Monday, October 09, 2006
XeO3: Editors.
Once I have the drawing working, I'll write a quite scale function that'll allow me to save out full size C64 sprites - although they'll be a bit rough around the edges. The biggest issue I have with XeO3 on the Plus/4, is that I can't view or edit sprites easily, Luca has to make little Plus/4 programs that show his work animating in a self contained PRG, which is far from ideal - so I hope this will help a bit more.
Level editing is also a concern as the current one was created by "FatMan", and he has long since vanished. So now we really need to be able to create one outselves, particually if we want others to make new levels or even games out of it.
I'll have to watchout when doing this program, as the temptation is to make an all singing all dancing app, which will take longer to write than the game itself. If I was doing an editor to "sell", I guess I would make everything variable and portable. But the idea is to keep the goal in mind, and not get too carried away with what should remain, a simple XeO3 editor.
Sunday, October 08, 2006
XeO3: C#
On another note, I was speaking to TNT over at Lemon64 and we got into chatting about old programming diarys from ZZap days, anyway he reminded me about the Citadel one as well as the Morpheus one I've just read. I seem to remember this one being pretty cool to. He's currently doing a supped up version of Paradroid and I'm trying to persuade him to do a diary as well. I love reading techy stuff like this, and I'm sure others do to. These days games are such a closely guarded secret that you never get to hear the gritty details which is a shape. Also things are now so complicated that it can take weeks to do the smallest thing which doesn't make for good reading.
If you have an opinion on this, or if you like reading this kind of stuff, then let me know and perhaps I'll start to try and push more people to keep retro coding blogs.
Saturday, October 07, 2006
XeO3: A job well done....
;
; \0 = sprite number ( 1,2,3,4,5,6,7 )
; \1 = x+y offset ( 2,4,6,8,10,12,14 )
; \2 = NEXT sprite ( 2,3,4,5,6,7,1 )
; \3 = "b" for bcc or "j" for jcc
;
sub_amount equ 10 ; number of lines before a sprite needs to be setup
SetUpSprite macro
DoSprite\0:
cpy #\0 ; is this the Hardware sprite we're after?
bne NextHWSprite\0 ; not THIS sprite ->jump to next
SkipCPY\0:
lda XTable,x ; Store the sprites "X" coordinate in the
sta $d000+\1 ; VIC hardware sprite register
lda $d010 ; get all sprite significant bits
and #~(1<<\0) ; mask OFF this one
ora XSig,x ; already set for the correct bit!
sta $d010 ; so we OR in this sprite and store it!
lda YTable,x ; Get sprite Y coordinate
sta $d001+\1 ; store in VIC hardware register
lda XShape,x ; get the sprite graphic
sta HWShape1+\0 ; Since we have a double buffered screen,
sta HWShape2+\0 ; we store it in BOTH locations.
lda SprCol,x ; Get sprite colour
sta $d027+\0 ; store in VIC hardware
inx ; next sprite in list
ldy #\2 ; next hardware sprite
lda YTable,x ; Get sprite Y
jeq EndOfSpriteList2 ; 0? If so all finished
sbc $d012
cmp #4 ; do we HAVE enough time for another IRQ? (magic number)
\3cc SkipCPY\2 ; if not do it now!
;
; If we've lots of raster time until the next sprite
; but the sprite we will be copying over was already drawn
; by the VIC, then just copy it over NOW!
;
;sec ; Carry is ALREADY set
lda $d012 ; Get the current raster
sbc #22 ; -22 gets us the last "safe" sprite
sbc $d001+(\2*2) ; location. Now subtract the next sprite Y
\3cs SkipCPY\2 ; is > last sprite, then setup NOW!
;
; If its further down the screen, and the current sprite
; is still being drawn, then setup a new IRQ just above the
; sprite to handle it
;
;sec ; dont set carry, we'll offset this in the SBC
lda YTable,x ; if we can't copy now, then we set up
sbc #sub_amount-1 ; a new RASTER IRQ based on the next sprite (-1 for SEC)
sta $D012 ; and its Y coord.
jmp EndMultiIRQ ; and then this starts all over again!
NextHWSprite\0:
endm
I may not have mentioned this to the C64 guys, but once the game is finished, I plan on giving the source out, along with some documentaion that should allow others to either skin it quickly into another shooter, or to hack it into something completely different. I've always thought that the main problem with the scene was that good games take time, so no one can usually be bothered to make one - and when they do, they feel completely attached to the source and want to keep their master-peice. So I decieded from Day 1 of the Plus4 version that it was all going to get released. There no money in it, so why hold on to it when it could do so much good the scene.
That supercpu shoot-em-up is a good example - I wonder how much they actually made from it.... whats the point? I'm even trying to keep the comments up to date!! So don't say I'm not good to you all!!
Also, if theres anything I've touched on that anyone would liked explained, then just drop a comment letting me know, and I'll try to post something more about it.
