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Commocore
Netherlands
เข้าร่วมเมื่อ 10 ธ.ค. 2013
Working on Meonlawel (cRPG) and Bring back my bones (100% PETSCII FPS).
ko-fi.com/commocore
www.commocore.com
Commocore is a software house for Commodore 64 games. Through game development, and art and hardware design we want to get involved in Commodore community.
ko-fi.com/commocore
www.commocore.com
Commocore is a software house for Commodore 64 games. Through game development, and art and hardware design we want to get involved in Commodore community.
Meonlawel - Game devlog 021 - Sprite objects
Welcome back my travellers. After finishing 2 games for the Reset 64 Craptastic Game Competition 2024, I am back to the Meonlawel land. In this devlog I am gonna share some funny glitches while working on sprite objects and their transition between locations.
Enjoy!
Become a Meonlawel dev insider or just buy me a ko-fi to support the development of this game: ko-fi.com/commocore
Meonlawel is a game project written in assembly for Commodore 64 computers. Check more here: www.commocore.com/meonlawel
Music used:
Fountain by Bartosz Żołyński aka Bago Zonde
Enjoy!
Become a Meonlawel dev insider or just buy me a ko-fi to support the development of this game: ko-fi.com/commocore
Meonlawel is a game project written in assembly for Commodore 64 computers. Check more here: www.commocore.com/meonlawel
Music used:
Fountain by Bartosz Żołyński aka Bago Zonde
มุมมอง: 176
วีดีโอ
Jerry Kavinsky versus Space Goblins for your Commodore 64 soon
มุมมอง 1052 หลายเดือนก่อน
A promo of the new 4k game submitted to the Reset64 4kb 'Craptastic' Game Competition 2024. Read more here: commocore.com/news/jerry-kavinsky-is-coming-on-your-commodore-64
Adventures with a Tank Mouse
มุมมอง 904 หลายเดือนก่อน
Tank Mouse is a wireless equivalent of a classic Commodore 1351 mouse. In this video I am going to test it with the real Commodore 64 and share my experience after using it for one year. 00:00 Intro 03:59 Configuration 05:48 First test 08:05 Testing with GEOS deskTop V2.0 10:30 Testing with GeoWrite 14:02 Testing with GeoPaint 17:01 Testing with Art Studio V1.4 21:47 Going online with Contiki w...
Incrediball 10 - Commodore 64 game for Basic 10-Liner 2024
มุมมอง 4204 หลายเดือนก่อน
This is another game submitted to the 2024 Basic 10-Liner contest in PUR-80 category, that took 7th place. I made it in Commodore 64 BASIC v2. Enjoy the video. You can play this game in your web browser or download it from commocore.itch.io/incrediball-10 Full list of the games participating in the contest and the results: gkanold.wixsite.com/homeputerium/games-list-2024 Feel free also to check...
Dan The Digger 10 - Commodore 64 game for Basic 10-Liner 2024
มุมมอง 2015 หลายเดือนก่อน
I am hyped to share with you some more details about my game that won the 2024 Basic 10-Liner contest in PUR-80 category! I made it in Commodore 64 BASIC v2. Enjoy the video. You can play this game in your web browser or download it from commocore.itch.io/dan-the-digger-10 Full list of the games participating in the contest and the results: gkanold.wixsite.com/homeputerium/games-list-2024 00:00...
Meonlawel - Game devlog 020 - The world clock
มุมมอง 1176 หลายเดือนก่อน
Welcome back my adventurer. In this devlog you'll see the short timeline of the world clock development. Enjoy! Become a Meonlawel dev insider or just buy me a ko-fi to support the development of this game: ko-fi.com/commocore Meonlawel is a game project written in assembly for Commodore 64 computers. Check more here: www.commocore.com/meonlawel Music used: Cauldron by Keith Miller
Meonlawel - Game devlog 019 - Resurrecting the Fair-fox
มุมมอง 1297 หลายเดือนก่อน
Welcome back my adventurer. In this devlog you'll see the following features: - resurrecting spells (Undone Matter) added with testing luck - enhancement for location tiles, now there can be used more than 255 tiles (16x16 pixels each) - Fair-fox animal character visuals - animated grass Enjoy! Become a Meonlawel dev insider or just buy me a ko-fi to support the development of this game: ko-fi....
