Archive for the ‘Jason’s News’ Category

Workprint – July 2016

Wednesday, July 6th, 2016

Wow, I somehow seem to have missed the workprint post for a couple of months without either realising or knowing how it even happened! Since I’m currently blaming everything on the result of the EU referendum, so that can be the scapegoat for this situation as well even if it’s demonstrably not the case. In truth, free time has been more scarce than usual so releasing a demo at Sundown has, along with plans to actually show up in Budleigh Salterton for once, sadly fallen by the wayside. It might still be possible to get a monthly demo release together to contribute, although the ideas pile is a little sparse and I doubt a multi-platform audience would “get” what .

So instead I’ll be focusing on a Plus/4 part to contribute for the Cracker’s Demo 5 deadline; it’ll be started from scratch – I can’t test the code being written previously – and my current mantra of “if in doubt, DYCP” is almost certain to apply, that’s doable. I mean, it’s not as though I have problems with meeting deadlines is it… oh.

Here’s some news that isn’t mine though, Sokurah has just released his ZX Spectrum conversion of my C64 game Vallation! It can be downloaded from the relevant page of his website and features some lovely graphics from Craig Stevenson as well.

MD201606 – JSL Poop (C64)

Sunday, June 19th, 2016

I’m half a week behind with the post because… well life stuff again, but there was another new monthly demo released last Wednesday under the Cosine flag; it’s named MD201606 – JSL Poop because it uses a two and a bit screen high conversion of a JSL-drawn picture called CSDb Shit. It took a couple of days to convert the picture and clean it up so that the text was more legible, write the bitmap scrolling code and generally put everything together including a great last minute musical contribution from aNdy.

There’s been quite a bit of “scene drama” behind the picture; it was originally posted to Facebook by JSL for around twenty minutes until he decided to remove it but, social media being what it is, that was more than long enough for it to be downloaded and, a few hops later, there was the CSDb entry. The question of whether somthing like this counts as a C64 scene release has been raised in the comments there but, to my mind at least, it references people, a website and events within that scene so is perfectly valid even before we consider the C64 scene’s history of ragging images in paper-based magazines or on disk envelopes.

I was challenged over my actions and asked if I had a reason to hate JSL; the answer to that question is no I don’t and my primary motivation was the challenge of pushing the aforementioned image into the C64 and making it scroll, even if that proved to be far less difficult than I’d expected! But at the same time, JSL’s posting the original picture made a statement even if he wasn’t brave enough to stand by his guns afterwards, so in that respect MD201606 can probably be considered a tweak at his nose , albeit without much malice intended; perhaps it’ll serve as a reminder in future though, if he doesn’t want things he creates seen by others it’s best to not distribute them on the internet in the first place! There’s some source code I’ll possibly regret posting over at Github

MD201605 (C64)

Monday, May 30th, 2016

One thing I’m occasionally prone to (in much the same way that the Pope is, allegedly, occasionally prone to defecating in woodland areas) is getting a little carried away; the simple DYCP I’ve previously mentioned was going to be just that, it really was… until part of me decided to bolt a similarly simple tech tech routine in!

And stopping with only two thirds of the screen occupied like that would have been close to impossible, difficult, so MD201605 has all of the above and a third routine which might not even have an official name! In my mind it’s a “Drive rez” effect because it dissolves two logos together and I first saw it in a demo part by Drive which was a contribution to The Ruling Company’s Mega-Co Demo back in 1989.

The source code has some ACME trickery to unroll the DYCP clear and draw routines (so there’s just the one iteration in the source with a loop around it to generate a large chunk of code in the binary) but should still be readable since there are no “trickier” optimisations like MD201602 has to obfuscate things. I wonder if my DYCP fixation is dealt with now…?