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AndyMt

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Everything posted by AndyMt

  1. 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.
  2. 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.
  3. Our PSU is 180W but the stock machine without expansions will use far less than that. Great! I'll fire up Blender then .
  4. 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.
  5. 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?
  6. @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 .
  7. 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"?
  8. 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.
  9. 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...
  10. I'll dig into it tomorrow (midnight here now). But then I'll need some additional artwork for "Brixx" :).
  11. 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?
  12. 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!
  13. 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 .
  14. 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.
  15. 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?
  16. AndyMt

    Brixx

    Version 1.2.1

    889 downloads

    This is a Breakout/Blockout/Arkanoid inspired game. . It is my very first try on the X16. You have to use a mouse or a joystick (cursor keys + enter on the emulator) It's only tested it on the emulator (R37, R38), so if anyone of the few with real hardware can give it a go, I'm eager to know the result. Available power ups (no keycodes, you have to catch the dropping badges): [L]: adds one live to player [M]: paddle is magnetic for 30 seconds. Can only hold one ball at a time. [C]: twin laser cannon for 15 seconds, 16 rounds in a row (if you are quick). [D]: Duplicates ball, so now you can have fun with 2... Keyboard commands: 's': sound on/off. 'p': pause game 'q': quit game. How to use with the local emulator: Unpack ZIP file into the same directory as the emulator. Start the emulator, then enter LOAD"BRIXX.PRG" RUN Or use the "Try now" button. Let me know what you think...
  17. Brixx View File This is a Breakout/Blockout/Arkanoid inspired game. . It is my very first try on the X16. You have to use a mouse or a joystick (cursor keys + enter on the emulator) It's only tested it on the emulator (R37, R38), so if anyone of the few with real hardware can give it a go, I'm eager to know the result. Available power ups (no keycodes, you have to catch the dropping badges): [L]: adds one live to player [M]: paddle is magnetic for 30 seconds. Can only hold one ball at a time. [C]: twin laser cannon for 15 seconds, 16 rounds in a row (if you are quick). [D]: Duplicates ball, so now you can have fun with 2... Keyboard commands: 's': sound on/off. 'p': pause game 'q': quit game. How to use with the local emulator: Unpack ZIP file into the same directory as the emulator. Start the emulator, then enter LOAD"BRIXX.PRG" RUN Or use the "Try now" button. Let me know what you think... Submitter AndyMt Submitted 06/29/20 Category Games  
  18. So I've made up my mind what to do. I'll start by implementing a Breakout/Arkanoid alike game in C using cc65 and maybe some assembler . I think this will get me into sprites and tiled graphics. Some very early prototype is already working, showing some sprites, accessing the mouse and switching video modes etc. It was fun digging into the VERA documentation and fiddling with bit fields again... I'll post a Prg when there is something playable.
  19. Hi everyone I'm Andy (Andreas, actually) from Switzerland. Back in the 80ies I came into computing because of my father. It all started with a Texas Instruments TI99/4A he bought in 1982, I was 12 by then. So I did some Basic programming, even got a little into assembler. The machine was quite limited, but I loved it - it did what I told it to do! Mostly that was also what I wanted it to do... We then moved on to a Commodore SX64 (the 'portable' version of the C64) in 1984, although that was my fathers machine he brought home from the office frequently. The amount of software and games for that machine was quite overwhelming. In 1986 we then got an Atari ST. For me this was just plain magic! With it's large memory, colorful graphics and (not so much sound) capabilities it was just crazy! I there got into programming with structured languages like Pascal and C - there I decided to go into computer science as a profession. Around 1989 onwards the IBM compatibles took over and I started my study. That was the time when computers kind of lost their magic for me... Don't know, but somehow they were just boring tools which did their job. But they were never as exciting again. Just boring grey boxes which initially didn't even compare with the Atari ST. So now I stumbled over this project here - and I get it! 8 bit computers like the C64 or to some extend the original Atari ST were simple and actually easy to understand. My dayjob doesn't involve programming any more - and I miss it. Tinkering with IoT stuff and my smart home setup is fun, yes, but not as rewarding as getting the maximung out of a limited machine. I'm now thinking about getting into developing for the X16 - just don't know what it should be yet... so let's see what happens ...
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