Double Dino - the board game - Evening Gameplay but not on Commodore 64
มุมมอง 2410 หลายเดือนก่อน
This time, Commodore 64 is going to take some rest as this is the first time I cover board game gameplay! Double Dino the board game was created by Łukasz Bobrecki from Bobr Games. Check other video where I play 2 computer games that are part of this cartridge package: T-Rex 64 de luxe & CommodoRex. Additional music: "Sidewalk shade - slower" by Kevin MacLeod "On the Ground" by Kevin MacLeod "B...
Double Dino cartridge - Evening Gameplay on Commodore 64
มุมมอง 5210 หลายเดือนก่อน
Double Dino: T-Rex64 de luxe & CommodoRex 2022 © Bobr Games T-Rex64 de luxe by The Lockdown Studio Level design, graphics: Zuza Małecka, Ola Małecka Code, music, graphics: Maciej Małecki CommodoRex by Commocore Code, graphics, music: Bartosz Żołyński Additional music: "Sidewalk shade - slower" by Kevin MacLeod "Pamgaea" by Kevin MacLeod "Spy Glass" by Kevin MacLeod 00:00 Intro 01:29 Unboxing 03...
Turrican II for Commodore 64 - the last few levels time-lapse
มุมมอง 8111 หลายเดือนก่อน
Turrican II is an amazing game for Commodore 64 I always wanted to beat. After reaching level 4-2 for the first time, I decided to press the record button in my camera and see how far I can go. Actually this game isn't hard at all. Just be sure to spend more time on exploring all the hidden places. You will be rewarded generously. Gameplay has been speeded up 10x.
Meonlawel - Game devlog 018 - Editing passable fields in BiteMapper
มุมมอง 104ปีที่แล้ว
Meonlawel - Game devlog 018 - Editing passable fields in BiteMapper
Shard of Spring - Removing copy protection - preservation adventure part II
มุมมอง 184ปีที่แล้ว
Shard of Spring - Removing copy protection - preservation adventure part II
Shard of Spring - Preservation adventure - part I
มุมมอง 117ปีที่แล้ว
Shard of Spring - Preservation adventure - part I
Hawk Storm - Evening Gameplay on Commodore 64
มุมมอง 113ปีที่แล้ว
Hawk Storm - Evening Gameplay on Commodore 64
Demon's Winter for Commodore 64 - Part 39 - The great final(s)
มุมมอง 55ปีที่แล้ว
Demon's Winter for Commodore 64 - Part 39 - The great final(s)
A fickle 1541-II disk drive? - Part 3 - CIA chips
มุมมอง 138ปีที่แล้ว
A fickle 1541-II disk drive? - Part 3 - CIA chips
Demon's Winter for Commodore 64 - Part 38 - Preparing before the final fights
มุมมอง 26ปีที่แล้ว
Demon's Winter for Commodore 64 - Part 38 - Preparing before the final fights
Demon's Winter for Commodore 64 - Part 37 - Save game misfortune
มุมมอง 66ปีที่แล้ว
Demon's Winter for Commodore 64 - Part 37 - Save game misfortune
Demon's Winter for Commodore 64 - Part 36 - Leveling up, grinding and melting down
มุมมอง 45ปีที่แล้ว
Demon's Winter for Commodore 64 - Part 36 - Leveling up, grinding and melting down
Demon's Winter for Commodore 64 - Part 35 - Just grind and say hello to Eregore
มุมมอง 43ปีที่แล้ว
Demon's Winter for Commodore 64 - Part 35 - Just grind and say hello to Eregore
Demon's Winter for Commodore 64 - Part 34 - In the search of better weapons
มุมมอง 32ปีที่แล้ว
Demon's Winter for Commodore 64 - Part 34 - In the search of better weapons
Meonlawel - Game devlog 017 - Encountering Mother Klobukka at Diggers Cemetery
มุมมอง 111ปีที่แล้ว
Meonlawel - Game devlog 017 - Encountering Mother Klobukka at Diggers Cemetery
Demon's Winter for Commodore 64 - Part 33 - Grinding, merchants, hunting, repeat
มุมมอง 44ปีที่แล้ว
Demon's Winter for Commodore 64 - Part 33 - Grinding, merchants, hunting, repeat
Demon's Kiss - Evening Gameplay on Commodore 64
มุมมอง 93ปีที่แล้ว
Demon's Kiss - Evening Gameplay on Commodore 64
Meonlawel - Game devlog 016 - Enemy brains package
มุมมอง 72ปีที่แล้ว
Meonlawel - Game devlog 016 - Enemy brains package
Oblivion Grounds PETSCII gfx - #9 at X23!
