As noted a few times recently, I’ve cycled over into “demo mode” and have been working on… well, something that I’ll be keeping quiet about for a little while yet until it properly gets past that stage where it could be changed or indeed completely reinvented on a whim. Generally speaking though, my intention is to have something ready for X’2018 in early November – assuming we have a representative to take it along – and have a cluster of prototype routines along with some other ideas I’ve been meaning to try and a folder of logos because everybody loves logos… right?
Things have been going slowly but surely so far – today alone I somehow managed to metaphorically paint myself into a corner on two different occasions with what should’ve been relatively simple code, either choosing a less than sensible place to store things or simply running out of memory altogether – and, because it’s been a painfully long time since I worked on anything that wasn’t a onefiler, last week saw me sitting down and trying to get my head around cruncher and loader integration with some of the more recent iterations of popular tools with very little joy… at least until I discovered lft’s Spindle that is.
Spindle is, in essence, a back engine for demos which deals with loading and decompressing of data to the point where the user doesn’t need to be involved; no fighting assemblers to build loader or decruncher code, no messing around with building disk images of data, just document the files being used and the order they’re needed via a script file which is then run through Spindle to automagically get a working disk image out the far end. There are caveats of course – a couple of places in memory have to be avoided, something else I bumped into today – but having to do things just a teensy bit differently is worth it for the results.
Main project aside, there’s also been a little time spent generally doodling both with graphics and ideas for effects and a couple of forays onto other platforms; something might come of the latter if they survive testing on real hardware – in both cases the code was for a platform I don’t actually own right now, so that’s something of an issue – but at the very least it was all good practice.
Things have been a little rough of late with everything being topped off with our thirteen-year-old dog King passing away on the 7th of June – he arrived here at the start of 2005 as a small, six week old bundle of fluff. I haven’t really been in a fit state for much of anything since then – I pretty much kept up with Retro Gamer and tried “powering through” and sticking to my blog schedules but only managed about half of the “planned” posts – and I was even quieter than usual on social media which is something of an achievement I suppose? I’ve just realised whilst writing this that it happened almost a month ago, but I’m still getting the occasional wobble when it would have been his dinner time…
I haven’t done much code since then, but the bulk of what I’ve written during that period has been “busy work” to keep my mind occupied more than anything else. Vallation hasn’t seen any attention because I didn’t dare sit down with anything that complicated where I could easily lose concentration halfway through modifying something important and leave myself with a steaming mess to knock the bugs out of later… I’m perfectly capable of doing things like that often enough as it is without any external encouragement!
One of the distractions was writing a game for the Spectrum for release under the C64CD brand. It’s pretty much done apart from needing quite a bit more level data, but now it’s that close to complete I’m sort of committed to finishing it as an entry for the venerable CSS Crap Game Competition. It’s crap in the sense that it’s incredibly simple as a game and my Z80 is shockingly bad to the point where I’m considering a disclaimer when the source goes up to Github warning people that it’s not there as a “learning tool” unless being used as an example of how things really shouldn’t be done. That doesn’t stop me being almost perversely proud of it for some reason?
One ongoing project that’s been vexing me a little is the new C64CD game; the problem I’m having is with the name, which is basically six consonants from the latter half of the alphabet slung together pretty much at random which make it, as far as I can tell, unpronounceable. That wouldn’t be a problem except there’s always a chance I’ll need to talk face to face about this thing down the line and having to refer to it as “Thingybob” because I can’t pronounce my own game title would be embarrassing if I had any shame… perhaps I’ll just tell everybody that it’s pronounced “Thingybob”?
Anyway… the weekend saw me prodding around Vallation with the intention being to migrate to the latest version of Char Pad; this was mainly because it supports direct editing of the character set again rather than painting to the tiles, something which kept me away from every version after the first release. This transition would also mean a begrudging upgrade to my cheap and incredibly cheerless map converter which was originally written because the levels are stored as source code with each screen being a converted block of Char Pad map data followed by colour, exit and enemy data.
But on yanking the existing CTM files into the new version of the editor I discovered that the mode Vallation used which assigned thirty two bytes per tile with half of them being attribute data wasn’t supported in this updated Char Pad! Instead there’s an attribute byte per character so, if the byte for character $14 is set to red, every instance will appear in that colour and there has to be a second copy of the character if you want one in purple. But after muttering darkly about this for about half an hour whilst and prodding grumpily at the data, I realised that the bullet had actually been dodged because, apart from the four teleporter characters which ended up getting their own code, the tiles weren’t using more than one colour per character so converting it was actually possible.
It still took a quite few hours of juggling to sort out the existing levels, followed by rewrites to the tile plotters which updated how they handled colour, then some new code allowing each tile set could have a unique attribute table as well but, after three days scratching my head and swearing, for the most part at least all of those changes are invisible because it looks the same as before! On the plus side, there’s over 5K of memory saved on colour data and I can work in a far more comfortable version of Char Pad now, although the map converter was more cheerless than I remembered it being and will need further surgery sooner rather than later.