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Everything posted by AndyMt

  1. Thanks a lot . And yes, I'll share the code, as soon as I've cleaned it up. It's already improved, but not yet ready.
  2. I looked into Millfork before I started implementing my Brixx game, it looked quite neat. I also experimented a bit with it, there's also a Visual Studio Code add-on. In the end I went the cc65 route as it's X16 support is more up to date and there are more open source libraries and examples for it. If you know how to code in C it's not that inefficient. And you can mix it with assembler if needed. If you are careful which data types you are using (8 bit int as often as possible, don't mix with 16 bit if can be avoided etc.) C creates pretty efficient code.
  3. I've used Aloevera for converting my graphics assets for my Brixx game (see downloads). So thanks a lot for this tool!
  4. Thanks a lot - then it's probably my browser or something else... And it was also a lot of fun to code this...
  5. New version 0.7 ! Now there is a title screen with music! It doesn't play too well in the web emulator, at least with my laptop. It's fine with the native emulator (on Windows 10). Can anyone try? If it's not playing on the "tryout" web emulator, I'll disable the intro music by default and upload a new version. I'm pretty pumped that I managed to play music - and to find a royalty free VGM file. Thanks to Meits (www.meits.nl) the composer.
  6. This is great! It will help me designing some game sound effects. I have a feature request though: Could the program dump the register hex values for the channel settings on screen somewhere at the bottom? I know it shows any changes at the top right, but its cumbersome to collect all the values. And is shows the bit values.
  7. Well - 128 for sure is enough and to fill basically the entire screen with sprites isn't my goal ;-). I'm more concerned about my game logic, collision detection etc. I'm implementing with cc65 in C. I wasn't sure if the performance will be fine or if I have to optimize some code in assembler. Looks like this isn't necessary.
  8. Ok - so now version 0.6 is out. It features the mighty twin laser cannon . The game now can have up to 20 sprites at once on the screen. Looks like at least the emulator is totally fine handling this. If the hardware comes close to that I'm not worried implementing a "real" shoot'em up game some day!
  9. So I managed to implement my first 3 power ups . Wasn't that hard. I also started some refactoring of the code. Looks already better now. Now I have a basic sprite move/collision detection engine. The next power up will be a double laser cannon . I'm thinking about implementing Space Inavaders
  10. I updated to version 0.4 which now has basic sound support. You can enable/disable by pressing the 's' key. Next step is to implement some power up. I think I'll start with duplicating the ball.
  11. I'm using cc65 in combination with a Visual Studio Code plugin. Until now I only use C, but at some point I will have to use some assembler, too. I briefly looked into millfork, there is a X16 adaptation for it. But I figured that the above combination of languages will suit me better.
  12. I'm sure this is possible. How about a Basic compiler instead of a new language? There should be a few text editors on Github for the C64, which should be easily portable. In any case I would go for assembler.
  13. Our PSU is 180W but the stock machine without expansions will use far less than that. Great! I'll fire up Blender then .
  14. Any ideas what kind of power supply will be needed? Atx I assume, but how much power output will be required? I think about designing my own C128 style case and a bulky 300W Atx PS won't fit in there. Yes - I know the X16P and C will be delivered in a case... I'll use that for something else.
  15. I think this is more of a Basic or even Kernal problem. It looks like the location header is not taken into account when calculating the actual size. What happens if you load let's say 4k? If then 2 bytes are missing as well, then it's consistent. If not, then there is some error in there. What happens if you load the 8k into base memory? Let's say at 16k?
  16. @SlithyMatt Yes your framework is definetly on my list. Memory is not that much of an issue with the X16 and it would be a good reason to look into banked memory .
  17. Uploaded a new version (0.3). Now we have some additional levels . I also improved the collision detection further. The paddle now allows to control the ball so that it almost moves in a vertical line. Not entirely - that would be too easy, right ? Some cheat codes added, too: l: level switch - this way you can check all the levels without playing them a: autoplay - for testing collision detection Have fun! I'll upload the source code to github at some point - but I want to do some proper cleanup first. All code is inside a file named "cc65test.c" atm. I started with sound effects - but Vera's PSG doesn't provide me with the effects I'd like. So I also tried the YM2151, but that's a lot more complicated. Any easy way to get sound effects from some sort of library and a "player"?
  18. Yes, using the mouse with the emulator is tricky. It would need to continue reporting mouse positions to the prg even if the mouse is outside of the window. That also applies to the native emulator on Windows, it also happens there.
  19. The angle can be modified by letting the ball hit the paddle more at the sides. If ball is coming from the right and hits the left hand third of the paddle then it is redirected in a more steep angle. That way you can get it back upwards. Imagine the paddle is curved. I consider to change that to be depending on the movement of the paddle. So the ball would inherit some impulse from the paddle movement. Not sure how Arkanoid worked...
  20. I'll dig into it tomorrow (midnight here now). But then I'll need some additional artwork for "Brixx" :).
  21. Uploaded a new version (0.2). This one now uses BIN files to load the palette, sprites and tile set. I managed to create some artwork which (in my opinion) makes the game already appear to look a lot more like Arkanoid back in the days . I made it more difficult for myself by using 4bpb tiles in a 256 color palette I've designed myself. Then using color offsets (multiple of 16) I now can easily recolor all the bricks just by moving them in the color palette :). Next topic is sound... Something I have zero experience. I consider changing the layout of the playing field to be more square and show score, lives etc on the right hand side (similar to Arkanoid). Right now I think there are just too many bricks on the screen - it takes ages to complete a level... What do you think?
  22. Ooooh - thanks a lot for this one ! I use a combination of Gimp and Paint.Net and some self-made python scripts which is quite cumbersome. This will help a lot!
  23. Ok, I've uploaded a new version with improved collision detection. I hope I understood the way I'm supposed to replace the PRG in the software library with a new version .
  24. I just wanted to use a maximum of 3 potential sprites in line with the trajectory at the same positions as the tiles (just using the same bitmaps as the sprites). The player would not notice. The 2nd layer I'd like to make use of to do some parallax effects - just because Vera can . I struggled getting it to work (black screen only), so I left it out for now. Ah I see - your're probably right. Doing it myself also teaches me someting. And at 8MHz... if we just had this speed back then... Ok my trusty Atari ST did, but it didn't have any hardware acceleration like Vera provides.
  25. Thanks @StephenHorn. Yes - the collision detection is still a bit shaky. I tried to optimize it as much as possible by just using the character positions when checking for a bounce. That's an issue if the ball travels over a corner by more than 1 pixels at a time... If first wanted to use sprites for the bricks coming up in the trajectory and then have Vera detect collisions... until I read that the emulator doesn't detect them, right?
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