มุมมอง 38ปีที่แล้ว
Oblivion Grounds PETSCII gfx - #9 at X23!
Meonlawel - live gamedev - drawing a shopkeeper
มุมมอง 34ปีที่แล้ว
Meonlawel - live gamedev - drawing a shopkeeper
Thank you for the direct comparison. This is was awesome . 8580 has more ... "Instruments"? (More sounds channels?) That can't be it... Something. The 6581 is the classic C64 sound people are used to. More "electric" I've been a fan of the Sid chip for quite some time but I didn't even know the 8580 existed until today. Having your commodore modded for both sid chips is awesome
Thanks for your comment! Much appreciated . 8580 is mostly just an improvement version of 6581 with the reliable cutoff that is linear compared to the "old" SID - as it was intended to be. But 6581 sounds more warm thanks to its imperfection. Great to have another fan of SID music. If you're into dark tunes, check out Commodore 64 Dark SID music mixtape collection I've compiled here on TH-cam ;). Let's the power of SID be with you!
Interdependencies are a bitch aren't they !?!? I solve the problem quite simply. I just assemble a project twice. The first time some assembly modules are referring to old/not yet updated addresses and others are using the current/valid addresses depending on where in the assembly chain they exist. The second assembly ensures all assembly modules are referring to the updated addresses and everything works fine. It does take longer of course...
Yeah! This is exactly what I do but as the whole project works on labels, I do not reference to old labels (whole build destination folder is wiped out on each build to always keep things up to date and detect false-positive address misconfiguration I've experienced in the past few times) as they might not exist anymore and the new ones might be introduced. The first pass uses fake labels (see at 14:59) as they have to exist somewhere, and all of them point to a single "whatever" place in memory. As I called it, they hang in the air, exactly like not grounded wire ;). Then, when the other module is compiled, I include these labels by compiling code again. It took me some time to re-organise the code as few of the dependencies are used in many places, so they were moved to the core. I also put a fine line between code and data, so I can easily add as many objects, NPCs, MOBs, items, magick books, spells (and their animations) and weapons as I want without making the functional code grow.
Nice fix, however, the main character sprites disappear when transitioning from screen to screen which now stands out more as a result of the fix. It's not really that big a deal I suppose but consistency there would really cap off what you've done already. Nice little game though by the looks of it.
Thanks! I don't think this fix changed anything as the logic implemented in the code didn't change for the main character's sprites. In the code, these sprites are disabled the same way as before when transitioning to the new location: until a location is fully loaded. But I might miss something indeed, let me know in which video have you seen it. I probably cannot see the forest for the trees anymore :). But you have a good point! And indeed, while refactoring the engine I actually tested showing the main character on the screen as soon as possible as the new implementation allowed that. However, I reverted it as my experience of controlling the main character started to be annoying. It's because when the main character is displayed (let's say already on the top part of the screen), you want immediately to move further, however controls are disabled until the whole location is rendered. It resulted in the main character to be frozen for a while. It somehow destroys the pace of moving between locations which isn't smooth obviously due to the rendering time needed. I guess it will be easy to sense these little details once I release the demo. To be announced.
@@commocore So are you saying that you've reserved a couple of sprite numbers for the main sprite, eg. sprite number 1 (lo-res) and 0 (hi-res overlay) and then you disable those sprites (turn their enabled bits off) when you transition from "room" to "room" ? If this is the case, wouldn't it be more consistent to move the sprites to the new destination depending on how you've entered the room (from bottom to top if going down, etc.) but keep them enabled. Even if you "lock" movement, and the "rendering" of the background is still occurring, wouldn't it look more consistent ? You're right in that it might seemingly affect the flow of movement but isn't that more to do with the time taken to "render" the background ? Anyway, it's not really important but I've written a few C64 games and I know what it's like falling down the rabbit-hole trying to fix these types of little issues...
