• Commodore Free Magazine, Issue 77 - Part 9

    From Stephen Walsh@39:901/280 to All on Sun Mar 2 13:15:33 2014
    he trick was to copy a selected set
    of pattern/track data to the correct location addresses, so that the music routine "believes" it is playing a brand new song from the beginning. The advantage of this is that currently unused musical pattern/track data can
    be crunched and stored away on the cartridge memory, and the musical pattern/track data to be currently played can be stored well within the
    maximum memory range advised by Skull. Of course, it was a long-winded and difficult process, but it was challenging; and helped me understand better
    on how music routines work. :) If you want to read more technical write up about this, have a read on the Bomberland article in Vandalism News #60 by Onslaught. Available from here www.at
    lantis-prophecy.org/onslaught/mags/va ndalismnews10.zip

    AS: Conrad completely surprised me, because he created the whole service system sound - including support for SFX!

    - - - - - - - - - -

    Q: You mention the game supports enhancements on the Commodore 128. Can
    you describe what these are?

    AC: Skull will need to answer this one, since I never owned a C128. :)

    AS: Well, I have c128D and in truth it is only using the registry to speed
    up the processor in some moments such as unpacking... but also in the game
    on the bottom border - it gives you an even better fluidity of movement
    mainly in the fierce game play of multiplayer mode or to increase
    performance for ntsc systems. The game recognizes the platform on which it
    is running and automatically adjusts itself. One of the curiosities is to
    use the second button, when a joystick is attached to Commodore GS. That
    in the game serves as a pause (GS system does not have a keyboard).

    - - - - - - - - - -

    Q: What projects are you currently working on and can we expect another
    game release this yea?

    AC: As far as myself and Skull are concerned, no other projects have been confirmed yet; (We're taking a break ;)). I personally however; have been working on another (small) game with another Samar member, that will be published officially in Poland.

    AS: At the moment I'm taking a break due to the birth of a second child,
    so my time for C64 has decreased recently. The plan is to help with making
    a new Samar demo at some point in time. I'm also creating a file manager
    for the SD2IEC called "sdbrowse".

    - - - - - - - - - -

    Q: Why was the game released on Cartridge from RGCD and what promoted you
    down this route rather than another distributor?

    AC: I'm only answering this with what I have heard, read and experienced,
    but Protovision was actually the main guys who wanted to publish this game.
    But for some reasons that I don't know of, they were inactive for quite a while; and I think it convinced Skull that we should just release the game
    on our own. Around the same time, RGCD were publishing a lot of really
    good C64 games on cartridge, including a couple of games I worked on such
    as "Not Even Human" (2008) and "Assembloids" (2012). James Monkman (who
    I've known since 2011), the founder and organiser of RGCD, came across our "Preview" version of Bomberland, this was released publicly in 2012; and
    that's pretty much where it all started. James, Skull and myself all
    agreed to work on a 64K cartridge version of Bomberland which quite
    honestly, woke both of us back up to get this game finished, thoroughly
    tested, and published at a great and affordable price.

    AS: Yes exactly, The first interested in the project was from Protovision.
    I was glad at first, but soon I began to fear that the game would transform
    to "BombMania 2". As I mentioned earlier, Bomberland is of a different
    nature to BombMania, besides issuing two titles of actually the same genre would seem a little odd for Protovision. However, for a long time we had
    not been in contact with each other. Then interest in the game was shown
    by James of RGCD. After some years and a release of Bomberland Preview, he asked us again about the game, as opposed to Protovision which by this time were silent. I liked the idea of publishing games for cardridge, Conrad
    too liked the format- so we agreed to terms and conditions, then Jacob of Protoviosion contacted me again, but it was just before the release of the
    game in October - which was now ready to sell. But the idea was born, the concept of release of the game (extended) on a floppy disk, with the cooperation of both RGCD and Protovision.

    - - - - - - - - - -

    Q: How was the game created what tool did you use? For example, was it created in a cross compile way or entirely on the Commodore 64?

    AC: Shamelessly, the music was composed in a cross-development tool named GoatTracker, a SID tracker that I've been using for a lot of years now.
    But, due to that memory issue I answered previously, a new music routine
    was developed, using a cross-assembler named KickAssembler. Although the
    final music routine code was written this way, I also wrote some testing
    code directly on a real C64, using the machine code monitor on Action
    Replay V6, remember my attempts to show you raster interrupt programming
    with the Action replay cartridge! You see, I like to make sure that actual parts of a music routine work 100% on a real C64 before I attempt to write
    and document it on a text editor, so I would say I have developed code both
    on a real C64 and PC/laptop. The final music compilation was also tested
    on a real C64.

    AS: My development environment used in this project was Relaunch64 editor
    with 64tass compiler and the Vice emulator. Next I had a whole bag of interesting tools... Exomizer, Timanthes, MUSC converter, makedisk,
    CharPad, SpritePad etc. (I don't remember them all)... but I started with TurboAss running on the emulator and tools from C64. I am not sorry that I didn't use a real C64 for all the work, because I couldn't; mainly due to
    the complexity of such a project and constantly keep refining the small details.

    - - - - - - - - - -

    Q: Apart then from the Music routine, what else caused you the most
    problems in creating the game?

    AC: It was mainly all trial-and-error from that point. James helped us to test the game for bugs, which we found along the way. There were also
    problems to solve when tested the game on NTSC machines, so that kept us
    busy. Another interesting fact is that me and Skull promoted Bomberland at Silesia 7 demoparty, 3 months before the game was officially released. We
    did this through a "Bomberland tournament". The idea was, not only to have
    a fun competition at a party, but to also check for gameplay bugs tested by real human beings. We found many bugs this way, which we took note of and fixed afterwards. I personally want to thank the sceners at Silesia 7
    party who took part in this... you lot were a great help.

    AS: I don't want to think it all over, but it was a hassle! - errors
    popping up exponentially - and the removal of some resulted in the
    formation of new ones! I think I complicated the code about a million
    times. The project "Bomberland" has more than 50 files of sourcecode in
    them; tens of thousands of lines. At the end, mainly the problem with not enough memory on the cartridge :)

    - - - - - - - - - -

    Q: is there a question you would have liked me to ask but I haven't

    AC: Not that I can think of... I think you've asked us enough. :)

    AS: I have to admit that you are asking quite clever questions, you are
    good at this job :) Thx for the review.



    *************************************
    REVIEW: FASTBOY FOR THE
    UNEXPANDED VIC 20
    By Commodore Free
    *************************************

    Author: Misfit Requirements: Unexpanded VIC-20
    + Disk Drive + Joystick Tested on: VICE 2.2 and real
    VIC-20 (PAL)

    The game was created in 48 hours for the Ludum Dare 27 competition

    You can Download the game as a D64 from here

    www.riimukivi.net/data/fastboy/vic20_ fastboy_ld27.zip

    The Download for th

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