August 26, 2014 | In: Hardware, Software by rEdrUm

C64TPC is Open Source !

Like a  SD2IEC or XE1541 the C64TPC is one of the many opportunities to upgrade your Commodore 64 to remove the need for the 5 “1/4 floppies. The C64TPC is a very nice little box that emulates up to four floppy drives using your PC that becomes then a file server for disk images. If you want more information, you can read the full review of C64TPC I wrote for mycommodore64.com.

I am one of the lucky ones who were able to buy one at the time when it was still produced and sold by its founder, Ahmet Eymür . The C64TPC unfortunately is not sold anymore. Now an independent game developer, Ahmet , well aware that his C64TPC could still be improved in many ways, decided to put the full source code of the project available as open source for all !

Here’s a good reason for the most advanced developers among you to take control and refine it this project that deserves to be continued. For example : a better compatibility with USB<>serial adapters, a software version for OS X, etc, etc.

To download the complete source code, you can do it here.

To play the latest game created by Ahmet , Forbidden Forest , you can find it on Google Play by clicking here  or on the Apple App Store here .

May 30, 2014 | In: Games by rEdrUm

Arcade Commando lands on the Commodore 64

In recent times it has become more and more common that brave developers have started to work on improving unsatisfactory existing versions of games. It is true that in the 80s ports from one machine to another were often botched. Today is Commando‘s turn to get  a makeover on Commodore 64 thanks to the group Nostalgia. This run n’ gun released by Capcom in 1985, on almost all platforms at the time, had had several levels and features cut in its version for 8-bit computers. Like the Arcade version of the title this new version has 8 levels, which is 5 more than in the C64 original version, as well as having improved graphics and music.

Note that all the music from the 1985 version was composed by Rob Hubbard and is now considered one of the best Commodore 64 games soundtracks.

Update: I just tested the game, I noticed that you can choose between the original music and sound or the remastered version! And that makes all the difference! In the original version of the game, the music was stopped at certain moments to enable the sound effects to be heard and in the new version you can hear them both at the same time! Also, the new sound effects are really good. I strongly advise you check out this improved version of the game !

If you want to test this for yourself or to learn more, download the rom is here.

Source : retrogamer.ca

February 23, 2014 | In: Games, Software, Video by Stamba

Pinball Dreams on Commodore 64!

OMFBBQ! Am I dreaming? Nope!
Pinball Dreams on my c64!

pdc08

Pinball Dreams is definitly one of the demakes we all dream about since ages!
Laxity is offering us a playable version of the Ignition and Nightmare tables.

This release has been done in 2012… but… let’s have a closer look on how everything started… in 2002!

WVL (aka Werner) started to work on this demake in 2002; here is his original post on CSDb:

Hey guys/girls,

instead of updating my homepage all the time, I though I could open a new thread here instead. This will also allow other ppl to comment on the development.

okay, so whassup at the moment?

Well, Last month I completely restarted from scratch on the code. Why? Well, first I wanted to concentrate more on getting the game to run in less memory, also I wanted to focus more on accurate simulation of the ball and some small other things…

1x1mask

What I have done till now :

1 – spawned the ball ;-)
2 – added gravity to the surroundings, the gravity data is now RLE encoded, so it doesn’t take up much memory anymore. Used to eat 20 blocks of memory, now I think a map would use 3-4 blocks..
3 – I changed the gravity routine to use polar-based vectors instead of cartesean, much more accurate!
4 – added a debug mode to the movement routines, you’re able to pick up the ball with the firebutton and move it around. Let go of the button and you drop it on the table again.
5 – Worked on an accurate (within 1 ‘bradian’ degree) direction calculation routine. This routine will be used for both friction calculations and calculating new directions after collisions. So it needs to be
6 – added a (simple) friction routine.
7 – I put a small preview on the web ;-)

get it at http://www.interstyles.nl/pinball.rar

pd-wvl

Download one of these early releases: Pinball Dreams early release by WVL

okay, what am I up to now?

1 – increase the speed accuracy to 24 bit, I need this because the friction only affects speed in the last 3 bits or so, so it’s not accurate at all..
2 – add spin to the ball, so it is allowed to roll.. (also gives effect to the ball like top-spin and such)
3 – dunno yet, I’ll see what is the next logical step after that.. probably the new method of collision detection, dunno..

I’m thinking of putting the sourcecode online as ascii file, so everyone can check it out…

Suggestions? Questions? other stuff?

greets, Werner

It seems WVL really spent hell a lot of time on this conversion and he even kindly gave some screenshots of his dedicated softwares while he was trying to save memory to get the best!