Yes, for the main sprite I reserved the first two sprites but it doesn't matter for the engine. Even that it waits for a line to be rendered, I disabled bits for the main character sprite no matter what as keeping the main character on the screen that cannot move was really annoying. The rendering have to take some time, so once location is rendered, showing the main character gives the indication that you're ready to play further. I know it's not ideal. Maybe character should leave the area and walk in, but I would need to simulate that cosmetic improvement to see how it feels before developing it. Anyways thanks for the suggestion. After releasing the first demo, I am going to gather feedback and see what to improve. I am adding this to the list of things to consider. Thanks! Can I ask what games have you worked on? I am really curious, maybe I know them? :).
@@commocore If the rendering of the next scene/"room" is taking too long, then break it up and execute what needs to be done over successive frames BEFORE you enter the new "room". It seems you are performing this only when you enter the new "room". Based on the movement speed of the main sprite (for tolerance), define a bounding box around the exits to detect when the player is getting close to leaving the area, and then start building the next "scene" (eg. to a temporary memory block) for each frame (however much processing time you can spare) until either the operation is complete or the player has actually exited the area. At that point, the "room"/"scene" should be built and ready to go. Then simply sync with the raster, eg. at the top of the bottom border, initialise the sprites and then copy the screen RAM/colour RAM of the built new "room" to the display "window" tailoring the copy so that the raster doesn't overrun. If you achieve this, the main player won't have to be "locked" or hidden, and the next scene will seamlessly appear for the player to move immediately. This would be how I would handle this, but of course, it's up to you how you go about it.
This sounds reasonable especially when guts of this project are unknown ;). Let me break this down as it might be an interesting case study. To make that transition happen, I would need at least 11 frames (maybe half of it) just to load graphics. Player needs 16 frames to move from one tile to another so technically it's within the boundary however if you look closely, I don't animate a player to exit the location at the very edge. When it's on the last tile on the edge, character will exit immediately when direction is pressed. Moving the character further in that direction so the preloading could happen would introduce another problem. Then, player's sprites would go out into the black screen as location ends over there to the north/west/south, or straight into the side bar with party stats to the east. Stepping into a void would look weird. I would need to mask main character sprites and that's another hell of memory needed to do so. Talking about memory... I don't have too much of memory left. Size of each location is 192x176 pixels of a bitmap graphic which translates to ~4kb plus 528 bytes of colour data. I don't have enough memory to load this data on the side. Indeed, there's already an extra area I could use which preserves graphics after closing dialog boxes drawn on location (as dialogs are not displayed under the location screen as in Ultima, etc.). However, even in this case I needed to make this area slightly smaller, so technically, dialog boxes cannot actually be displayed on the very first line (which would look ugly anyways), and at the very bottom of the location. Just no free memory left. There was a lot of struggle with memory in this project, to the point I introduced swap modules that load executable code with certain features to memory while the program runs. This is not an adventure game, but quite complex cRPG that uses bitmap graphics. And this eats memory. Next, there are 2 types of locations. The first type are locations designed manually, the second type are locations generated with a seed. Time of generating a location vary here. Additionally, time to build a location even before rendering is not deterministic, as engine executes the pre-draw procedures. They are responsible to set all the elements in the location based on the conditions, and these are simply different per location. For this I use the interpreter that coordinates all the elements with a simple language and a logic chain to leave door opened, set chests already opened or objects already moved, set NPC based on conditions like day or night, or to remove it when joined the party etc. etc. and also to set the fields that are passable. This can take undetermined amount of time, and can be quite complex. So I doubt in the end that all these things could fit within the boundary but even if yes... Looking at this from wider perspective, funnily enough, currently, the main character doesn't go further at the edge of the screen, so introducing that mechanism could fix only the graphical smoothness as the main character would just walk further, but in the end, the loading + rendering time would stay the same so the timing doesn't change. The only difference is that distance would be graphically represented with the animation of the main character, but in the dimension of time, covering that distance remains the same as it is now. This is what I've found by looking at it more closely now. I don't feel there's actually anything holding the main character, as the timing it's within the pace of the movement. Probably that's why I didn't even notice it. In general I didn't find it to be a problem, but definitely it's a graphical limitation I might tackle in the future if needed.
