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omega120
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Post subject: Re: Manky games Posted: Fri Jun 25, 2010 1:18 pm |
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Joined: Fri Apr 17, 2009 11:03 am Posts: 53 Location: PETER`S COMMODORE64
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TMR wrote: omega120 wrote: Thank you Jason for the interesting further review on my game `Manky` on your website, indeed I could say a `very funny reveiw` well put, this is the kind of limelight that `Manky` requires more of. It's only meant to be funny to entertain readers (after all, the game doesn't manage it) and the comments on the faults in the game and that overall score are all serious - it's literally one of the worst games we've ever covered here at Oldschool Gaming and only just scraped a 2, so had any of the previous major issues reared their heads during review it would've been a 1. And the only kind of lighting Manky needs is hazard lights - preferably accompanied by warning signs, a concrete bunker at least two miles below the surface, regular dog patrols, an electrified fence or two and at least a five mile no fly zone just to be on the safe side... Thank you, I still say it was an excellent review of `Manky` even though you just gave it a 2 score better than nothing. Maybe you can give a review on my new C64 game `MANKY V2` at least at the moment there seems to be no bugs in the game and I am sure if you play the game you would get Manky to his toilet.
_________________ There is only one original `omega120` for `MANKY`
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TMR
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Post subject: Re: Manky games Posted: Fri Jun 25, 2010 4:25 pm |
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Joined: Tue Aug 07, 2007 3:59 pm Posts: 918 Location: Leeds, U.K.
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omega120 wrote: Thank you, I still say it was an excellent review of `Manky` even though you just gave it a 2 score better than nothing. Since our scoring system only goes down to 1, it's not much better. omega120 wrote: Maybe you can give a review on my new C64 game `MANKY V2` at least at the moment there seems to be no bugs in the game and I am sure if you play the game you would get Manky to his toilet. Well, the main problem there is that you're still calling it under construction on your site.
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omega120
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Post subject: Re: Manky games Posted: Fri Jun 25, 2010 7:18 pm |
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Joined: Fri Apr 17, 2009 11:03 am Posts: 53 Location: PETER`S COMMODORE64
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TMR wrote: omega120 wrote: Thank you, I still say it was an excellent review of `Manky` even though you just gave it a 2 score better than nothing. Since our scoring system only goes down to 1, it's not much better. omega120 wrote: Maybe you can give a review on my new C64 game `MANKY V2` at least at the moment there seems to be no bugs in the game and I am sure if you play the game you would get Manky to his toilet. Well, the main problem there is that you're still calling it under construction on your site. Maybe you can do a review on the game when its been completed. At the moment I am concidering doing additional code for `Manky V2` so completion wont be that far away.You can always review `MOGGY` OR `MOGGY`S TOMB`.........
_________________ There is only one original `omega120` for `MANKY`
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sack
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Post subject: Re: Manky games Posted: Mon Jun 28, 2010 2:16 pm |
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Joined: Fri Aug 17, 2007 3:54 pm Posts: 19 Location: Watford
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by that logic a review of my new spectrum game should be in order - not got time to post up a binary, so I'll dump the source in here Code: org 24768 start: mainloop: call WaitVBL call scnclr jp mainloop
WaitVBL: ld c,254 ; Border colour to black ld a,0 out (c),a ld hl,23672 ld a,(hl)
waitvbl0: cp (hl) jp z, waitvbl0 ld hl,(framecount) inc hl ld (framecount),hl ld c,254 ; Debug border colour ld a,6 out (c),a
ret
; Clears the screen scnclr: ld (oldstack),sp ld sp,16384+6912 ld bc,6912/4 ld de,0 scloop: push de push de dec bc ld a,b or c jr nz,scloop ld sp,(oldstack) ret
oldStack: dw 0
framecount: dw 0
it's not finished, but at least it's optimised and works as expected given the current code completeness - so it should at least get a 3 
_________________ http://onabitplane.blogspot.com/ - Amiga/ST-based fiddling
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omega120
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Post subject: Re: Manky games Posted: Mon Jun 28, 2010 7:30 pm |
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Joined: Fri Apr 17, 2009 11:03 am Posts: 53 Location: PETER`S COMMODORE64
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sack wrote: by that logic a review of my new spectrum game should be in order - not got time to post up a binary, so I'll dump the source in here Code: org 24768 start: mainloop: call WaitVBL call scnclr jp mainloop
WaitVBL: ld c,254 ; Border colour to black ld a,0 out (c),a ld hl,23672 ld a,(hl)
waitvbl0: cp (hl) jp z, waitvbl0 ld hl,(framecount) inc hl ld (framecount),hl ld c,254 ; Debug border colour ld a,6 out (c),a
ret
; Clears the screen scnclr: ld (oldstack),sp ld sp,16384+6912 ld bc,6912/4 ld de,0 scloop: push de push de dec bc ld a,b or c jr nz,scloop ld sp,(oldstack) ret
oldStack: dw 0
framecount: dw 0
it's not finished, but at least it's optimised and works as expected given the current code completeness - so it should at least get a 3  Have you got a link on your game so I can play it?
