Thursday, May 22, 2008

XeO3: C64 version lives again!

I've spent an hour or so porting the current code base over to the C64, and it IS running the demo, but there are lots of issues to solve. The scrolling works, but tile drawing has serious issues and is rendering corrupted tiles. All the firing and player movement/collision etc. is commented out (although the code compiles). Background animations work (so turrets rotate etc.) and the multiplexor is working properly.

All in all for an hours work not too bad.... I am tempted to now try and keep both in sync; not so that I do a dual release, but so when the plsu4 version is finished, Im, only really waiting on graphics for the C64 version. Most of the code is now written, so keeping it up to date shouldn't be too hard - but of course I still have lots of work to do to get it running properly in the 1st place....

IF I get it running okay, then I'll probably release the demo on the C64 as well (although at a later date).

3 comments:

Anonymous said...

Personally, I won't spit out a single c64 sprite, till I puked all the graphics for Plus4 first :D

Mike said...

Well, thats fine.... I just want to be "code complete" on the c64 version, which simply means using all +4 stuff for testing. I do expect the C64 version to be some time behind the +4 one.

Anonymous said...

Ok, then there so much meat on the flame, this time we can't suffer dramatic pauses ;)