The obvious solution to the speed at which the screen and sprites display would have been to have your status panel at the bottom of the screen instead of at the side. Then you could blank the game screen out using $d011, redraw everything and switch the game screen back on. Obviously given the state of development at this stage, that would be a massive undertaking to rework the game engine into a new format. Nice to see an update though. Good luck with it.
Thanks! Interesting approach. First of all, it was a design choice for me to keep the transition this way. I didn't want to blank the screen, as copying the bitmap tiles data would take several frames. Just have a look at 5:15. Program runs in the debug mode where purple rasterlines represent copying just a single row of tiles: 192 x 16 pixels with independent colours per square). Additionaly, the status wouldn't fit at the end of the screen.
Te kilka lokacji wygląda przepięknie. Błędy które poprawiasz, prawdopodobnie zostały by dostrzeżone przez niewielki odsetek graczy. Myślę, że i tak nie były by wstanie wyprowadzić nikogo z imersji. Dlatego zastanawiam się, jaki czynnik decyduje u Ciebie o takiej skrupulatności. Czy jest to chęć ukończenia względnie idealnego produktu, czy głównie zabawa z rozwiązywania napotkanych problemów ? ;)
Cha cha, no tak, sam miałem dylemat, bo to jednak czysta kosmetyka . Ale wierz mi, po kilku godzinach grania naprawdę nie mogłem odgonić tej myśli i jednak stwierdziłem, że chciałbym to jednak dopieścić. Tym właśnie jest ten projekt dla mnie, nie produktem a wynikiem mojej miłości do retro i stworzenia gry, która będzie po prostu dobrze wyglądać, i równie dobrze będzie się w nią grało. I tak poszedłem tutaj na kompromis. Zdarzyć się bowiem może, że liczba wolnych sprite'ów nie jest wystarczająca. Mechanizm zwalnia wtedy potrzebną ilość "duszków" z poprzedniej lokacji. Wtedy zniknięcie sprite'a może więc nadal nastąpić . Poszedłem na kompromis, bo mógłbym zastosować multiplexing (co byłoby w sumie złożone biorąc pod uwagę ładowanie lokacji), tak, by na ekranie mogło być wyświetlone więcej niż 8 sprite'ów na raz. Więc tak czy siak mam nadzieję, że podchodzę do problemu w miarę pragmatycznie .
keep up the good work my guy wish u the best looking amezing!!!!!!!!!!!
That Commodore 64 game looks retrospectively cool 😺👍🕹️. And the music 🎵🎶 is brilliant 😺👍🕹️. A big retrospective like 👍🕹️ from Vantaa, Finland 🇫🇮. By the way, you are one sub ahead from 250 😺👍.
Thanks @ArttuTheCat! Much appreciated . Yes, 250 is near . This music track was created back in 2006+ on my Amiga 1200, and it's actually 4-tracks AHX music module. I have plenty of melodies I am planning to rewrite to 3 channels SID. It's going to be a challenge no doubt. Sending warm greetings back to Finland 🇫🇮 !
Nice !!! ❤
Diagonal Shooting and Jumping would be a Plus.
Thanks for your suggestion. I will take it into the consideration. Hope you will check the game once is available and let me know how does it feel now, as for diagonal shooting it would be more beneficial for larger areas where screen also moves vertically. Or, taking Contra for an example, where screen scrolls only to the left, still, there is a larger area there and characters are smaller, so the design of diagonal shooting works nicely over there. Good suggestion anyways, thanks! By diagonal jumping do you mean scrolling the screen also vertically? Because this is something I am going to do with another engine for Circus Tom game project, and for this one to leave it out by design (I think). So it would less advanced technically, but I want to focus on the gameplay to be fun.
