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A C64 Game - Step 82

Posted by Endurion, in C64 12 January 2013 - - - - - - · 885 views

A few very small updates coming up, here's the next portal stage. Have fun! Previous Step   Next Step

A C64 Game - Step 81

Posted by Endurion, in C64 05 January 2013 - - - - - - · 931 views

A new pickup! And it shines http://public.gamede...fault/smile.png Sometimes one of those wondrous bullets of Samuel Colt will be dropped. Those can kill any enemy with one shot, so use them well! The changes are quite simple. In the PickupItem routine we add a handler for those new items:                  cmp #ITEM_SUPER_BULL...

A C64 Game - Step 80

Posted by Endurion, in C64 08 December 2012 - - - - - - · 1,188 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 - - - - - - · 896 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 - - - - - - · 1,077 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 - - - - - - · 1,044 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 - - - - - - · 1,185 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 - - - - - - · 1,204 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

A C64 Game - Step 74

Posted by Endurion, in C64 26 October 2012 - - - - - - · 1,041 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

A C64 Game - Step 73

Posted by Endurion, in C64 19 October 2012 - - - - - - · 1,072 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...

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