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Eye of the Beholder I   [2006]

Eye of the Beholder I Released by :

Release Date :
16 August 2006

Type :
C64 Game Preview

User rating:awaiting 8 votes (2 left)   See votestatistics

Credits :
Code .... JackAsser of Instinct
Graphics .... JackAsser of Instinct
  Mirage of Focus

Download :
http://csdb.dk/getinternalfile.php/37713/instinct-eye_of_the_beholder.d64 (downloads: 3025)
http://csdb.dk/getinternalfile.php/78626/nightly_build_2009-08-19.d64 (downloads: 841)
http://csdb.dk/getinternalfile.php/81573/invent.prg (downloads: 732)

Look for downloads on external sites:

Production Info
Submitted by JackAsser on 31 August 2011
Some months ago I got a new GUI from Mirage and it's quite awesome! :)

Anyway, still working on the iPhone version, then I'll continue on the C64 version. Yay!
Production Info
Submitted by JackAsser on 7 February 2007
Rather major update:

* Recoded the wallset converter using much better algorithms. Using these new algorithms I could cut down the charset to half (512 chars) and still increase quality. These wallsets will ofcourse be replaced by hand drawn pixels later on.

* Recoded the wall renderer and changed the way screen bytes are compressed. This resulted in a smaller and faster renderer.

* Total bytes saved from previous version: $1568
Production Info
Submitted by JackAsser on 4 February 2007
Mirage was kind enough to pixel some item icons to me. In this new release ALL data for ALL the items in the game has be put in.

Use the 1351-mouse and play around with those icons! (It would be nice if someone tried it on the real thing, I don't have any 1351 here)

Production Info
Submitted by JackAsser on 15 December 2006
A new test version out. Many small things have been added, some of them are:

* Proper keyboard scanning (move using w,e,r,s,d,f).
* 1351 mouse support (not tested on the real thing)
* The font.
* Text decompression.
* All data for all items in the game.
* Item icons (not finished only semi converted, press space to render some).
* In game script parser embryo.
* Level script.

and more behind the scene stuff...

Next release will hopefully contain proper handpixeled graphics and a test container for drag'n'dropping items on the characters.
Production Info
Submitted by JackAsser on 15 November 2006
Project resumed...

Started to reverse engineer the script language used in the Amiga/PC versions. Can't decide if I should create an interpreter or compile the scripts to native 6502 code. What ever uses the least memory I guess...

For more details visit the wiki:

And the forum where we discuss the game data:
Production Info
Submitted by JackAsser on 15 August 2006
This is the first, very early preview of an attempted port of Eye of the Beholder I.

This version features only a simple level 9 explorer. It only shows the wallset graphics (walls, stairs, doors and portals). So no decorations, no overlays, no monsters, no items.

There are no collision detection either so don't get lost.

This is a work in progress and I'm not sure if there is memory for a full game or not at this moment. The project will be paused now for a few months until after X2006. There are more important stuff to code on. ;)

Preferably use VICE with joy#2 attached to numerical keypad. Then rotate using 7/9 and move using 2,4,6 and 8.

If you run on the real thing the controls are crappy since it implies that you turn using top-left and top-right motion with your joystick.

And finally, sorry for the bad converted GUI graphics, I just wanted to have something there.
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