Sunday 3rd May 2009
I have been a bit busy today preparing some stuff for Trash Course, now that Thorsten (Sledgie) has showed me the final BETA of the game. It was time for me to do some sideways SEUCK enhancements. Well, not quite. I booted up DMC V5.0+ to make the in-game and title screen music a bit longer first, and sound better. Seems to have worked fine. Now that I was happy with the music, I decided to use the DMC V5.0 packer and relocate the music to $9000. How lucky I was that although 4 or 5 tunes were in the same music file that the compressed music file did not go over $2000. Brilliant.
The next thing I done was loaded in Thorsten's snap shot of the SEUCK game, and then I saved the SEUCK game as a finished game from the SEUCK menu. Then I loaded the finished game from BASIC and did the usual SEUCK cleaning and hacking technique (So that the menu was completely wiped away and that there was more room for spare memory. Especially when I get round to working on the new front end for the game.)
As soon as memory was filled with zeroes, I took a look at the Gold Quest 4 waterfall animation hack that I did, and used the same technique to get the game's waterfall animated. Then I saved bits of the 2 SEUCK data (Memory $0900-$6600 and also memory $b6c0 - $ffff as those were compulsory for the game, especially that at $6580 I added the background animation routine).
Now that was done, I needed to sort out a new char set and also D-Flame/Blazon/Crypt's logo. So first of all, I took my font from my old Square Pit 64 game, which I wrote in 2007 for the Forever party. Then I used GangED to convert D-Flame's picture into 3 files (Bitmap, colour RAM and Video RAM). Then I painted sprites for the game options section for my new front end.
After the graphics were sorted out. I created a folder on the PC and converted the C64 files (SEUCK, music, graphics data, etc) into the new folder. After that was done, I copied the cross-assembly and compression .exe files into the project file and got started with programming.
The first thing I had done was a simple test file. Basically, test SEUCK to see if it will decompress and run with a hacked routine that adds the in music to the game. First, this did not work because the first half of the SEUCK game data file was at $0800 instead of $0900. Doh, very silly of me! After correcting this, and crunching again the game started fine with music in the background and also animated background. Brilliant. I am glad that worked.
Now it was time for me to program the main front end. First of all I did the text data (Presentation lines, scroll text and high scores) and then worked on with the main code for the new front end. I imported all C64 files into the source files, then I programmed routines to display the colours of the logo. I also programmed 3 different splits. The first split was for the bitmap logo, which is about 6 or 7 chars high. Then another split for the still text and the last split for the scroll text. Once that was done, I worked on routines that will do the usual Richard Bayliss colour washing technique and also I programmed a routine that will change page after a certain amount of time. One page for the main credits and the other page for the high score table. Colour washing routines change per page as well. I was very happy with this result although still unfinished, because I have a Get Ready, Game Over, High Score entry and also end screen to do.
Tomorrow is a bank holiday, but I wont be doing any programming tomorrow. I'm thinking about digging out some old C64 tapes and playing those. Like, Armalyte, Blazing Thunder, etc.