Good video, I prefer the original Sid processor 6581 remember Me the real anni 80 when I was a little child...
I really wanted to listen to what you had to say but some idiot left your radio on and I could not understrand much it any of what you were saying. Thumbs down, no subscribe.
As a (good) synthwave enjoyer who only have surface level knowledge of chiptune, that Gradius theme made my head explode. It sounds so much like Carpenter Brut, same beats, same harmony, same arp moves, everything.
what size is the rubber belt?
I guess the best is just to get one for this particular model as the producer doesn't provide this information. I don't have tools with higher precision to check the thickness. I've found online that it's 0.5 to 0.6 mm thick. I don't know what the length is but I can check it for you if it helps.
I prefer original SID
The Arkanoid theme is still one of my favorite Galway pieces 🎉 And that mouse is awesome!
Want to play this
Awesome!
It's impressive you wrote this in Basic 🤔👍. Why not translate it to ASM so you include the MSB for the ball sprite and go up to X=320 ?
Thanks @kraftwerk974! I might indeed create the assembly version as I did with another 10-liner game: Mimizuku Saga. I like this concept so I would like to explore it further with more variety, music etc. We'll see :).
Very cool! Also interesting to see how you actually create the code and the tools used!
Thanks @AnthonyDonker! What's best about it is that I re-use these tools and tricks across different projects.
Incredible again. Also great to see you use basic programs as tooling to create this program.😮
Yay! Thanks @Goerp! Fun all the way!
Beautiful game! Great work :)
Thanks a lot! More graphical touches are coming! It's time for another devlog end of this week...
Good idea.
Love that you chose to go with the full pixel width and two colors, very inspiring, thank you for posting!
Really love what you're building here, but I was wondering, couldn't you just blit the shifted Moon&Sun on some characters, then when they should change on screen you just move those in place where they need to be. You'd draw one character per frame to not block the whole game, but I don't know if bitmap mode can allow that. After rewatching the video I that is how you do it after all... not really sure. Love the clouds keep up the good work, this looks amazing <3
Thanks a lot! Indeed, the code bit blits the object (at 3:24) from the memory location to the screen, but with the bits already shifted in the 8 pixels range (within the bits shift, object takes 3 bytes per row). It's a hi-res bitmap mode, so no characters though slightly funky rules for C64 bitmap mode apply (in the end all is 8x8 pixels grid, but to draw the graphics in the same row, it's 8 bytes further, not 1). If I understand you correctly, it would be indeed possible to move an object that is already rendered. However, I decided to always bit blit the "fresh" object on the screen for two reasons. First of all, the object appears from the bottom part of the visible area, so it's partly visible. In other words, it still needs to be blit from the source and code needs to know when to finish the rendering. The second reason is that there is also the battle screen, so after returning to the location screen I have to render this object again in the right place. This method is actually very easy, and I can freely draw any objects like that on the bitmap. For the moving clouds (again, bit shifting!), it's going to be a matter of drawing a cloud but to blit zeroes on the same bitmap after the sun is blit there.
@@commocore thank you for your answer, that makes a lot of sense now yes, thought you might be using character mode, but it all makes so much more sense now, keep going, this project looks amazing 😍😍😍
@@c64cosmin Thanks a lot! More to come! The whole screen has to be in the bitmap mode but even if it would be in the character mode I would still need to set them dynamically as C64 has limited amount of charsets so it’s easier to draw a bitmap rather than set and copy particular charsets to the screen. Actually the first incomplete version of Meonlawel written back in BASIC used charsets but I realised quickly that it really limits how much things can be drawn, not mentioning about modifications like water or grass animations. Learning and overcoming limitations the hard way, this is what I basically learned while making this project 😅.
Fantastic!
Okay but I will waste time talking about the wind blown grass ... I love it!
I didn't waste time of reading your precious comment! Should I also animate some trees?
fajnie to się rozwija
Dang, this is super cool! Glad the algorithm recommended it.
Hail YT algorithm! Thanks a lot! Much appreciated!
Looks top notch! :)
Thank you for your comment!