Here are some more explanations:

This picture shows where our walls are on top of the bitmap picture. The angle of the walls is depicted with the colors.

editor6

This picture shows how the RLE-ed data in the game looks. The yellow area is empty space, while the grey-areas are solid objects. On the right you can see the data that has been created. The data can be directly copy/pasted into the sourcecode of the game.

editor5

These screenshots can be found on lemon64 forum over a long serie of pages about Pinball Dreams. WVL mentioned many times an archive with all the source code; here it is (well just showing some of the thousand lines ;))!

;-------------
;main options-
;-------------
 
;if TABLE==0 =&gt; Nightmare
;if TABLE==1 =&gt; Ignition
 
CHANGE01        = 1    ;turn $01=#$30 on/off.. 0 =&gt; $01=#$35, 1 =&gt; $01=#$30
 
KEEPTIME        = 0    ;keep time during game, useful for keeping track of collisions
KEEPFLIPPERHIS  = 0    ;keep history of flipper collisions (needs KEEPTIME = 1)
 
SHOWRASTERTIME  = 0    ;show used rastertime in the border
WARNLOWRASTER   = 0    ;changes bordercolor if there was not enough rastertime
SENSERASTERTIME = 0    ;keep track of used rastertime
 
KEEPHISTORY     = 0    ;keep collision history
 
JOYCONTROL      = 1    ;make ball controlable by joystick, eats 91 bytes!
 
DAMPING         = 1    ;turn damping on/off
PLAYMUSIC       = 1    ;turn music on/off

Download Pinball Dreams for Commodore 64 source code by WVL : Dev.rar

Unfortunately, after many years working on this, it seems WVL completely lost interest (or just time) in this project. His website is just like “frozen” in time.

http://www.interstyles.nl/pinball/

Get lucky!

Laxity granted us with a new release in 2012 and it’s pleasure to play on a real Commodore 64 to this jewel!

Unfortunately(again), according to the team, it seem it’s quite difficult to add more features to the game so it probably won’t be finished… ::cry::

Download: Pinball_Dreams_preview2_LAXITY
Original link on CSDb: http://csdb.dk/release/?id=111246

So, guys! Who is up to continue the saga…? ;)

February 5, 2014 | In: Games by rEdrUm

Street Fighter !

Street_Fighter_1-c64-box-art

The Commodore 64 is deemed to be the best selling computer of all time. The success of this computer has boomed. A great reason to see a famous arcade game from Capcom: Street Fighter ported to the 8bit Commodore micro computer !

This 1988 port was created by Tiertex, a studio in the outskirts of Manchester, for the PAL version (Pacific Dataworks International for the NTSC version), and was ranked alongside other popular fighting titles already on micro at that time: Yie Ar Kung-Fu or The Way of the Exploding Fist. Well, let’s just say… It didn’t really work … Let me explain.

Firstly, it’s important to remember that the C64 hardware was not of the same caliber of the PCB in arcade gaming, which made ​​it even more difficult to convert. It was also the case for many other arcade games ported at that time.

Be warned, this is one heck of a spoiler-alert. And I’m not going to beat about the bush.

You want enemies? You won’t be disappointed.

Ryu is on the job. The now famous fighter wearing a white kimono has to confront a whole range of enemies in this round the world trip!

Street Fighter C64 Enemies

Some enemies have special moves; the only one I think really stands out from the rest at this level is Geki. The guy has the ability to teleport and throw … shuriken. Sagat, on the other hand, seems to be able to throw his famous fireball. However, the others did not reveal any hidden talents in combat during the numerous combats I did for this test. But most disappointing of all is that the total lack of special moves for Ryu, even though they are in the arcade version. The famous Hadoken and uppercut have disappeared.

You want to travel? Jump on board!

In Street Fighter, you get around. Ryu takes a plane just to go beat up a guy he doesn’t even know! I know this is part of a tournament (I think), and I hope at least it will benefit tourism a bit! From a dojo in Japan, to the disreputable streets of England, to the American railway system via the Taj Mahal and the Great Wall of China – your eyes are in for a treat to the point where you can almost get carried away! So Ryu the local tough guy visits 5 countries to demonstrate his talents.
Between each country you will also be entitled to a bonus stage where you have to show your ability to break the wood. Literally. I let you enjoy the scenery.

Plenty of manoeuvrability – or not!

street-fighter-c64-congratsWhen it comes to addressing the subject of maneuverability in this game, tread carefully. Don’t forget that the microphones at the time had a lever for a joystick with a single button. You can probably imagine how hard it is to make all the possible shots in the arcade version of the game that has 6 buttons, 3 punches and 3 kicks. It is a combination of the single and multi-directional button would eventually will trigger the various fighting techniques of Ryu. It is not the intensity of the blow that’s important here. Everything is delivered with the same force. The contact areas on the other hand, are rather vague. Sometimes you touch the enemy by hitting 1m into the empty space front of him, sometimes you miss. As we are not quite sure what we’re doing, the developer had the presence of mind to show a kind of black spot when we strike a blow and we hit.

