Well, the still-untitled C64 game currently referred to as Last Red Biker has finally got a titles page!
The actual code is now pretty much done apart from the completion screen and some tuning up of event delays that can’t be done until the music is installed. The remaining slog is that last block of code, tidying up the map (which is mostly trees with incorrect shadows by the look of things, although a few other tweaks will no doubt present themselves once the game is properly playable) and adding the final co-ordinate data for objects. There’ll be a playable preview on the Oldschool Gaming stand at Revival in Wolverhampton this coming weekend if anyone going fancies giving it a whirl.
I should also have my (t)rusty old laptop along which will have a playable preview of the Apple II game I’ve been working on called Hissing Sid if anyone asks… or indeed if they don’t ask! That looks like this…
…and yes, it’s a Snake clone because starting simple and getting that going seemed like a good idea when approaching the hardware. The Apple II is an interesting platform but has been tricky to work with at the same time, partly because the kind of documentation a beginner needs is spread out over a number of sources. There’s nothing definitive about getting a reliable vertical blank sync for example, with a few documents mentioning techniques but adding caveats about how they don’t work on every model of Apple II. That’s hopefully been sussed for Hissing Sid thanks to some lovely, fluffy bunnies at the Atari Age forums who kindly ran some of my shonky test code on real hardware, but it’ll need a lot more testing before release…