| |
AKA :
the fixed version
Credits :
Code | .... | A Life in Hell of Warriors of the Wasteland |
| | Inge of HVSC Crew |
| | Mahoney of Visa Röster |
| | Six of Cincinnati Commodore Computer Club, Dark Lords of Chaos, HVSC Crew, Style |
Music | .... | _V_ of 64ever, Padua, Raiders of the Lost Empire, Viruz, Warriors of the Wasteland |
| | 6R6 of Blues Muz', Nostalgia, Onslaught, SHAPE |
| | A-Man of Xenon |
| | Adam of Usagi |
| | Adam Gilmore |
| | Aleksi Eeben of CNCD |
| | Asterion of Samar Productions, Tinnitus |
| | BlackBeltJones |
| | Cadaver of Covert Bitops |
| | celticdesign of Masters' Design Group |
| | Chris Huelsbeck |
| | dalezy of Triad |
| | Deetsay of Da Jormas, Dual Crew Shining, Orange, Panic, Zymosis |
| | Drax of Bonzai, Crest, Maniacs of Noise, Vibrants |
| | Factor6 of Anubis, Phantasy, Raiders of the Lost Empire, Rock'n Role Staff |
| | Fanta of Chorus, Oxyron, Plush, Viruz |
| | Goto80 of Hack n' Trade, Oxsid Planetary, Phantasy, Up Rough |
| | Hein of Focus, Onslaught, Vision |
| | Inge of HVSC Crew |
| | Jammer of EXclusive ON, MultiStyle Labs, Samar Productions |
| | Jan Krolzig |
| | Jenny16 |
| | Jeroen Tel of Focus, Maniacs of Noise |
| | Joachim Wijnhoven |
| | Laxity of Maniacs of Noise, Vibrants |
| | Maktone of Fairlight |
| | Markus Schneider of Lords of Sonics, X-Ample Architectures |
| | Monk |
| | psych858o |
| | Randall of MultiStyle Labs |
| | Richard of Civitas, Crapcade Games, Crypt, People of Liberty, Scene World Magazine, The New Dimension |
| | Rio of Rattenrudel |
| | Sidder of MultiStyle Labs, Samar Productions |
| | SounDemoN of Church 64, Dekadence, Onslaught |
| | Surgeon of Vulture Design |
| | T.C. |
| | UL-Tomten |
| | Xiny6581 of Dees Productions |
| | Yodelking of Defiers, HVSC Crew |
Graphics | .... | Alias Medron of Chromance, Padua |
| | Tch of Brutal, Crest, Oxyron |
Design | .... | Alias Medron of Chromance, Padua |
Idea | .... | Ramos of HVSC Crew, Samar Productions |
Text | .... | Cadaver of Covert Bitops |
| | Charles Deenen of Maniacs of Noise, Scoop |
| | Chris Abbott of HVSC Crew |
| | Jammer of EXclusive ON, MultiStyle Labs, Samar Productions |
| | LaLa |
| | Raf of HVSC Crew, Vulture Design |
| | Randall of MultiStyle Labs |
| | Steppe of HVSC Crew |
| | The Shark of HVSC Crew, The Eternal Force |
| | Yodelking of Defiers, HVSC Crew |
Charset | .... | ptoing of Prollcoder, Red Brand |
| | Shaman |
Linking | .... | Inge of HVSC Crew |
Concept | .... | Steppe of HVSC Crew |
| | Yodelking of Defiers, HVSC Crew |
Loader | .... | Doc Bacardi of The Dreams |
| | Ninja of The Dreams |
Help | .... | Jockstrap of HVSC Crew, Warriors of the Wasteland |
SIDs used in this release :
Download :
Look for downloads on external sites:
Pokefinder.org
Production Info Submitted by A Life in Hell on 22 November 2007
Fun Fact: when the original version of the this was about 60% complete, in september 2006, I was sitting writing an issue of go(v) one day, when my girlfriend at the time decided that I loved the c64 more than her (accuratly by that point... but that's another more private story... lets just say my c64 isn't psychotic :)), and her solution to this was to smash up my laptop and a bunch of my c64 stuff. This resulted in (a) the death of my rrnet, and (b) the code for on my laptop - including a 60% complete version of this - being destroyed with it.
One new laptop later, thankfully I had a 50%ish binary and a 20%ish complete version source on a USB stick and another machine respectivly, to reconstruct from.... but a few days later, I got an email from Steppe wondering where a preview was, who I assume thought that I'd dropped the project on the floor - I mean, sensibly, given that it was already running late and I had nothing to show for it :).
But, like all rewrites (hah!), it was techincally better for it - it allowed me to actually make the line caching code work properly, which made navigation mostly work (you can break it, if you know how... I forgot to fix a pretty major bug with it).
Being a typical coder, of course, I got it to a point of "90%" there, and then spent a month being poked by Steppe and Yodelking to fix all of the stupid bugs that I left in because I didn't think they were important :). This, of course, made the production 1000% better than it would have (thanks!), but like all coders, meant that I was fed up with the whole thing by the end, and in fact had not actually read the articles until this week (a year after the release!). When asked how I could test thing without actually reading it, ALiH replied something about a hidden article about elephants. | Production Info Submitted by A Life in Hell on 30 November 2006
There is an interesting story behind the coding of this, involving an angry ex-girlfriend and a now broken laptop, but that's a story for another day. What I'm going to comment on here is some tech details
Almost none of this is interesting to non-coders
* You can skip the intro by instead loading the main file directly. This was deliberate, since I got sick of seeing the intro - as great as TCH's picture, Laxity's music, and Six's code is, having to space through an intro doesn't make for debugging fun!
* The font code is functionally exactly the same as in Game Over(view), with some modifications to make it work in a different video mode. Naieve me originally thought I'd be able to just modify the whole outfit and use the video mode, but it turns out that was bullshit, and I ended up writing this from scratch otherwise.
But, of course, go(v) uses a 32 line high hardware scrolling mode, which means that it has lots of time to draw the font offscreen (which it needs, due to the kerning code making it significantly slower than most proportional font routines). This outfit doesn't, and so it uses an internal cache of 16 offscreen lines. It _IS_ possible to confuse the cache, which will cause massive slowdown, but there was a lack of ram for my far more intelligent algorythm.
* The main font is by ptoing, at the last minute (thanks!), however sadly his 4x8 font was unreadable on my monitor and so I made the 4x8 font that you see in the menus with readability in mind. Sorry ptoing!
* This was originally supposed to be released at X, and obviously wasn't, but it was 90% complete at that point. And then I slept for a month.
* The analyser is by Inge, and works with a special patcher that turns sid writes into JSR's to update the graphs. This causes the timing of the writes to be differnet to the originals - causing us hell with Jammer's tune. Sigh.
* The manics of noise article didn't appear in any previews - only Peter and myself knew of it. I had a compile time switch in order to enable/disable displaying that article, to ensure that it worked so that I could test.
* The graphics originally came to me as a multicolour bitmap, but of course the centre part is hires. I used Project One on my tablet PC to repixel that part of the image, and Sprite Pad to pixel the two sprites for the rivets at the bottom of the screen. I also moved the purple line down one pixel in a hex editor.
* I am utterly useless with picking colours, as you can see in the hidden part (or _anywhere_ i have picked colours!). The colours in the lower scrollers came from a defiers demo called "First in 89". I would have left my coder colours, but peter assured me his would be better, and he was right :)
* Of course, I had a tune 70% done for this, but coded the collection instead of finishing the damn tune :-p. |
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