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New Old Things

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Right behind you
Musings of a hobbyist
103 comments
7 followers
104 entries
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Endurion
October 13, 2012
A C64 Game - Step 72

A rather simple step, remember the story page? Now the next chapter text has been put in place, as well as a cool off text after beating the first boss.




Analog to the ShowChapter routine we add a ShowChapterEnd routine.

!zone ShowChapterEnd
ShowChapterEnd
          ;clear screen
          lda …
2,580 views
Endurion
October 06, 2012
A C64 Game - Step 71

Now a little polish for Sams dark powers, they were a tad too dark to see

Realistic colors are one thing, but if it hampers the gameplay they have to go. So dark powers are now white.
And animated.


Core routine is this, it redraws every char of the beam with one of four random characters:

;redraw fo…
2,779 views
Endurion
September 29, 2012
A C64 Game - Step 70

And a new boss. Quite similar to the first actually, but supposed to be a bit more aggressive.

This boss needed a bit of refactoring since a few code parts were reusable from the first boss. First up, the find one player to hunt:

;looks for player
;x = own object index
;returns player index in y
!zo…
2,723 views
Endurion
September 22, 2012
A C64 Game - Step 69

And yet again, the next bunch of stages, this time a deserty area.



Have fun!

step69.zip

Previous Step Next Step

3,278 views
Endurion
September 15, 2012
A C64 Game - Step 68

Added a first version of Sams dark force, making it visible. It's not looking quite what I wanted it, but it is getting there.



To make things faster for removal of the beam we calc the required length and direction of the beam:

          ;redraw black beam
          ldx PARAM6

          ldy SPRITE_…
2,958 views
Endurion
September 08, 2012
A C64 Game - Step 67

And per popular request now we also have a Game Over sequence. We add the missing letters and add a short loop displaying and animating the sprites.



At the beginning of CheckForHighscore (which is called on game over) we add a short loop. This snippet calls a sub routine to set up the sprites and t…

2,897 views
Endurion
September 01, 2012
A C64 Game - Step 66

Nothing new code wise again, just the next 10 stages!



Have fun!
 

step66.zip

Previous Step Next Step

2,638 views
Endurion
August 25, 2012
A C64 Game - Step 65

I had several complaints as there was no bullet. Well, after this step there is still none, but you do get a flash ;)

When shooting we add this:

          lda #5
          sta PLAYER_RELOAD_FLASH_POS
          lda #1
          sta VIC_BACKGROUND_COLOR

Below the call to ObjectControl we add thi…

2,594 views
Endurion
August 18, 2012
A C64 Game - Step 64

Bug fixing!

Note how the sprites would flicker about before/after Get Ready?
Fixed. Also, Sam got borked again, esp. during a boss fight. Now that's also fixed.

First part is pretty easy, we disable the screen during build up of the level. Fortunately the VIC allows exactly this. So we add

to disab…

2,579 views
Endurion
August 11, 2012
A C64 Game - Step 63

Ever noticed how the music gets stuck when the next stage is built? Especially notable if you use '1' to skip through stages.
That's amended in this step. It boils down to having a raster interrupt which calls the music player.

In the current version the music player routine was called in the game …

2,788 views
Endurion
August 04, 2012
A C64 Game - Step 62

Time to get rid of the old ugly Get Ready display. And put up a new ugly one.



The changes are pretty easy, we modify our DisplayGetReady routine to display the sprites now (and store the old sprite settings):

;------------------------------------------------------------
;displays get ready
;--------…
2,639 views
Endurion
July 28, 2012
A C64 Game - Step 61

And a little gimmick: Did you notice the black sewage in some of the later stages? Now it affects everything that's inside, as it's slowing down enemies and the players.




The change is surprisingly simple. We have a function named ObjectControl, which is called every frame to update all objects. We …

2,761 views
Endurion
July 21, 2012
A C64 Game - Step 60

And here's boss #3. Good luck!



A note to the latter code additions: If you wonder about the +(+) and -(-) labels, they are relative labels. They basically work like this: If a jmp or other reference is encountered, the compiler looks forward (+) or backward(-) for the first matching location. The +…

2,832 views
Endurion
July 14, 2012
C64 Interlude - Emulator Handling
A few comments show that people do have problems getting the actual game to run. As to expect, most people won't have a real C64 anymore (or - gasp! - never had one). Those who still have one surely know how to run the game. For all others this little guide should explain things:

A little history le…
1,987 views
Endurion
July 07, 2012
A C64 Game - Step 59

And yet another boss, this time a bit different than the previous two.

;------------------------------------------------------------
;boss 3
;------------------------------------------------------------
!zone BehaviourBoss3
BehaviourBoss3
          BOSS_MOVE_SPEED = 1
          lda SPRITE_HITBA…
2,753 views
Endurion
June 30, 2012
A C64 Game - Step 58

Another entry with no code change at all. Richard Bayliss created custom music for the game.