Both a kung fu flash and a fast load cartridge work in my xpander 3 but I can’t get the 64nic+ to work / detect an rrnet device :(
I assume your 64NIC+ is configured and works correctly when plugged directly to the expansion port?
@@commocore it detects RRNet directly in the cartridge port but after initial data transfer it hangs and won’t receive or send any data
@@mitchmccracken3050 And how did you configure it? I used Contiki to set the configuration and test with a WEBBROWSER that was available on one of the d64 images. Maybe this guide will shed some light: commocore.com/commodorex/64nic-setup - it's for the setup of CommodoRex game I wrote. Not sure if you wanted to run my game, or play with 64NIC+ in general? Anyways, for my game, I used DHCP and IPCONFIG files from Contiki as the standard to configure 64NIC+. In any case, feel free to send me an e-mail, I will try to help you.
@@commocore it turns out the 64nic+ works fine on my c64 but it will not work on my c128 with or without the xpander :( I believe go4retro says that it simply won’t work on some c128s
@@mitchmccracken3050 thanks for the details! I've bought C128 recently, so it would be a good idea to actually check it as well. At least, happy that it works for our "tiny" C64 . Interestingly, on my C128, I cannot boot my cartridge prototype (based on Magick Desk cart) for the Meonlawel cRPG game project I am working on. I already checked that it doesn't boot from 1541Ultimate as well, so I suspect it must be a problem with the code, not with the hardware. I wonder what is the cause of 64NIC+.
I'm very excited for this
What... I had no idea about this place and I just visited Kraków last year >:| Looks like I'm gonna have to head back to Europe soon.
Absolutely fantastic, how do these not have thousands of views, I do not know.
Thanks! What artist or song you like the most?
@@commocore Out of the mixtape vol. 3 - when it comes to dark C64 music, Dragon's Lair Part II - song 9 by Rob Hubbard, that's the song mood that spawned Dungeon Synth music genre in the past few years, like Kobold, Gnoll and many others. Many of these are true classics.
@@LukJarzyna Oh yeah, great taste. This one reminds me another song from Rob Hubbard, Nemesis The Warlock, available on vol. 7 of this compilation. BTW. also a great unusual comic book story by Pat Mills. To be honest I have never listened to anything like Dungeon Synth as my background is mostly in industrial, so I will give it a go. Thanks :). By the way, a slightly off topic: I was honored to have a chat with Rob Hubbard during X party this year. I recommended him to check Satyagraha opera (by Philip Glass). I had really great time, he's an astonishing person still close to the Commodore 64 scene. Thanks again for your recommendations @LukJarzyna.
Man, i loved playing TURRICAN I and II on my Amiga 500 for many years 😹👍🕹️. Absolutely brilliant 😺👍🕹️!
I actually never played it on Amiga no matter how awkward it sounds! Weird, huh? I just never got that game! Instead, I played and finished Jim Power so many many times. One of the games I play just for relax. This music, and nice gameplay. I enjoyed playing Turrican II a lot, so I am going to try the first part soon! Let me borrow that joystick from you to play it. Yay🕹!
Nobody's playing all these games...
At the time of recording it there were only plenty of people. But it was Friday, around 1pm.
Very entertaining and fun to watch. Thanks for posting this.
Wow looks amazing! Hope there is more to come
Thanks!! For now, I only did a sequel called Bring Back More Bones 4k. Feel free to play both mini-games online on commocore.itch.io page. As I am in the experimental design phase of this project to see what really works, feel free to drop any suggestions! I would really appreciate it!
HOD2SDX!?!?!?
There is also a separate pinball museum in Krakow
I didn't know about it! Thanks a lot! Do you know what pinball machines are there? I am starting to have Pinball Dreams again ;).
SSI and SSG were my absolute favorite game producers on my commodre 64
Zmotywowałeś mnie tym filmem, aby w końcu poza kibicowaniem konkretnie cię wesprzeć...
Serdeczne dzięki! \o/ Twoje kibicowanie bardzo wiele dla mnie znaczy więc tym bardziej nieocenione podziękowanie za wsparcie!
Nice work!
Thanks, Chris! Much appreciated!
I got a copy from CSDB, which wasn't cracked by The Jolly Roger. I believe it was "cracked" by Lord Crass. I ran "Character Utilities" and was able to make a character.
