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.
Just a quick update to mention a new C64 release; Vallation (which Dictionary.com defines as a “rampart or entrenchment”) is my entry for the RGCD 16K cartridge competition this year. The game itself is a flip screen shoot ’em up similar in style to Cybernoid but using character-based graphics rather than bitmaps, running from under 16K compressed and nowhere near as painfully difficult to play! Here’s what the most recent debug build (with handy border colour changes showing where the 6510 is busy) looks like:
The 16K version which is going to be released during the competition has two levels containing over forty screens and we’re just waiting for the final music from Sean Connolly before it can be properly declared “done”… and if there’s time and space, a brave but ultimately foolhardy attempt to cram a third stage in will probably be made.