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A C64 Game - Step 80

Posted by Endurion, in C64 08 December 2012 · 805 views

Did you notice the huge door in the background? It's about time it opens! That's actually pretty simple. At the jump-to-next level code we add a check. Whether the open door animation is shown depends on a bit in the LEVEL_CONFIG byte. GoToNextLevel   lda LEVEL_CONFIG   and #$04   beq .NoDoorAnim   jsr DoorAnim.NoDoorAnim The actual animation is str...


A C64 Game - Step 79

Posted by Endurion, in C64 01 December 2012 · 611 views

Almost a new feature: For the final level range the enemies spawn in waves. In this level, after beating the wolfmen two more waves of other enemies come in. And all without any more memory in the level data!



The key is in the previously used SPAWN_SPOT_SPAWN_COUNT. We use the upper 4 bits to contain the wave the spawn...


A C64 Game - Step 78

Posted by Endurion, in C64 24 November 2012 · 754 views

Added and streamlined all story pages. Now we have locations (mentioned) and a crude "story arc". Plus a little animation on the last two bosses. There's no higher meaning behind the locations, I just wandered about USA with Google maps ;)

Showing no code this time, since it's merely added text to existing tables.

The aforementioned...


A C64 Game - Step 77

Posted by Endurion, in C64 17 November 2012 · 673 views

And another boss. This one is different, as it spawns bats to the left and right. And is only vulnerable during that part ;)



The boss routine is a bit bigger this time. The attacking bat code is already there, so nothing to add on that part.
As behaviours got increasingly complex I started to write the state values on top of...


A C64 Game - Step 76

Posted by Endurion, in C64 10 November 2012 · 844 views

And yet another 10 stages. A few animation bugs show up with the water, in general there seems to be another fixing step coming up.



Have fun!


Previous Step Next...


A C64 Game - Step 75

Posted by Endurion, in C64 03 November 2012 · 847 views

And more! Now the executable hit the load barrier, so Exomizer is the only way to go onwards (before it was optional). Added a new waterfall char with the same effect as low water.



At the same location the other char is initiated we add this:


ldx #0
-
lda $F800 + 143 * 8,x
sta ANIM_TILE2_BYTES,x
...


A C64 Game - Step 74

Posted by Endurion, in C64 26 October 2012 · 720 views

Another boss!

And one, that works differently than the others before him.



This boss is spawning bats that fly left/right and vanish once hitting the screen border.
Thus we remove the path-8-flying bat and replace it by a simple attacking bat:


!zone BehaviourBatAttacking
BehaviourBatAttacking
lda...


A C64 Game - Step 73

Posted by Endurion, in C64 19 October 2012 · 749 views

Nothing new code wise this time, but something necessary: Packing.

The normal file now hits the 40Kb mark, and it's slowly getting too big to simply load. Remember the memory layout?
There is free memory from 2048 to 49151. Above that address the Basic and Kernal are overlayed over RAM. And both are active by default when loading.

Here comes Exomizer...


A C64 Game - Step 72

Posted by Endurion, in C64 12 October 2012 · 797 views

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...


A C64 Game - Step 71

Posted by Endurion, in C64 06 October 2012 · 815 views

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 force beam...






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