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Summary Submitted by Sokrates on 30 October 2015
brotCASTen
A Commodore 64 raycast engine
Features:
* field of view: 60 degrees
* minimal turn step: 1.5 degree
* rays calculated or interpolated: 41
* number of rays for 360 degrees: 240
* screen resolution x:80 y:44
* last three rows saved for game status
* map size only restricted by memory
(in demo x:32 y:32)
* map entry field dimension: 32
* minimal step length in map: 1
* wall colors:11 resolution x:64 y:>=32
(in demo y between 32 and 128)
* animated doors in middle of map field
* four door types with separate keys
* max. sprite resolution x:510 y:255
10 colors and 1 transparent color
* stationary sprites as part of map
(in demo: columns, soldiers, key,
ceiling lights, health potions)
* pickup items (key, health potions)
* (y-flipped) free moveable sprites
(in demo: lemmings, archway, window,
ladder hole)
* (animated) floor and ceiling textures
colors:11 resolution x:4 y:4
* background panorama (on/off)
colors:11 resolution x:480 y:>=22
x/y scrollable with animations
(in demo day:22, night y:42 clouds
scroll to one specific compass direction)
* scripted events
(in demo: ladder climbing, panorama
off in basement)
* color changes by timing or by event
(in night demo: lightning)
* two control modes: walk and drive
walk : move/turn/strafe
drive: turn/accelerate (rally setting)
* night: 85.8 kb data compressed to 15.5 kb
day: 86.1 kb data compressed to 13.7 kb
using zero time decompression as shown here:
Good Apple 3
The story behind brotCASTen:
I started the implementation of brotCASTen using
python and pygame. I used only simple instuctions
and wrote an emulation of basic c64 graphic modes
in python to ease the conversion to the c64. Then
I ported the python code to C code using cc65,
some parts are also implemented in assembler.
Still not all features are ported from python to C,
e.g. weapon handling, using items, or talking
to other characters.
The result is far too slow to be playable on
a standard c64. Porting all C code to assembler
might be a solution to this problem, but
this would cost a lot of effort and to gain the
necessary speedup is not very likely.
So I will stop this project to clear
my head for new ones. |
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