Showing posts with label Tape Turbo. Show all posts
Showing posts with label Tape Turbo. Show all posts

Thursday, 10 January 2013

Bet you got square eyes :)

9th January 2013

Back in 2010 I wrote my first ever tape loader game for the C64 (Cool). That game was called "Moo-Tilation". It was a funny shoot 'em up game, in which you had to defend your hapless cows from being abducted by aliens. In the late 2011 I wrote yet another C64 loader game, called "Happy Blocks", inspired by one of the games I played on FB. HB was a game in which you shift your block, having to avoid getting smashed by the falling blocks. The game required a lot of action.

So then. If you remember those two games quite well. There's a new kid in town. Back in 2007 I wrote a game for a demo group, Civitas called "Square Pit 64" now it's back once again, resurrected as a tape loader game with a slightly new look and a different Euro-disco style tune. I originally planned to rip the original Square Pit 64 game source and implement it into the loader. Unfortunately, I had some problems doing exactly that, so I decided to quickly program the game from scratch, with the aid of the existing resources. I originally was going to go for a techno/trance style theme for the game. Where every time the drum kick came on screen, the screen flashed. I decided not to bother at the end, as the result turned out quite bad.

Instead, I added some pulsating flash routines on to all of the sprites, apart from the small square (Which will stay as white). I also added a fitting track into the source, and tested the game inside an IRQ interrupt. Seemed to have worked quite nicely, but there appeared to have been something wrong. I noticed the scores were placed in the wrong place after a new game was started. I soon fixed that problem. Finally the game was working. So now it was time to remove the IRQ interrupts, and link the game to the Thunderload tape loader.

The biggest mistake I noticed in 2012 was that Thunderload Series Six loader never was compressed, because I had to keep on changing the scroll text and tunes for it. Well, this time round, I decided to compress Square Pit, using Exomizer's level compression mode. Then assemble a decruncher source from the Exomizer, itself. I had to use DASM for this. After assembly and compression and linking the decruncher to the compressed source, I linked the final build to the tape loader source. I altered the LoaderGame init address to call the decruncher routine (Which I placed at $5000) and the set the play address at where the main loops in the game occurred. I altered the batch file to build the .tap using SQUAREPIT.PRG instead. I picked a program to be loaded after the loader game, as a test guinea pig, which was of course "Trance Sector". I tested the tape loader system and it worked a treat :)

Here's a video of the tape loader in action.






Friday, 15 January 2010

Enter the Master! (Get it taped)





15th January 2009

Well, well, well. Been a little while since I last wrote something in this blog. Finally (although it is getting rather late) I can blog something. Well, once again I have been very creative. Last week I wrote a Koala Paint 2 Frame Picture Animator V1.0, but this week I worked on something better. The Tape Master Pro V1.0.

I'll give out a story and explain about this program. Over the past year or so, I went on to Codebase 64 and read about the Auto boot tape turbo loader source, by Martin Piper. I thought that I should give this open source a try and modified some of it to make my own loader routines. The scroll text routine was written from scratch and also I added routines that can display a loading picture. Although my knowledge of loaders, etc is limited. I started talking to Martin via email, about his IRQ loader. Gave him some ideas, which included Marty Load, a tribute to the Cyber Load loader. I was also given kind permission to use this source whichever way I like.

I used the same auto boot type of loading source for a couple of Psytronik Software releases (As I was a very kind person) and prepared the auto booting tape masters for The Last Amazon Trilogy and also The Wild Bunch. Now I decided earlier on this month to write a program that allows people to master their own files from a disk and write it to tape with an auto boot turbo loader (Also by Martin Piper) which will play loading music and the loader can also draw a koala paint picture during loading (Just like the Ocean Loader back in the 1980's). The user can also choose whether or not they want flashing sprites or loading noise during loading.

This program is nothing like any ordinary disk/tape transfer tool. As this is probably somewhat more special. Have you ever saw a disk/tape transfer that allows you to choose the type of flashing border you like before mastering to tape? Well, have you? I thought not. Hahaha. Anyway, the overall result was great.

I was very pleased with this tool, and I showed an early version of it to Martin. I think he also liked what he saw. Here are some example loader experiments I have been doing:

1. Sharkz II loading with the Cyber Load style colour bars and a flashing tape sprite at the bottom left corner of the screen.















2. Snacks 4 Snakes (Protovision friends/contributors entry) with a black border and thin light grey stripes.















3. Finally, Hyper Duel, with the classic multicoloured border :)
















Where's the tool? How much does it cost? I wanna try it! (Drool, grovel, glaaargh!)

