Archive for June, 2013

I’m almost done with Mission: Moon (check my last post here). Yesterday I was adding some intro screens, fancy text, etc… When I tried to run it once more, bad things started to happen – things that when you see, you know you are putting code over something important.

After some digging, I realized that the game has grown to big and it was overwriting all my sprite definitions and other stuff. When I first started I put all eight sprites after the address ~15,000 to have enough space, but unfortunately it wasn’t enough. My program has around 12kbytes and the Commodore has around 38kbytes free, right? So it is easy to fix that, right? Move the sprites up, right? Wrong! (more…)

My new The Beaver issue

My new The Beaver issue

Nowadays, we have plenty of good magazines dedicated to the Commodore family, here in North America and also in UK – I’m talking about magazines in English only.

Compute Gazette is one of my favorites, followed by some British ones, like Your Commodore. They are good because it covers everything, from games and application reviews, type-in programs, BASIC and Assembler articles, etc.

This week, when I went to the newsstand to buy the new issue of The Beaver, I’ve found a magazine called The Transactor. It is not new or anything, but I simply didn’t know it exists. After reading the issue I bought, I’m sold to this magazine. It is very simple-looking but all articles are so deep that I have to say that this is now my favorite magazine. I will probably keep reading the others, but The Transactor is really a source of technical articles about Commodore computers that you won’t find anywhere else.

The Transactor #1

The Transactor #1

Current Issue

Current Issue

The Transactor actually started not long ago as a 14-page bulletin published by Commodore Canada, but now is a fully-featured 80-pages magazine.

The issue I’m reading is really rich in information, covering things like Subroutine Eliminators, Inside the Commodore 64, Fixing Commodore Keyboards and so on.

If you don’t know about it already, learn more about it accessing this BBS link.

Just few years ago, Commodore released Jupiter Lander, based on (aka cloned from ) the 1979 Atari’s Lunar Lander. As you probably know, the game play is very simple. You have to land your space ship in one of the two flat ground while keeping track of the fuel available. Although Jupiter Lander is very challenging and well done, there is not much else to do after you land. Basically you can repeat the procedure over and over, until you get sick of it!

Jupiter Lander

Commodore’s Jupiter Lander

During an epiphany, I decided that I could do my version of <put your favourite planet here> Lander, with my own sauce. Since I’m still learning the challenges of C64 programming techniques, I decided to use low resolution graphics and all in BASIC.

The project is called Mission: Moon. (suspenseful music here)

The game is also about landing on the moon, but now you have to deploy a beacon for scientific research, and more: you also have to take-off and return to the main ship. Now I’ve got you attention, eh?

The game is still in development, but here there a couple of photos of my monitor to make you even more anxious to play it!

Initial Screen

Initial Screen

Lander Sequence

Lander Sequence

I’m using sprites, and the standard characters. The ground is always random, and there is only one spot where the ship can successfully land.

Stay tuned for new updates, and comment what do you thing about it!