The lack of releases means this blog has been even quieter than usual… but things continue to happen in the background. For example, the rewrite of the Hex Files is still in the “exploratory stage” as I settle on an assembler and IDE to target, rethink the running order and actually start doing a bit of writing. CBM prg Studio initially looked promising but I really didn’t like the way it converts tabs to spaces in the source code; I’m used to whizzing around with the cursor keys so it feels somewhat stodgy. A few other options have popped up (feel free to insert a Finbarr Saunders reference here both for “popped up” and “insert”) so I’ll have to see if they feel any more comfortable.
Last month’s post also received a slightly less than subtle comment about Vallation. I forgot to mention it in said post, but it was the first piece of game code I started prodding around and a few changes have been made. The problem is that they’re not exciting enough to write about, essentially boiling down to just reorganising the memory layout to shift all of the graphics from bank 1 to bank 3 which makes space for extra level data required to expand the game out. At the moment this is all pretty much irrelevant until the end of game code is properly repurposed to act as an end of world event (each world is planned to be three levels sharing a graphical theme and, hopefully, some bespoke enemies) because it still stops after the original three levels unless I remove the checks, in which case the player instead gets deliberately stuck on the first screen of level 5’s map because it’s not done yet!
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.
The final 16K cartridge version of Vallation was released in the early hours and it can be downloaded from the Cosine website or grabbed along with the other entries from the RGCD website and the C64 Scene Database. I’ve also uploaded a video to my olde YouTube channel of the game playing:
There are three levels containing seventy one screens, all crammed into just shy of 16K (it could have been optimised a little, but currently there are less than 150 bytes of free ROM in the cartridge image) and, assuming the player has a good knowledge of the levels, playing through in a hurry will take around nine minutes whilst going for score bumps that up to thirteen.