Showing posts with label c64cd. Show all posts
Showing posts with label c64cd. Show all posts

Sunday, 5 January 2020

3D Galax Recording

A couple of days ago, C64CD released 'F15 D'Gamma Clone', an intro that featured a SID tune by me.  Information about the intro can be found here...

I wrote the music using a PC based tool called Goattracker.  The SID has been recorded using an 8580 SID equipped C64c, run through my Dolby amp.

The tune was started towards the end of 2018 after news of the death of Ben Daglish and was originally intended to be part of a tribute to him, but was unfortunately not completed. It has been finished recently for the above mentioned intro and is respectfully dedicated to his memory and legacy.

I've uploaded a recording to my SoundCloud account; listen to the tune's below. If the player does not appear, hear it on it's SoundCloud page here...




Friday, 3 January 2020

F15 D'Gamma Clone

T.M.R has been really busy with quite a few entries for the 'Intro Creation Compo 2019'!  His latest is called 'F15 D'Gamma Clone' and has been released using his C64CD label.  For this entry, I provided the SID music.


If you stalk follow T.M.R around the interwebs, you may have seen something similar to this before.  This intro is a 'conversion' of a crack intro that T.M.R coded for the Apple II, here.

On the C64CD site, T.M.R writes...

"The code and graphics are based on what was created for that original, Apple-flavoured release but with some reworking for the extra resolution of the C64 and converted to characters at the same time. The music was originally composed by Ben Daglish for the Amiga and Atari ST game 3D Galax, with the slick C64 conversion being used here being handled by aNdy.

The extra colour data and soundtrack for this C64 version mean that, if it were handled in the same way as the Apple II code did things, the final intro would have exceeded the competition’s 16K memory limit, but it’s worth noting dear reader that both machines are running at around the same speed so the C64 could have handled a more direct port."

As T.M.R mentions, the Goattracker written SID is a cover of 3D Galax by Ben Daglish, more specifically, the Amiga version of the tune.  I originally starting covering this tune towards the end of 2018, not long after the death of Ben and intended to use it in a dedication release, but unfortunately I just didn't have the time to complete it.

You can download the full intro from CSDb here.

You can also download it from this blog, which also includes the music as a stand-alone SID file, as well as in it's original Goattracker SNG file.  Click here.

You can read more about the intro on T.M.R's blogs here and here.

Alternatively, you can watch the intro in the YouTube video below!  If it doesn't appear, click here...



Tuesday, 17 December 2019

ICC Anon

The 'Intro Creation Competition' over at CSDb is now in full swing and hot on the heels of my last entry, 'Funky Stars', comes another 16k entry from me that I've rather unimaginatively titled 'ICC Anon' which is designed with old 'Compunet' demos in mind.



This intro is thus called because of the simple PETSCII rendition of the 'Guy Fawkes' mask as used by the 'hactivist' group Anonymous.  The PETSCII was pixelled about 6 months ago when testing my screen editor 'ChillED' and ended up being repurposed for this intro.

The music is called 'tiny BONER' because it is a reworked and slightly remixed excerpt of a larger mod called 'Boner' composed by  Marx Marvelous/TPPI.  This SID is 'rare' in that is was composed with a 6581 in mind, rather than my usual 8580 choice, but should sound fine on either chip.

This intro includes my first use of sprites in the top/bottom borders and while there is absolutely nothing amazing going on code wise, it was an interesting exercise in finding out about the limitations of border use.

If you would like to see the intro in action on an emulator or real hardware, it can be downloaded from CSDb here or direct from this blog here.  The download also contains the ACME source code and all work files, including the SID tune in it's Goattracker .sng format.

T.M.R has also written short pieces on his own blog here and on the main C64CD blog here, as well as recording a video of the intro in action.  The video should appear below, but if not can be found on YouTube here.



Saturday, 30 November 2019

Funky Stars

There is an event on CSDb that has become almost annual now called the 'Intro Creation Competition'.  In this compo, entries must be created that could be an intro to something (such as a game crack) and must conform to a certain set of rules which I won't explain here, but if you're interested can be read here.