_________________ There is only one original `omega120` for `MANKY`
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TMR
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Post subject: Re: Manky games Posted: Mon Jun 28, 2010 8:33 pm |
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Joined: Tue Aug 07, 2007 3:59 pm Posts: 918 Location: Leeds, U.K.
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omega120 wrote: sack wrote: it's not finished, but at least it's optimised and works as expected given the current code completeness - so it should at least get a 3  Have you got a link on your game so I can play it? As he said, it isn't finished so there's no link to it... but that source code can be assembled if you want to try it.
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omega120
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Post subject: Re: Manky games Posted: Mon Jun 28, 2010 9:35 pm |
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Joined: Fri Apr 17, 2009 11:03 am Posts: 53 Location: PETER`S COMMODORE64
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TMR wrote: omega120 wrote: sack wrote: it's not finished, but at least it's optimised and works as expected given the current code completeness - so it should at least get a 3  Have you got a link on your game so I can play it? As he said, it isn't finished so there's no link to it... but that source code can be assembled if you want to try it. Pity..... I was so interested in getting to know and play your prodigy game, as for me trying to assemble your code I am not into speccy game assembly, its way out of my league.
_________________ There is only one original `omega120` for `MANKY`
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TMR
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Post subject: Re: Manky games Posted: Tue Jun 29, 2010 12:18 pm |
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Joined: Tue Aug 07, 2007 3:59 pm Posts: 918 Location: Leeds, U.K.
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omega120 wrote: Pity..... I was so interested in getting to know and play your prodigy game You're not particularly good at sarcasm. omega120 wrote: as for me trying to assemble your code I am not into speccy game assembly, its way out of my league. Using any assembler is out of your league... anyone can write a game in a monitor as long as they have too much time to waste on keeping notes and hand relocating code.
_________________
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omega120
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Post subject: Re: Manky games Posted: Tue Jun 29, 2010 2:10 pm |
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Joined: Fri Apr 17, 2009 11:03 am Posts: 53 Location: PETER`S COMMODORE64
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TMR wrote: omega120 wrote: Pity..... I was so interested in getting to know and play your prodigy game You're not particularly good at sarcasm. omega120 wrote: as for me trying to assemble your code I am not into speccy game assembly, its way out of my league. Using any assembler is out of your league... anyone can write a game in a monitor as long as they have too much time to waste on keeping notes and hand relocating code. I did not know I was being sarcastic, I thought I was being nice, isnt your new game a prodigy? As for for writing with a monitor name one person today that writes with a monitor besides me?
_________________ There is only one original `omega120` for `MANKY`
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TMR
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Post subject: Re: Manky games Posted: Tue Jun 29, 2010 5:06 pm |
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Joined: Tue Aug 07, 2007 3:59 pm Posts: 918 Location: Leeds, U.K.
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omega120 wrote: TMR wrote: Using any assembler is out of your league... anyone can write a game in a monitor as long as they have too much time to waste on keeping notes and hand relocating code. I did not know I was being sarcastic, I thought I was being nice, isnt your new game a prodigy? In the first place, it isn't my game (sack posted it, not me) and secondly, yes that's either sarcasm or bad wording on your part. omega120 wrote: As for for writing with a monitor name one person today that writes with a monitor besides me? i said "anyone can write a game in a monitor" but that doesn't mean that more than a couple of people are actually doing it... just that the majority can (because anybody who can write machine code can) but choose not to because it slows down actually making the game. There are a few out there, Crossbow/Crest has always used a monitor to code including the stunning but sadly unfinished Mythos (the preview is hidden in "Krestage 3") and Jon Wells seems to still be working with the Action Replay 6 monitor occasionally since his recently revamped game Escape From Arth was originally written that way so presumably he added the recent enhancements in the same manner - although he seems to be using an assembler for some jobs if his development diary is anything to go by. Oh, and right now i'm doing it - or at least i have recently and, once my writing deadline is out of the way, i'll finish the code off - at which pioint it'll be converted into source code.
