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Forums > C64 Coding > Berzek for C64
2008-07-30 18:07
trip6
Account closed

Registered: Jan 2007
Posts: 51
Berzek for C64

Hello... I recently recieved assembler source code for Berzerk video game. I was told that I would have to use CCS65 to compile it. However, I am quickly realizing that I have no idea how to do this in CCS65. Can some one help me our compile this for me with CCS65 if I sent the source code? All help is appreciated, I'd love to get a port of this classic on the C64.
 
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2009-06-22 11:39
Martin Piper

Registered: Nov 2007
Posts: 645
No XOR on C64 sprites. ;) When two robots collide they are meant to explode.
2009-06-22 16:10
Endurion

Registered: Mar 2007
Posts: 72
Hmm, I could swear i had invisible shots hitting mere, so I thought the bots would occupy the same spot.
2009-06-22 16:30
Scout

Registered: Dec 2002
Posts: 1568
Being very skeptic on seeing a C64 port of this game, I must give a thumb up.
Nice work!
2009-06-22 18:49
plagueis
Account closed

Registered: Dec 2007
Posts: 48
I just played the latest version on my NTSC c64 and it works great. I was especially impressed with the sound, but the gameplay is really fast paced, which is great. I've played pretty much all the ports -- including the Vectrex version, and this is one of the best ones outside of the arcade original! In my opinion it blows away the old Atari 5200 version.

*edit* I definitely had some invisible shots hitting me as well, or perhaps an invisible robot. I'll do more play testing and see if I can replicate the event in a reliable manner.
2009-06-23 10:43
Martin Piper

Registered: Nov 2007
Posts: 645
Wow, it works on NTSC? Cool, I didn't test on that at all! Thank you for the testing!

A new version has been uploaded to the same place. V0.3 has changes to the collision detection code. Please let me know if the invisible bullet problem has been fixed for you. It should be, I've played several levels and not seen it happen now.
2009-06-23 11:16
Jammer

Registered: Nov 2002
Posts: 1292
close to perfection now even if less challenging than arcade. in what format do you store fx? if you don't have memory for sampled zzaps and explosions, maybe i would give a helping hand with sid sounds resembling the original ones :)
2009-06-23 11:39
chatGPZ

Registered: Dec 2001
Posts: 11144
plays quite well now, congrats!
2009-06-23 11:51
Martin Piper

Registered: Nov 2007
Posts: 645
Quote: close to perfection now even if less challenging than arcade. in what format do you store fx? if you don't have memory for sampled zzaps and explosions, maybe i would give a helping hand with sid sounds resembling the original ones :)

The non-sampled effects, player shoot, robot shoot, extra life and robot death are all edited in SEUCK because I have the source for a sound engine that plays that file format. I use two channels triggered together for the robot shoot and death. I'll be releasing te source on codebase pretty soon now since this release is almost ready.

It is a little easier than the arcade partly due to the larger screen area. It is also because the robots have been told not to fire until a short while after the player spawns. This is to give the player some time to react to where the robots are, rather than the arcade version that just zaps the player without warning. ;)
Wait until you reach 15,000 points with the light blue robots though. ;)
2009-06-23 13:38
d0c

Registered: Apr 2006
Posts: 186
great work martin piper, could you put in a highscore saver??

now a loading screen of the arcade art and a remix of the samples with a great tune to go with it would rock!
2009-06-23 15:13
Martin Piper

Registered: Nov 2007
Posts: 645
Maybe :) It depends if I have enough space to resurrect the IRQ loader. :)
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