Archive for the ‘Jason’s News’ Category

F15 D’Gamma Clone (Apple II)

Tuesday, May 24th, 2016

There was a new C64CD release last Thursday called F15 D’Gamma Clone, it’s a crack intro style single screen affair for the Apple II (based on two intros by Black Bag and The Six Pack) and is my second released production for said machine. Of course it didn’t bloody work in the initial release because the way I was reading the vertical blank isn’t a constant, but Atari Age user cybernesto helpfully forked and fixed the source code (and I’m reasonably sure the changes were merged back into the main branch… but don’t quote me on that) to at least get it working on the Apple IIc and I’ve since received some very helpful pointers on the topic along with some great feedback!

Another AA forumite called Newsdee very kindly recorded video of the code running on his Apple IIe as well and I’m surprised at how well things came out there considering my clunky and painfully user unfriendly graphics converter!

I’ve had quite a bit of fun prodding at the Apple II with this and Septic, although the emulators aren’t anywhere near as accurate as they could be for testing code. I do have more ideas to play with, though…

Workprint – April 2016

Monday, May 2nd, 2016

I’m getting a bit behind on the “how it works” posts again, aren’t I…? Anyway, here comes a quick update from Chez Roundabout regarding ongoing code, although you’ll have to excuse the lack of screenshots because, whilst some bits are done or at least close to working, it isn’t quite the right time to be showing them publicly!

Hammer Down now has cover artwork from Trevor Storey and a loading picture by Steve Day, both are in the style of Mastertronic’s classic Action Biker which was one of the main inspirations for the game in the first place along with The Last V8 and Code Masters’ Red Max, not what I was expecting and utterly, fantastically right for the game. At some point during this coming week the current Cosine greetings list will need inserting and then I can roll out a build for tape and disk mastering for Kenz at Psytronik, hopefully dealing with that particular albatross once and for all. And I know that sounds unusually negative, but the last month or two of that project left me not wanting to write game code over a year ago and nothing has changed since.

As far as demos go, the next C64CD project is in the design phase (in other words I’m searching through 1980s releases for elements to “borrow”) and is going to target a platform I haven’t previously released for on that side of things, but no specifics yet in case I change my mind! MD201605 on the other hand is another C64 release and probably about 75% done at this point; along with showcasing a great piece of music from aNdy, will also be making good on my previous promise to produce a simple, heavily documented DYCP routine. Don’t worry, it won’t just be a regular DYCP because I’m throwing in a couple of other classic routines at no extra charge!

There’s another demo project in the wings as well, a multi-loading affair if all goes to “plan” which is destined for release at Sundown in mid July with Andy doing the music and Sean providing a little code. I’m nowhere near certain as to if I can make the party itself since I don’t drive and Budleigh Salterton is a serious trek even when I’m only taking a laptop, C64, Turbo Chameleon and a small TFT display, but this is the last instalment and I didn’t get to any of the others so perhaps it’s time…?

MD201603 (C64)

Thursday, March 31st, 2016

This month’s new entry into the Monthly Demo pantheon is MD201603, which was released earlier today. Programming and the character set were by me, but rather than finding an unused tune from a Cosine member, this time there is a brutal cover of the Protracker module Lost In Time from SAE’s collection Amazing Tunes 2 by new member aNdy who also did the logo and sprite graphics. He’s the person who comments occasionally on this ‘ere blog and essentially stops me from completely losing the plot.

The emphasis is once more placed on the scroller, which is a DYPP routine; that differs from MD201602‘s DYCP code by having just the one scroller but moving each pixel column independently rather than just each character column. The movement is also significantly more complicated here because, although going for the simpler single curve approach would’ve made this quite a bit less resource hungry, the double cosine movement just looked so nice!

I’ll get around to the regular “how it works” quite soon and the source code is already up at Github for those brave advemturers who want to go exploring completely unaided! Oh and don’t worry, I haven’t forgotten the simple DYCP example that some nice people asked me to write as well and that’ll hopefully get done at the weekend if all goes to “plan”!