Yet another fun session in building two different levels. The first level was done on Tuesday afternoon, and yesterday I was playing around with PRG2TAP and Freeload. I could be using these two tools to generate a multi-load tape version of Cruiser-X 79 some time in the future as well as D64.
Today I have focused more on the "Cruiser-X 79" game project. This morning I constructed level 2. The second level is where the player enters an alien base. The idea of the second level was to add a slightly higher difficulty compared to level 1, but of course not too hard. I created a nice blue zone, in which the player has to fight through. The level is slightly less kind than level 1 when it comes to power ups. I wanted to make a few things interesting. One thing of which was to draw a parallax void. Also, I felt that I had to made a few alterations to some of the tiles for that particular level.
The next step I considered about was to try and find quicker and easy way to level pack graphics and music, then compile the entire project to a D64. Dragging and dropping filenames for each level (especially if updated) can be very daunting. It also makes me worry about making big mistakes with the project. I come up with an alternative solution. Last week I was compiling the 16KB intro creation competition through ACME cross-assembler. I created a batch file which allowed to compile all of the re-mastered intros onto a D64 via a command-line tool called CC1541.
I thought that I try and make a tool-chain batch file which can help me more in level crunching of the level charset, tiles data, map data and music and then compiling a complete game disk image. So I created a batch file called buildit.bat and created shell commands to call ACME cross assembler to compile the title screen code, and exomizer to crunch it. Then I called Exomizer to pack each level data that was made so far. Then called commands for CC1541 to compile all of the necessary files into a D64 called CRX79.D64. When I do more level data in the future, I can easily adapt the batch file to level crunch that data and compile it to CRX79.D64. Then execute VICE to run the D64 image.
I compiled the source, automatically called the batch file, and waited a few seconds for level crunching and other algorithms to take place. Then VICE ran the CRX79.D64 image. The game was automatically set to cheat mode. This is because at the moment I am more interested to see how the level maps turned out. There was a fault. The graphics ended up as garbage. It seems that the music files worked fine. What caused that fault? Well, the map data is a raw binary image. Raw binary images have an offset of two bytes. Basically, they are two bytes ahead compared to a normal PRG file. So I set the load address for all of the binary files two bytes in front (Charset $0802, tiles $b002, map $4802).
After compressing and compiling a few times I ended up with a working map, for level 1. Then level 2 turned out good. I had a good blast and I was pretty pleased with how the second level turned out. It features a nice static parallax effect inside parts of the alien base. The music also sounds great for the second level.