Femtotro 2 (C64) and Yoctotro (C64) released

You wait for an ICC entry to come and two arrive at once… Femtotro 2 continues where the original Femtotro and its smaller brother Zeptotro left off by running the entire intro apart from the music in the screen RAM. Strictly speaking, it’s a 1K intro with just shy of 2K in music attached to it and there’s a little conditional assembly in the source which allows the code to be assembled without music, replacing it with the classic intro “hum” sound. Both versions are included in this ‘ere video.

The other intro Yoctotro is a little more… extreme on the size coding front, cramming the basics of an intro – a logo, scrolling message and that intro hum again albeit at a different pitch – crammed into less than 300 bytes, starting from the first line of the logo at $07c0 on the screen RAM. This isn’t entered into the competition and could probably be pared down even further if the colours and sound were removed, but I liked the overall look as is and anyone who fancies taking it to extremes can mess around with the source code at their leisure.

So yes, that’s two more releases for 2019 and I have one more intro which should escape before the competition deadline, so yays for that! And on the subject of releases, it’s not entirely mine, but Gerliczer has taken the source code for the C64CD release Stercore 64, ported it to the Plus/4 and released it as Stercore 264 a couple of days back…

…so, whilst I don’t entirely understand the almost unanimously positive reaction it’s received, 264 series owners can now shoot small spacecraft whilst brightly coloured, attribute-based backgrounds scroll by!

One Sprite Wander (C64) released

So this release was meant to happen a week ago, but I really haven’t been well… still, here’s One Sprite Wander now, a single sprite 4K intro for the ICC 2019. This was inspired by One-Sprite-Wonder by ROLE from last year, but squished down into the smaller memory footprint and doing a bit more to abuse the sprite.

Along with opening the side borders and splitting a colour register, there’s basically a metric boatload of sprite expansion register twiddling going on to both stretch the single sprite being used vertically and make it wibble horizontally whilst it wanders across the screen.

Eagles Dare (C64) released

It’s “busy season” again, so there’s yet another entry into the CSDb Intro Creation Competition to mutter about! This time it’s called Eagles Dare, has got code and graphics by yours truly – the picture is mostly wired, but I did some work to make that happen and added details – and aNdy handed in another great tune. The memory footprint is $0400 to just before $43ff so this is a 16K intro.

The unusual feature of this one has to be the scrolling message, it uses Extended Background Colour Mode which limits font use to the first 64 characters (the upper two bits of the character code are used to select one of four background colours) but, rather than a fixed character set, the scroller has a 39 character buffer which is scrolled along the line, recycling whichever character falls off the end for the next. This means that any character from the C64’s upper or lower case ROM font can be selected, although the embedded commands for that and those used to select background and foreground colours take quite a bit of space and there’s not much room for actual text in this one!