You want sound? “Hear” you go!

There are no sound effects. As soon as the music is on, this is the only sound you will hear during the game. And that’s OK because it is really rather good, quite a success, I’d say. The lively rhythm will drive you to defend yourself and to tackle head on each arena! See extract below.

 

The NTSC version was a big surprise!

When writing this article I naturally had to widen my video game culture by doing further research on this subject. Having got bored of waiting for the original cassette tape that I have to load and also for the sake of ease, I quickly turned to the emulated version of the game. Then during the course of a ROM, surprise! I launched the U.S. version and right from the title screen, what a difference. A total difference in the game! Even the music is different. Then memories came flooding back that back then, sometimes each continent has its own version, and this is the case because as I mentioned in the introduction, the NTSC version was developed by Pacific Dataworks International. And I must say they really worked better. But as pictures always speak for themselves, I put together a quick comparison video just below.

 

 

It’s like this at Commodore

For added perspective, you can see in the instructions that I attached to this article that the joystick connection varies depending on the version you have … Minor flaws of the C64. On the NTSC version you plug the joystick in port 1 #1 and #2 in port 2, which seems logical. But the PAL version is the other way around …

How do the others do it?

Here’s a brief overview of “equivalent” 8-bit versions of CPC, Spectrum and also the original Arcade. Just to really bore the socks off you.

All in all…

HADDDDOOOOOOOOOKEEN

Despite all this, oddly, I still had fun with this number, could it be guilty pleasure? I don’t think so. It was definitely the element of surprise and the whole loser/kitsch thing that made ​​me laugh. Not sure I would be so forgiving the next time I have a go at it… That said, you should try this Street Fighter, even just for your culture, to know where the title comes from and how many other fighting games have indirectly been inspired!

La version française de cet article est disponible sur www.retrogamer.ca

 

red

L’OPEN BIDOUILLE CAMP 33 S’INSTALLE À LA FABRIQUE POLA EN 2014.
Après Saint Ouen, Brest, Bordeaux, Lille et Montreuil en 2013, l’Open Bidouille Camp plante sa tente à Bègles.
L’Open Bidouille Camp 33 est le rendez-vous annuel de la créativité technique, scientifique, du faire soi-même et de la création artistique participative en Aquitaine.
Pendant 3 jours, des bidouilleurs, des curieux, des inventeurs construisent un événement ludique, et proposent au public, sous forme d’ateliers bricolés et décalés, de découvrir en faisant.
L’édition 2013 à Bordeaux avait rassemblé plus de 3000 visiteurs autour de 26 ateliers sous la halle Darwin.
Pour la deuxième édition en Gironde, du 16 au 18 mai 2014, le Collectif Open Bidouille local se reforme et établit le camp de base de l’Open Bidouille à la Fabrique Pola, lieu dédié à la création contemporaine et à la production et à la diffusion artistique.

Musique sur Commodore64

Commodore-64-Computer_redimensionner

Le Commodore64 est un ordinateur personnel qui a vu le jour en 1982. Equipé de 64 Ko de RAM, il est probablement l’ordinateur le plus vendu à ce jour avec, selon les estimations, entre 17 à 25 millions d’exemplaires!

Une de ses grandes qualités est sans conteste d’avoir un processeur sonore hors-pair: le SID! Cette puce est un véritable synthétiseur, offrant 3 voix et dépassant technologiquement tout ce qui se faisait à l’époque. Elle contribuera grandement au succès commercial du Commodore 64.

schem-970

MyCommodore64 propose plusieurs ateliers pour vous faire (re)découvrir cet ordinateur au delà de la musique 8 bits et chiptunes: de la simple cartouche Fischer Price pour les plus petits jusqu’au séquencer professionnel de la célèbre marque Moog en passant par diverses interfaces comme des samplers, de la synthèse vocale, des boites à rythme… qu’elles soient d’époque ou de 2014!

a3

Car c’est bien la particularité du Commodore64: la scène est toujours très active et des dizaines d’interfaces sortent encore chaque année! Il est donc normal que le Commodore64 soit encore présent dans de nombreux studios; c’est ce que vous démontrera MyCommodore64 tout au long de l’Open Bidouille Camp en faisant diverses démos très électroniques et 80s!

a4

“Commodore! Computers for the masses, not the classes!”

Retrouvez-nous sur notre stand les 17 et 18 mai! :)

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