Workprint – June 2017

There hasn’t been a lot of coding time for one reason or another recently, but one thing I’ve been tinkering with a little is the SuperCPU or more accurately an emulated version courtesy of VICE; I’ve reworked my unrolled plotter – the one used in MD201704 – to handle about four hundred points. There’s also a “user interface” so that the cosine curves can be fiddled with as well because that seemed like a fun thing to do.

Halfway through playing with it I realised that, since it’s 6502 code rather than 65816, there’s no reason it won’t work on my Turbo Chameleon-equipped machine as well… where the 6MHz mode takes longer to get all of those points cleared, updated and drawn whilst the “unlimited” mode actually gets job done faster than the SuperCPU! Since I can at least release it as tested on one real accelerator and possibly get someone to run it on a SuperCPU as well, this may well become MD201706 and there should be enough raster time to finally use Sean’s double speed cover of Brian The Lion without breaking a virtual sweat.

There’s also a C64CD demo being prodded at right now, quite literally in fact since it’s testing on my C64C as I write. Unlike previous releases on said label it isn’t inspired by classic 1980s or 1990s releases and instead has a loose theme based on current events and a discussion at the Atari Age forums which got onto the subject of encryption. It needs a little more work, but should be ready to go either tomorrow or possibly Thursday.

MD201606 – JSL Poop (C64)

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

Workprint – June 2015

Whoops… so last month’s workprint got a little “lost” but there wasn’t much going on so that’s okay; there’s only a couple of things for me to waffle about this time so we’ll start with Hammer Down which, after a slight deviation where Sean said he wanted to extend the music and asked for another 512 precious bytes of memory, is now officially finished. And yes, it’s quite difficult to type when you’ve got your fingers crossed.

The second thing is that I’ve been in a somewhat demo-ish mood of late so have started drawing logos and doodling code ideas; there are plans over at Plus/4 World for a new instalment in the Cracker’s Demo series and I have half a part written which should be using this logo…

…and, because I’m “oldschool”, raster effects (but since I’m used to keeping demo ideas under wraps, the specifics will remain shrouded in “mystery” for the moment). After that things are somewhat vague right now, with just Blok Copy for the Plus/4 announced and a couple of other games currently under my hat

2016 is also Cosine’s 30th anniversary and I really want to get some demos and possibly even another game out the door during that year… and I do have a bucketload of mostly C64 prototypes right now, so if anyone wants a party invite or BBS advert it might be worth getting in touch!