
Posts: 274
hi, I got the disassembler name from here:

http://koti.mbnet.fi/~atjs/mc6809/#Dis

I have a sneaking suspicion that the DASM you refer to is the old Dragon assembler that came as part of the DASM/DEMON pack of assembler and monitor and is unlikely to be the one i pointed to.

Steve
2011-10-13 11:57
TWW

Registered: Jul 2009
Posts: 545
Thanx Steve, This will prove helpfull. Cheers!
2011-10-14 21:45
STE'86

Registered: Jul 2009
Posts: 274
FYI Touchstone was an unofficial version of the arcade game Tutankham:

http://www.youtube.com/watch?v=I0hj8u5PYNE

if u are looking for graphic ideas, this would be a far easier on the eye place to start :)

and if you get it on mame you may even be able to use the graphic ripper in mame on it.

personally, i am thinking, a player that looks more like Indy/O'Connell than mario. less weird vultures and more scarabs and a SID score based on:

http://www.youtube.com/watch?v=Seqs7dx0YXo

Best of luck :)

Steve
2011-10-15 15:15
TWW

Registered: Jul 2009
Posts: 545
Very interesting!

I managed to disassemble the code from Touchstone (dialect of 6502 but with more powerfull commands) and I got a reference book so I am able to work out the HW spesific parts.

However now I am in doubt if I should try to go for the original instead...
2011-10-15 16:28
STE'86

Registered: Jul 2009
Posts: 274
yes 6809 was a stage between 6502 and 68000 in processor development. It makes more sense right off if you know 68000 :)

it is also as a bit of trivia Mr. Andrew Braybrooks "native" processor. as he was a dragon/tandy coder before a c64 one :)

as to the game. at first glance, it looks like it plays and operates on pretty much the same basis whether its the arcade or the dragon version.

the arcade graphics are easier to visualize to convert to c64, but either way, the screen will have to be done to what suits the c64, as the aspect is wrong on the arcade and the resolution is way different on the dragon.
2011-10-17 00:07
PAL

Registered: Mar 2009
Posts: 292
Do your tests on the graphic modes you could do this in and let me know... If we could do this in like 16 color koala tiles it would really be super cool with scrolling... That would be a dream... If that would be possible and one could nail a good control and playability it would rule m universe and I would put a lot of effort into it! May be I could do a really cool intro for the game even... hmm... the ways to get it great are so many here...

Your PAL
2011-10-17 12:55
TWW

Registered: Jul 2009
Posts: 545
Let me just put this out there:


Would it be better to do the tiles in 2x2, 3x2 or 3x3?

2x2 = 20 x 12 tiles on a screen
3x2 = 13 x 12 tiles on a screen
3x3 = 13 x 8 tiles on a screen

The original Tutankhan is 14 x 12 tiles (one tile is 2x2(16 pixels))
The Dragon 32 is 11 x 6 tiles (I made these tiles already on the C64 by using 3x3 tiles. Made the screen 2 tiles wider)

So what do you think?

To scroll the graphics in 16 coll koala should be doable by utilizing VSP (Or maybee even without it depending on the screen-to-be-scrolled size).
Previous - 1 | 2 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
Icon/TRIAD
Genius/Xenon
algorithm
New Design/Excess
E$G/HF ⭐ 7
Krill/Plush
Perplex/Offence
deetsay
Guests online: 105
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Mojo  (9.7)
4 Coma Light 13  (9.6)
5 Edge of Disgrace  (9.6)
6 What Is The Matrix 2  (9.6)
7 The Demo Coder  (9.6)
8 Uncensored  (9.6)
9 Comaland 100%  (9.6)
10 Wonderland XIV  (9.6)
Top onefile Demos
1 Layers  (9.6)
2 No Listen  (9.6)
3 Cubic Dream  (9.6)
4 Party Elk 2  (9.6)
5 Copper Booze  (9.6)
6 Dawnfall V1.1  (9.5)
7 Rainbow Connection  (9.5)
8 Onscreen 5k  (9.5)
9 Morph  (9.5)
10 Libertongo  (9.5)
Top Groups
1 Performers  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Triad  (9.3)
5 Censor Design  (9.3)
Top Coders
1 Axis  (9.8)
2 Graham  (9.8)
3 Lft  (9.8)
4 Crossbow  (9.8)
5 HCL  (9.8)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.055 sec.