Code wise there is no change, just the music player binary included is a different one.

Enjoy!

step58.zip

PRead more in New Old Things

2,874 views
Endurion
June 23, 2012
A C64 Game - Step 57

This is a technically more sophisticated step. We'll add the possibility of a borderless level, and also a second charset.



Especially the latter requires a thorough planning of where to put things in memory. Remember, the VIC (the C64s graphic chip) can only see a 16K range at once. This means, all…

3,173 views
Endurion
June 16, 2012
A C64 Game - Step 56

And here's the next boss. A striking similarity to the first boss, and yet a little bit different.

The main behaviour of this boss is the same as the previous, only the beam is diagonal this time.

Making a diagonal beam is somewhat more difficult, as you need to check for both playfield borders. Th…

2,926 views
Endurion
June 09, 2012
A C64 Game - Step 55

Yet another step without much details. The next 10 stages await you.

If you want to check them out, don't forget, that you can press '1' to advance to the next stage.



Since this step is somewhat short, find the level editor I'm using attached as well. Open the file "Supernatural.elementeditorprojec…

3,285 views
Endurion
June 02, 2012
A C64 Game - Step 54



A direly needed step, bug fixing. Usually if I encounter a bug and for whatever reason can't fix it right away I'll note it down (it's just too easy to forget). This step fixes:

Spawn count bug fixed (a stage would not be detected as done)
Major slowdown when playing with Sam (bad bad bug)
Car spr…

2,915 views
Endurion
May 26, 2012
A C64 Game - Step 53

Here comes our first boss. Nothing too difficult, but different. Let's see what this works out to



The boss moves quite similar to the ghost however he's got a special attack. If nothing else happens the boss is homing in on you. If you shoot him two times he goes into attack mode (and you better s…

3,108 views
Endurion
May 19, 2012
A C64 Game - Step 52

To make spawning enemies a bit more player friendly spawns are now shown before the enemy actually appears.



The way to implement this is quite simple. We've got a neat object system running already, so we make the spawn animation just another type.
Once the spawn life time is up the object is repla…

2,864 views
Endurion
May 12, 2012
A C64 Game - Step 51

More cooperative hodge podge. An experimental feature, both players are needed to kill an enemy. Sam must hold the enemy, so Dean can shoot it.



To accomodate this the changes are quite simple:

First block the hurting of enemies when they are held by Sam:

          ldy SPRITE_HELD
          dey
     …
3,247 views
Endurion
April 14, 2012
A C64 Game - Step 50

In this step the powerups for range increase and decrease reload delay are made permanent. They won't fade with time.
You can also collect up to five extras to reach the maximum. And the powerup stays even when you get killed. (Don't you hate it when you die in Bubble Bobble and you're slow again).…

3,268 views
Endurion
April 07, 2012
A C64 Game - Step 49

Bug fixing time. Don't ever let the bug count get out of hand.

Most enemies wouldn't have a proper hit back effect. Also, some sprites are moving inside the floor visually. We'll fix that in this step.



Hit back works the same for all enemies, so let's make it a new sub routine. The routine is to be…

3,169 views
Endurion
March 31, 2012
A C64 Game - Step 48

This update doesn't really add anything mentionable code wise, however there's a full chapter of 10 stages.

Have fun!

step48.zip

Previous Step Next Step



3,300 views
Endurion
March 24, 2012
A C64 Game - Step 47

Poor Sam got nerfed. Now his force range starts out really low (about 5 characters), but can be improved by picking the proper extra. And finally cheat keys appear. Press 1 to advance to the next stage.



We modify the existing SamUseForce routine to check for a max range (stored in PLAYER_FORCE_RANG…

3,319 views
Endurion
March 17, 2012
A C64 Game - Step 46

This time we'll add a chapter intro. The game is supposed to be separated in themed chapters with an intro for each. There's nothing much to it, we'll display a short text while the boys drive to their new target.



For now we simply show the first page after starting the game:

          lda #0
      …
3,052 views
Endurion
March 10, 2012
A C64 Game - Step 45

In this version nothing much is added to the code. However an external level editor was added (Windows executable) which helps a lot in churning out pretty levels faster.



Most prominent addition are level elements. Before the level was built mostly of simple primitives (line of an character, etc.).…

3,438 views
Endurion
March 03, 2012
A C64 Game - Step 44

And yet more enemies, an underground hand and a devil skeleton. Nothing spectacularely new.



The devil skeleton is behaving mostly like the mummy. Walk back and forth, if a player is seen, speed towards him.

!zone BehaviourDevil
BehaviourDevil
          lda SPRITE_HITBACK,x
          beq .NoHitBack
 …
3,045 views
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