_________________
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omega120
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Post subject: Re: Manky games Posted: Tue Jun 29, 2010 6:30 pm |
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Joined: Fri Apr 17, 2009 11:03 am Posts: 53 Location: PETER`S COMMODORE64
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TMR wrote: omega120 wrote: TMR wrote: Using any assembler is out of your league... anyone can write a game in a monitor as long as they have too much time to waste on keeping notes and hand relocating code. I did not know I was being sarcastic, I thought I was being nice, isnt your new game a prodigy? In the first place, it isn't my game (sack posted it, not me) and secondly, yes that's either sarcasm or bad wording on your part. omega120 wrote: As for for writing with a monitor name one person today that writes with a monitor besides me? i said "anyone can write a game in a monitor" but that doesn't mean that more than a couple of people are actually doing it... just that the majority can (because anybody who can write machine code can) but choose not to because it slows down actually making the game. There are a few out there, Crossbow/Crest has always used a monitor to code including the stunning but sadly unfinished Mythos (the preview is hidden in "Krestage 3") and Jon Wells seems to still be working with the Action Replay 6 monitor occasionally since his recently revamped game Escape From Arth was originally written that way so presumably he added the recent enhancements in the same manner - although he seems to be using an assembler for some jobs if his development diary is anything to go by. Oh, and right now i'm doing it - or at least i have recently and, once my writing deadline is out of the way, i'll finish the code off - at which pioint it'll be converted into source code. Ah weel at least the monitor to code is not dead!
_________________ There is only one original `omega120` for `MANKY`
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TMR
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Post subject: Re: Manky games Posted: Tue Jun 29, 2010 8:14 pm |
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Joined: Tue Aug 07, 2007 3:59 pm Posts: 918 Location: Leeds, U.K.
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omega120 wrote: Ah weel at least the monitor to code is not dead! It's only ever been on life support at best, there probably wasn't more than twice that many people using a monitor during the C64's heyday and the majority of games released were written with an assembler of some kind simply because it's more efficient for time and memory use. Monitors are for debugging, assemblers or cross assemblers for programming. When i converted the C16 version of Kikstart to the C64, the code shrank by well over 1K when i removed all the NOPs and blank areas of RAM between the subroutines.
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Jonathan
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Post subject: Re: Manky games Posted: Tue Aug 24, 2010 3:54 pm |
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Joined: Sat Mar 01, 2008 6:58 pm Posts: 16 Location: Nottingham
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omega120 wrote: Pity..... I was so interested in getting to know and play your prodigy game, as for me trying to assemble your code I am not into speccy game assembly, its way out of my league. That's a pity. Never mind, here's a BASIC version of the Z80 listing that you can play instead. It isn't quite as fast, but it does pretty much the same thing. Enjoy.  Code: 10 LET framecount=0 20 BORDER 0: PAUSE 1: LET framecount=framecount+1: BORDER 6 30 CLS 40 GOTO 20
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omega120
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Post subject: Re: Manky games Posted: Tue Aug 24, 2010 4:51 pm |
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Joined: Fri Apr 17, 2009 11:03 am Posts: 53 Location: PETER`S COMMODORE64
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Jonathan wrote: omega120 wrote: Pity..... I was so interested in getting to know and play your prodigy game, as for me trying to assemble your code I am not into speccy game assembly, its way out of my league. That's a pity. Never mind, here's a BASIC version of the Z80 listing that you can play instead. It isn't quite as fast, but it does pretty much the same thing. Enjoy.  Code: 10 LET framecount=0 20 BORDER 0: PAUSE 1: LET framecount=framecount+1: BORDER 6 30 CLS 40 GOTO 20
Funny listing, just a border colour change!
_________________ There is only one original `omega120` for `MANKY`
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