Here’s a surprise release under the Cosine flag, Unused Shmup Tunes is a harrowing morality tale about the evils of capitalism and the long term, far reaching effects they have on society as a whole… no? Okay, it’s actually a music collection which contains four pieces that aNdy composed for a shoot ’em up some idiot with a blog was meant to code…
aNdy also wrote the code driving the collection and drew the rather lovely PETSCII logo using his nearly complete screen editor for good measure! For those with inquisitive minds, all of the source code and a swathe of work files have been bundled up with the C64 executable in the archive that can be blagged from the Cosine website or at the CSDb.
So yeah… as I hinted above the tunes are actually for a scrolling shoot ’em up I was talking about doing as part of the rewrite of my C64 coding tutorials but, since I have the attention span of half a dozen ferrets in a particularly interesting museum, that’s been pushed onto the back burner for the foreseeable and it would’ve been a waste to let the music sit around gathering metaphorical dust.
So how about some arena-based blasting on the C64 for a quiet but annoyingly warm Sunday evening then? Well, there’s always Death Weapon from… erm, yours truly on the C64CD label that popped up as a last minute entry into RGCD’s 16K cartridge competition. So why not grab a joystick and blast those nasty little aliens into oblivion!
The gameplay was originally based on Jeff J Gosden’s Death Dealer from 1989 but had elements from other titles grafted into it and one thing to look out for in particular is the control scheme; moving the joystick guides the Death Weapon around the screen but it fires backwards unless the fire button is held down. That’s a combination of what Death Dealer does and the Hallucin-O-Bomblets sub game of Jeff Minter’s Batalyx, which was also the inspiration for the enemies materialising into the playfield rather than emerging fully formed from the borders. Another title that had ideas unceremoniously robbed from it was Intensity by Andrew Braybrook, more specifically it influenced the background graphics and the pretty parallax starfield behind them.
There’s a couple of graphical tricks going on to make elements of the game appear to be using colours not in the regular C64 palette as well, parts of the background use PAL blending – when two colours of the same luminance are placed next to each other on odd and even scanlines – to get what appear to be new colours and some of the enemy sprites are utilising a similar trick, alternating between two colours every frame so they appear to blend together. This is best experienced with a good old CRT display, as are the player’s bullets which are generated from one sprite which flickers back and forth between the two jobs at 50 frames a second.
None of this is new of course, but there’s some reasonably well commented source code over at Github for anyone fancying a prod around.
With Stercore XD released last weekend I’m sort of between projects… well okay, a hopefully final re-mastering of Hammer Down needs attention so I will have to give it a little thought at some point, but for various reasons I’ve been struggling more than a little with motivation on that one. Part of the problem is that every update to the code is a balancing act now and, even when that goes well, the changes also see me refreshing the greetings list which scrolls past on the titles page which is at best an uncomfortable process due to the data format I settled on to in a vain attempt to keep the size down.
So since I’m procrastinating there’s a chance that I’ll actually listen to the part of me which is constantly shouting “let’s make a new shoot ’em up” like a seven year old existing almost exclusively on a diet of E numbers. Right now that high-pitched, overly excited voice in my head reckons that a single screen blaster would be fun to do and I’ve got some unfinished business on that front anyway from when I started a “cover version” of a small game called Death Dealer that was intended for release on cartridge back when RGCD were limited to 16K. Perhaps it’s time to resurrect that project whilst perhaps wedging in some backgrounds or adding more complex waves to improve the longevity?
That would go some way towards bridging the gap in C64CD’s “narrative” too. My original plan was for the games to evolve over time almost like a newly-minted coder picking up skills between releases; I started out with a single screen gallery shooter – a reworking of the first assembly language game I coded as a beginner myself – and planned to build up the complexity with each game, but Stercore XD broke that sequence by leaping ahead a large distance.
With all of that said though, I’m reasonably sure that previous paragraph wasn’t just me trying to find excuses to work on another shoot ’em up.