This competition is one of T.M.R's favourites and, since I've taken to coding on the C64 this past year, he suggested I take part.  I agreed but, not wanting to blacken the Cosine or Arkanix Labs names (C64 groups I'm a member of) in case I came last, I requested that it be released using T.M.R's other 'label', Commodore Crap Debunk (C64CD);  as a result, T.M.R has now made me a C64CD member!

Thus, after a few weeks of coding, pixelling and composing (yes, I did the lot!), C64CD has today released 'Funky Stars'.


This intro is so called because the music within it is a SID cover of an Impulse Tracker tune called 'Funky Stars' (but also know as 'Hybrid Song') by Quazar of Sanxion.

This little project has been quite interesting in the fact that one of the compo rules says that the intro must be 16K or under in the same block of memory.  This is not something I'm used to, so was an interesting challenge, particularly since my Goattracker SID ended up being over 3.5K in size.  Whoops!  To squeeze everything in to the same block, I ended up doing little tricks such as assembling the screen data straight to $0400, amongst other things.  Thanks to T.M.R for his guidance on this!

There was also some new learning here for me.  I've always been fascinated by the use of 'raster bars' on the C64 and although I knew it was something to do with writing colours values to each scanline, I've never previously attempted it until now!

Anyway, enough of the waffle!  If you would like to see the intro in action on an emulator or real hardware, it can be downloaded from CSDb here or direct from this blog here.  The download also contains the ACME source code and all work files, including the SID tune in it's Goattracker .sng format.

T.M.R has also written short pieces on his own blog here and on the main C64CD blog here, as well as recording a video of the intro in action.  The video should appear below, but if not can be found on YouTube here.



Saturday, 23 February 2019

Super Galax-I-Birds Recording

A few days ago, C64CD released 'Super Galax-I-Birds', a new C64 gallery blaster featuring code, graphics and music by yours truly!  Information about the game can be found here...

I wrote the music using a PC based tool called Goattracker.  The SID music from the game has been recorded using a 8580 SID equipped C64c, run through my Dolby amp.

I've uploaded a recording to my SoundCloud account which includes the title track, a 'get ready' style hit, the in-game tune and another short 'game over' style blast.  Listen to the music below; if the player does not appear, hear it on it's SoundCloud page here...

Wednesday, 20 February 2019

Super Galaxi-I-Birds

In an attempt to further my knowledge and understanding of 6502, I've reworked and added new code to T.M.R's C64 gallery blaster 'Super Hyperzap' and have managed to produced something kind of playable in 'Super Galax-I-Birds', released today by C64 Crap Debunk.


On this occasion, as well as producing the graphics and music, I've taken T.M.R's original 'Super Hyperzap' code and added additional features such as a 'busier' title screen in the style of the early '80's space invader style games, 'get ready' type messages for each player, a 2 player option selectable on the title screen, highest score of the day for each player and a status bar that changes it's information depending on whether the title or game screen is being displayed.

In addition, T.M.R's original 'Super Hyperzap' game used 2 sprites for the player ship with only 6 sprites then available for the 3 types of enemy.  This has been recoded in 'Super Galax-I-Birds' so that the player ship is only 1 sprite, freeing an extra sprite for the now 4 types of enemy.  This has had the effect of making 'Super Galax-I-Birds' slightly more hectic than the game on which it was based.

If the game title sounds familiar, this game is indeed an unofficial sequel of sorts to the (in)famous Sensible Software game 'Galaxibirds', released by Firebird in the mid 1980's.

Again, thanks must go to T.M.R and Moloch for their ongoing help and support during my 6502 journey.

There are a few features that didn't make it in, mainly because this game went about as far as I wanted to take it; towards the end, there was no real learning going on, just 'tinkering' and/or adding things for the sake of adding things.  Better handling of waves, with perhaps only 1 type of Galax-i-bird per wave, a high-score table and more types of bird may appear in a 'deluxe' version in the future!

The game can be downloaded from the CSDb here or direct from this blog here.  Both downloads contain the game itself, along with the source code and all binaries and work files for both the graphics and music.  The game is also on GitHub here.

Prior to release, the completed game was supplied to Moloch to be passed on to Triad for 'cracking'.  Their crack release can be downloaded here.

EDIT: A YouTuber called 'NiftyRetroGamer' has done a recording of 'Super Galax-I-Birds' using both emulation and real hardware, while reviewing the game (quite favourably!).  The video should appear below, but if not it can be viewed here...