Heaven/TQA Posted July 10, 2008 Share Posted July 10, 2008 ok... I started it again (don't blame me for leaving Beyond the Evil little bit but...) stay tuned... this one is little bit tougher... Quote Link to comment Share on other sites More sharing options...
Tezz Posted July 10, 2008 Share Posted July 10, 2008 ok... I started it again (don't blame me for leaving Beyond the Evil little bit but...) stay tuned... this one is little bit tougher... Looks interesting Heaven.. I'm not familiar with this though, what's amok? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 10, 2008 Author Share Posted July 10, 2008 A nice Berzerk Clone from the VIC... i loved that back in the 80s same with the 16k version called "Super Amok!". Quote Link to comment Share on other sites More sharing options...
Tezz Posted July 10, 2008 Share Posted July 10, 2008 Cool. Sounds great, everyone likes a berzerk cloan Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 10, 2008 Author Share Posted July 10, 2008 no offence to the coder... but Jeff's code was easier to understand... a lot of selfmodifing code... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 10, 2008 Author Share Posted July 10, 2008 thanks the MetaLlama experience... Quote Link to comment Share on other sites More sharing options...
xxl Posted July 10, 2008 Share Posted July 10, 2008 nice Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 10, 2008 Author Share Posted July 10, 2008 ok. small but last update for today. you can move around with the joystick or use the keys U,H,J,N. shift & fire button should be the fire but it won't work yet. you can walk around and enter doors for next rooms... the screen refresh is not synced yet... the game draws a complete screen per game cycle (including walls)...but should be fixable... amok1.zip Quote Link to comment Share on other sites More sharing options...
+Philsan Posted July 11, 2008 Share Posted July 11, 2008 ok... I started it again (don't blame me for leaving Beyond the Evil little bit but...) NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 11, 2008 Author Share Posted July 11, 2008 Variety is the spice of life. Quote Link to comment Share on other sites More sharing options...
+Philsan Posted July 11, 2008 Share Posted July 11, 2008 (edited) Variety is the spice of life. True. I have read that variety is important to try to avoid Alzheimer's disease. For example, it's a good idea to change our place in bed, sofa etc. I don't know if changing games works too! Edited July 11, 2008 by Philsan Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 14, 2008 Author Share Posted July 14, 2008 just let you know that I have the title screen plus difficulty settings running but there are some bugs I need to check before I release a first build: - shooting is not possible - sync / vbl the whole game is written "poorly" I have to admit, there is no sync code or anything...the whole screen is drawn every frame... first screen gots deleted, then the walls are drew then the robots then the player... oh...and not to forget the clearing of the colourram. then the code is using self modifiy code and the whole code is squeezed into the 5k ram...so... lookup tables are included in the code section, font includes code as well same goes to other sections... maybe I should go for "super amok" version (8k version)... this one might be better written... after the game engine is working I will go for reducing the screen size to 20x22 again... Quote Link to comment Share on other sites More sharing options...
Tezz Posted July 14, 2008 Share Posted July 14, 2008 just let you know that I have the title screen plus difficulty settings running but there are some bugs I need to check before I release a first build: - shooting is not possible - sync / vbl the whole game is written "poorly" I have to admit, there is no sync code or anything...the whole screen is drawn every frame... first screen gots deleted, then the walls are drew then the robots then the player... oh...and not to forget the clearing of the colourram. then the code is using self modifiy code and the whole code is squeezed into the 5k ram...so... lookup tables are included in the code section, font includes code as well same goes to other sections... maybe I should go for "super amok" version (8k version)... this one might be better written... after the game engine is working I will go for reducing the screen size to 20x22 again... that sounds like you'll be re-writting a lot of it then! maybe the super version is worth looking into before doing more work on it. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 14, 2008 Author Share Posted July 14, 2008 i just had a quick look and it seems I will give Super Amok! a try instead of messing around with the small one... but it has smoother gfx so I hope it will not use the complete 256 font... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 14, 2008 Author Share Posted July 14, 2008 here are the vic-20 screens of the 8k version... looks much better... (i have print out here of the DIS6502 file, 52 pages din a4)... Quote Link to comment Share on other sites More sharing options...
Tezz Posted July 14, 2008 Share Posted July 14, 2008 here are the vic-20 screens of the 8k version... looks much better... (i have print out here of the DIS6502 file, 52 pages din a4)... Yea, the super version does look much better. It's quite a lot of code to trawl through there! Look foward to seeing the progress on it. Good luck. Another cool port on the way. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 15, 2008 Author Share Posted July 15, 2008 (edited) well... played around with the Super Amok version. it's really better programmed than the 3,5 "messy" version (the Amok! source looks like the actual Beyond the Evil build... ) but as I assumed... it utilises more GFX and of course the game uses full 256 chars per font... so...some question you might help me $9005 = $EF where is the font and the vram located? (please not the actual description as I have the OS manual etc here) $9005 = $CD same here... font? vram? I even have no clue if it does double buffering...as when changing in VICE the $9005 ingame to $C0 (default) it flickers and then switches back so I changed the code where the $9005 is written and it starts to flicker like hell... but wasn't aware of that VIC can do double flicker... I have uploaded the super amok! cart image (it's available on public FTPs...so I do not worry)... and in the archive there is a .raw file for DIS6502. load this into DIS6502 at $a020. you can insert the cart in VICE as 4k cart at $a000 and then do a reset. but then you can not change the code in the monitor... (took me half an hour to figure it out why...simply because it is a ROM... ) so... you can do the trick... configure your VIC20 as full RAM enabled (28k and all blocks activated). then autostart the PRG file...it will be loaded fine but not started. so enter a SYS 40960+32 and the game code is starting... to fix the title screen is easy...as the logo is 64 chars, the game point intro below is ok as well same to the scroller... all can be devided by using DLIs but ingame needs little bit more thought... play around with the game...it's not bad... all smooth gfx...and you can shoot several bullets at the same time... Super_Amok.zip Edited July 15, 2008 by Heaven/TQA Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 15, 2008 Author Share Posted July 15, 2008 ok. small update... well... the 256 font thing is little bit tricky... it took 2 hours to get the title screen running in a way Antic 6 can display the stuff... amok2.zip Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 16, 2008 Author Share Posted July 16, 2008 (edited) small update...robots marching... Edited July 16, 2008 by Heaven/TQA Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 16, 2008 Author Share Posted July 16, 2008 well... it seems that the 8k version is far more clever with the sprite engine... as it looks at first glance it assigns free chars to sprites dynamicly... check out the ATR and press START (F1) to enter the game... just have a look on the robots... you can not move around yet but in some rooms the robots kill each other and as more got killed as less "wrong chars" are on screen and even suddenly the robot shot arrives on screen and the player sprite appears correctly... ps. ignore the flicker as the game is based on the vic-20 speed and even uses double buffering... amok2.zip Quote Link to comment Share on other sites More sharing options...
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