Saturday 11 April 2009

Enter the choppers


Saturday 11th April 2009

Yesterday I mentioned about the Ultimate Stunt Boat Challenge game. Well, today I have been doing a little bit more on the project. Before I could do any more to the project I converted the test run file on to a C64 tape using the WAV/PRG program and loaded the test file in to my Commodore 64. Damn, there was a major problem. The player's boat (when expanded MSB for the sprites) screwed up the scrolling engine. So now I have to work out what was causing the problem. Fortunately I figured out what was causing such a disturbance to the scrolling engine. It appeared that I used an insufficient area for the artificial sprite positions. So I altered the OBJPOS label to a different memory location. Crunched it all with the Exomizer and tested it on my real C64. RESULT!

Now that I was happy with everything, It was time for me to add some data tables and program some additional routines. I created some data tables for the sprites, and programmed a sprite animation routine. After that I worked on a small, but very easy routine, where the player can now shoot bullets. Then I started working on getting the enemies to move. At the moment they are the same enemies moving across the screen in the same place. However I can work more on making better movements and behaviour of the enemies next time I go on to this project. Which probably might be tomorrow morning.

So far, so good. Player can move and shoot, scroller is working fine (It uses DMA delay routines) and also the enemies can move - but more work is needed on this part of the project.

Friday 10 April 2009

A new game in the works - Ultimate Stunt Boat Challenge



Friday 10th April 2009

What a boring day today was so far. So I decided to make a new C64 game. Well, I got started on it really. Earlier on in the week I asked Frank if he could send me the Real Speed We Need graphics data for this game project. As I thought there may have been some boats and other action movie style enemies and obstacles. I sure was right.

Most of this morning I worked on the map graphics using Charpad V1.0 to build the level map and then later on I dug out the old Real Speed We Need source code and modified it a little, and got the new map working nicely with the scroller. One major problem for me was that the map scrolling was just too fast. So I slowed it down a touch and it looked fine.

My next task was to sort out some sprites. So I copied some of the old RSWN sprites which Frank had done before, and I paste them. For this game I wanted enemy air craft, boats and also some ramps, that the player could jump over to try and get over the bridges on later levels. I also grabbed some other sprites that I thought would suit the game.

Although in its early stages yet, and more work to be done. I was dead chuffed with the work done so far. I added some routines to get the player's sprite on to the screen, and also get the player moving as well.

Hopefully tomorrow or Sunday, I should be ready to add some additional routines to get the player shooting and also the enemies starting to take action.

Wednesday 8 April 2009

Another Last Amazon front end

Tuesday 7th April 2009 + Wednesday 8th April 2009

Bah, TV sucks. Well that doesn't surprise me. I had nothing else too exciting to do, so I decided to work on a new front end for Last Amazon 2. This time it was a bit of a challenge, but I knew that it should be possible. I prepared a work disk .D64 and transferred all the C64 files into the cross-assembly directory for use with ACME, the same way as I did with The Last Amazon.

Kenz had shown me the mock up screen shot of what he would like me to do for the front end. Oh no ... raster splits :( Seriously, I hate doing raster bars, due to having to get those blasted things timed correctly inside $D012 splits. Ah well, it has to be done, and I shall do that.

I loaded up the Relaunch64 tool and then I created a main source file which will link all the c64 program files (including the game) and got started on the programming side of things. I started off with the IRQ interrupt player routine to see if it will run. The good news was that the player routine did play the music after assembled and crunched with PuCrunch. Now it was time for the serious part of the programming. Getting the bitmap logo and all chars displaying. To do this, I changed the background colour ($D021) so that all small text was white and all large text was yellow. So I built 10 raster splits in total. Everything displayed successfully.

Now it was time to add those raster bars into the text. Well, this I must stress was one of the worse parts of the front end programming. So I built a colour table and a raster timing table for each raster split. It took a lot of time to time out the raster splits so that the text chars looked much more tidier. As soon as I was happy with the result, I worked on the scroll text routine (Which uses raster splits as well) and then added a routine for which the player can press fire in either joystick port to play a 1 or 2 player game. Those worked okay, but sadly timing had altered again. So I moved the raster timing table and also moved the scroll text to a higher location and got everything working. Looks perfect now. Hope Alf and Kenz likes this one.

2023 at a glance

2024 is here, and 2023 has been a really quiet year on the production front due to everything that had gone back to normality. The year has ...