This version wasn't available on CSDB while doing this video. 21 August, I mentioned about my endeavour on Twitter, as there was only Jolly Roger's crack available back then. This is also stated on the Lost Sectors channel, as folks tried to play that only version 1.0 available for C64. If you check the CSDB page creation of Lord Crass crack, it was added by Paladin on 2023-08-22 13:30:03+00 and it's a version 1.2. So indeed, now there's another version. I don't think this is a coincidence. Glad this version is there for anyone to play. I am happy to have the original anyway. Are you going to play it?
Somehow I don't think the advice shown in the manual at 3:19 applies anymore. To think they not only would replace a defective disk back then (which is nice) they also seemed willing to look into and correct program bugs you find as well? Crazy.
Yeah, good observation. In the following part I was going to mention indeed about that but in the context of making backups as I needed to break the protection in order to preserve/backup it. I guess, back then not everyone would think of making a backup as we tend to think nowadays?
I have played some of the SSI games on my Amiga 500, but i have never heard of SHARP OF SPRING. It looks retrospectively awesome on the Commodore 64 😺👍🕹️.
I never played any SSI games, neither on C64 or Amiga. Demon's Winter was really fun to play even though it was tough to finish it as I didn't start the proper way. With some learnings, I think I will enjoy Shard of Spring, especially that I already enjoyed trying it out for the first 30 minutes. I wonder what have you played on Amiga, any recommendations, Arttu?
@@commocore I could recommend these SSI games on the Commodore 64 and Amiga: - ROADWAR 2000 - ROADWAR EUROPE - PHANTASIE - PHANTASIE III - BUCK ROGERS - EYE OF THE BEHOLDER - EYE OF THE BEHOLDER II 😺👍
@@ArttuTheCat Oh yeah, I tried Roadwar 2000 but on C64, it was super tough :). Thanks, I am definitely going to add it on the top of my wishlist.
Greetings from Poland! I also thought its ninja turtles game when I was a kid and was super hyped when I first got it xD Took me 20+ years to realize you can't pick up the hook at the beggining xD mind was blown when you could finally go into the tombs below to finally finish the game :D
Have you finished Tai Chi Tortoise? :). Haha, funny memories. I remember yet another cover that was so promising, but the game was a completely different story - Scary Bear :D. I might play it again at some point! Pozdrawiam!
Can't jump and shoot? Can't even duck? Game starts off at a difficulty level that feels like level 8? And what is with the threat at 19:40 ?? Wow.
Haha, I didn't notice this threat to hackers before :D. Yeah, in this game you cannot duck and you cannot shoot while being in the air. I might try to play it again with shooting blindly before making any jumps, and see if this can help to move further in the game.
A lot of games back then where almost unplayable because to much enemies comming at you or bad sprite collision....nice vid 👍
Agree. Once I realise it's too hectic and unplayable, that's the sign I play it not the way intended to be played. So, there might be other way like trying to avoid enemies, or shooting blindly ahead, or... the game is just really unfair and lands in the unplayable category forever until I found out someone else beat it :D.
Not to be confused with the Edosians of Star Trek
Actually, one of the sprite characters looks similar though closer to E.T. Guest appearance?
Nice! I feel like I just went back in time!
Welcome to the Pleasure Dome! 😄 What have you played in the past the most?
@@commocore not much, but I have been able to play some of these games on consoles since the cabinets are no longer available (which really sucks when you think about it. Keeping these cabinets could ensure more can come, but especially the Mortal Kombat games in there, since they have 1 to UMK3) I wish one day, I could actually get the arcade cab for one of the games in there, and not having to do it from Arcade1UP instead
I still have the original hardwares of the Commodore 64 and Amiga 500. In fact, i have disk drive 1571-II for my Commodore 64 😺👍🕹️. Once i get into my summer vacation in September, I better hope, i get to play them again 😹👍🕹️. Your video deserves a big retrospective like 👍 from Vantaa, Finland 🇫🇮.
Oh. I've never ever had 1571-II. It's a great piece of hardware - only that I know! Have a great and relaxed September vacations, Arrtu! 👾