XeO3: Multiplexor V1.0
Well, the first version is done and although it still needs seriously optimised, it's in and working. I ended up using a slight hybrid between the one from Blood Money, and Dan's one from Armalyte. I loved the way he gathers sprites into blocks IF the hardware sprite your going to overwrite next has finished rendering, then it doesn't bother with a new IRQ, it just does it anyway! Very cool. I'll probably unroll the multiplexor IRQ and that'll help me get sprites closer to other ones. It looks like I'll have to redo a few paths from the Plus4 as they are a little close for the multiplexor (since they're 16x16 and not 24x21); theres an advantage to having software sprites... Still, it'll probably make the games a little different so you can have fun playing them both!I'll probably try and get a C64 teaser done soon now, but I still have a couple of bugs to fix on it - and the sprites are still all actually only 16x16, even though its displaying 24x21! I might just "scale" them for now, just so they fill more of the screen.
Luca has also said he's not really interested in doing any changes for the C64 version - he's a Plus/4 man through and through, so nearer the time I'll be on the look out for a dedicated C64 artist to add some spit and polish.
Friday, October 06, 2006
Xeo3: Vice...

Well, thanks to the comment made the other day, I've managed to add symbols to VICE. Since I use my own assembler, it was a quick 10 min job to get the symbol table exported in the VICE format. This does help when trying to track down odd bugs so its very much appricated - whoever it was (names on the comments would help!). Although not being able to have a memory window is prehistoric!!
I've got the basic flow of the Multiplexor in, so now I need to test the start of it, and then start generating interrupts. I can test the beginings since I copy in the first 7 sprites in the list to save having to do early interrupts. Its also a good way to start, it lets you see if things are progressing the way you expect.
Xeo3: Multiplexor...
So now that its all sorted, I'm just about to start on the actual fun stuff! Building new raster interrupts based on where a sprite needs to go. When I first used this in Blood Money (after hacking Armalyte to find out how he did it), I thought it was very cool indeed. In fact, it took me a while to actually believe thats what he was doing - very cool stuff. In Ballistix, I'd gone with a static array as documented by Braybrook in Morpheus, and since I HAD to control 32 sprites for that, it was probably a fairly wise course of action. But for Blood Money, I could use something more flexible, and after seeing Armalyte, I just had to know how he did it.
Anyway, I'm about to do it again. I'm not quite sure if I'll follow his IRQ routine either, as I hate maintaining large unrolled loops. Im sure at some point in the future I can unroll it if I need to.
OH! And I've just discovered a 4th C64 that I have, and its the older ones with the original SID chip in it, so I can at last listen to all the old classics on the machine itself! Ahh...bliss.
Thursday, October 05, 2006
Xeo3: Sprite time...
I've only 2 left, and I think I need these for other features. Luca wants to be able to orbit baddies around parents, and I'll need a flag for that, I also need a flag for something else...but that escapes me just now. I may well have to admit defeat and add another FLAG byte, but I really dont want to do that.
I got my Retro Replay today!! Very cool! I think I'll probably get the RRNet and SilverSurfer add on as well as it'll let me squirt stuff down rather than having to copy it to the MMC card all the time. Using a RetroReplay and the MMC64 I can now mount a D64 image and read it like a normal disk, which is very funky - its now a pitty that so many have "custom" loaders that dont work with it! At least Blood Money and Ballistix seem to, well... they manage to load, but blood money then crashes when you start playing, no idea why - seems to have all the graphics and code it needs.
Xeo3: Playing shuffleboard with the C64....
I also workout out that if I changed the format of the +4 sprite a little, I could squeze in 199 sprites, quite a bit up on the 167 we already have! It depends if I get around it it... its not a huge change as it just involves making a 300 byte xply table and changing the cache pointers from pointers to indexes (theres only 147). But that would save 8 bytes per sprite * 167 sprites... a lot! I hope I get a chance to make the change, although Luca might not thank me, he already has a lot of space to fill!
Wednesday, October 04, 2006
XeO3: C64 sprites....
I'm having a little coding break at the moment. I thought I'd have a quick play and see how much bigger the sprites feel when theres a proper C64 sized one in the level. It's not a lot bigger really, but I suspect a few of these larger ones and it'll start feeling a little cramped. I was pleased as punch when I discovered an old copy of Tony Crowthers 3in1 graphics editor that I used to use, it does sprites, characters, backgrounds and has a scratch page for playing with ideas.... great little C64 editor. I've not really seen it on the NET anywhere so I really should upload it somewhere for folk to use, coz it really is fab.
Tuesday, October 03, 2006
XeO3: C64....

Not a bad evenings work! I've managed to get the sprites converted over as well! Although at somepoint I guess I'd have to get them redrawn since they are only 16x16 but still, it looks great with the added colour! I'll probably release a C64 teaser in the near future as well, lets see if any C64 guys get interested :)