I’ve been reading for last week 6502 Software Development by Scanlon. I’ve been sick and its been keeping me company. It is weird reading a technical programming book which is “by the book” and then read some of the code I’ve been using/borrowing/suggesting recently. My code has been riddled with so many intentional bugs/glitches to get amazing side effects. I really wonder what Scanlon would have said after reading what went on below… it is a great read for people into 6502 asm.
Yes… It is in a state for review –so download it here: Trogue.
You’ll need VICE or compatible emulator. It runs best in NTSC, but I spent a lot of time getting it stable under various PAL systems.
Sometime in the ’80s, a zombie outbreak plagued the local town. A daring group of heroes lured the undead to an abandoned mine. On the 64th level, they blocked the trogue (drain) and flooded the mine.
Recently, a depth alarm has gone off — the mine is draining. Someone has popped the Trogue!
Start from the lowest part of the mine, activate 9 pumps to flood the ravenous undead before they can escape. Each pump raises the water level, so move fast — or join the ranks of the undead!Trogue64 Intro
All the levels are randomly generated, with a basic AI for the monsters and turn-based movement/combat. You level your character up through combat, which in turn boosts your maximum hitpoints. There is a timer though, water rushing in as the player activates the pumps on various levels. Too many pumps at once and risk drowning, not enough (say 9) by the end and you can’t escape.
There is a crowbar for extra damage, a medkit to heal, oxygen tanks for those water moments and a holy hand grenade when the denizens of the mine overwhelm you. Sometimes there is a clue that a pump exists on a level or just an old plan for that area is just lying on the floor (it might be a little outdated).
Watch the border water meter, it shows the current water level and the mine level.
wbochar.com has moved!
Finally, I moved the site over to a new server. There was so much hassle with the old provider. It took a few hours — to get everything backed up and moved over. I get to pay half as much for 10 times the performance. I wish I had moved years ago.
Before we begin…
There were a lot of things that I learned in the process of making this game. I can’t imagine making something like this back in the day. I’ve always had a lot of respect for the games and software developed for the machine on the machine. Without emulation, this would have been a real mess.
I’ve never made MultiColor GFX (serious ones) and it was always this mystery to get a koala painter image going with a scroller. I always wanted to make an ESI Intro (that eagle one). Draw a cool picture, make a custom font scroller and bang out a simple tune. I could do everything but the picture.. there was always something getting in the way.
Cross Development is really hard in the MC Picture side of things. I’m used to Photoshop or Deluxe Paint for source material.. but getting it looking ok on the commie was a royal pain. At the end after piles of crashing plugins and ageing software, I found something that works great:
Photoshop could be replaced by any other bitmap software, but it is what I am comfortable with. GangEd is great for the conversion and troublesome as an editor. I would love to help clean up that application.
I’m colour blind ( Protanopia ), so having some colour conversion or colour by numbers is really helpful. So the tool/dev chain above really helps.. if I had to come up with gradients by eye… well that is not going to happen. Also having the commodore palette files for photoshop is really helpful.
A great resource for gradients is Daniel Krajzewicz’s notes on his blog.
I can do sprites and fonts ala code, which in the day I also had a nice editor from Compute! Gazette — but SpritePad and CharPad are awesome tools. It’s also handy to load snapshots from VICE and see charsets that have been modified by code or have as a reference for where things are.
One of my “like to have” addons for Trogue64 is fade/pattern wipe for the intro graphic. It’s not hard but I had to draw the line somewhere to get this to Beta.