Like with my other C64 programs, the Tape Master Pro V1.0 program has been distributed as freeware for anybody to use it. So if you wanted to, you could create your own master disks and send them to or a retro software that releases new games or upload on to your web site, but it would be nice if on the loading scroll text you credit Martin for the tape turbo, and Richard/TND for the loader's additional programming.

I have uploaded this tool on the tools page of the usual TND web site address http://tnd64.unikat.sk

The source for the original autoboot tape turbo loader + explanation about it by Martin Piper can be found here on Codebase64

Saturday, 23 May 2009

Last Amazon - Tape Mastering+Linking

Saturday 23rd May 2009

Weather is ever so nice today, but I had nothing to do, nowhere to go to meet people. So I decided to do some more of The Last Amazon trilogy project. This time something completely different. I took a look at the latest IRQ tape loader source code by Martin Piper and decided to alter it to make the loader slightly shorter and also base the loader on the same loader I used for Joe Gunn tape version.

I dug out the ACME cross assembler and first of all, I altered the loader's flashing border methods. Rather than have the classic cyber load colours, I wanted something much different. So I changed the Cyber load colours to something like this:

COLOURBASE: LDA #$06
STA $D020
LDA #$00
STA $D020

then I changed the INC $D020 where the check sum counts, to INC COLOURBASE+1 so that after each check sum, the loader will change the colour of the thin stripes per load.

Once I done this, I decided to make some additional features to the routine. Starting with altering the speed of the tape loader to medium/fast speed, because duplication can be a problem if the speed of the loader is too fast. Secondly I updated the scroll text routine, and removed the on screen messages "NOW LOADING LEGION OF THE DAMNED" to shorten the loader in size.

Also to shorten the size, I deleted the routines that saves and loads the loader's flashing sprite, and the counter routine. Both of those were not required for this TND/Psytronik loader. I linked the program files of the music, picture data and then game data and assembled the source to get a tape master.

Now I test the assembled tape master file and assembled it to a .prg file and run it in WinVice. I created a test .tap (or tape image as you would prefer to call it) and started to extract all the data on to the .tap image. I tested the loader, and it worked nicely. So I did the same mastering for different games. Then created a disk menu for the master.

The other job which I did was linked all the loader pics (With press space message) to each Last Amazon game. So I created my very own Picture Linker program, which will link pictures made with the Vidcom to TNDPic converter (Only for my personal use :o)). Then I inserted all the TNDPic files into the directory of my Picture Linker source. Then I added all the C64 files (Music, the games, etc) to the source. I assembled the source and linked the picture to each file successfully. Those featuring the linked pictures (With the press space message) will only be for the disk version.

This Last Amazon Trilogy project is nearly finished, all I need to do is program a special disk menu for the disk version of the game and then that's it :)

Monday, 30 March 2009

DIY Slang :)

Sunday 29th March 2009

Ah. There is nothing quite like a Sunday playing around with SLANG. Well, XLANG really from http://www.ffd2.com/fridge/slang/. What is it precisely? Well, it is a cross-platform programming language that combines sort of BASIC commands with assembly language. Pretty okay stuff if you want to build simple programs to help you do things.

Well, that is what happened this morning. I was writing some commands in the Relaunch 64 text editor, to program some XLANG routines as well as assembly code routines to create a little program that could help me convert pictures that were saved in Vidcom Paint format into one of my own picture formats, so that I could make a much easier tape loader using the Auto boot IRQ Turbo Tape loader source from www.codebase64.com. But I wanted to make a few simple routines that will display the tape loading picture, along with music in the background. After I compiled and compressed the utility. The size it fit was 1K, after Exomizer. A 4 block program? What a result.

I tested the little utility that I made on the C64 and the utility worked fine. So I took one of my old C64 games, repacked it and then I modified the public domain IRQ turbo tape loader source so that it could do the following:

Optional flashing/loading sprite at $0200-$0280
Loading music at $1000-$1fff
Picture data (All bitmap, colour RAM and video RAM in one single load) - $2000-$47e8
Game data $4800-$ffff ;Smaller size is usually preferred.

Of course the game data would not be able to run straight away. So I added a transfer/relocator routine, so that the game that uses a BASIC SYS 2061 address will move from $4800-$xxxx to
$0801-$yyyy and then execute Exomizer's decrunch routine. Loading speed was fast. I sure will use this source for The Last Amazon tape mastering when it is time. :)

Fredrik the Ball is Back: Spider Maze 2 in progress

  11th January 2026 First of all, a belated Happy New Year to all C64 and retro kind.   At last, a new blog update and a new C64 project is ...