![]() The Atari VCS-2600 version of "Phoenix" is fantastic. I f you don't know, what to port next to the C64, then I have a suggestion. ![]() Your new "Galaxian DX" is really good, the next great C64 port of a classical Arcade-shooter. But with "Galaga" it often helps, because more shots on the screen are possible there and you can shoot several enemies one after the other in Galaga with rapidfire. So there it works.īy the way - there in "Galaxian DX" a rapidfire (autofire) doesn't help much anyway, because a maximum of only one shot of the player can appear on the screen at the same time. I've tried it with two joysticks, both of which contain "rapidfire as long as the player holds the firebutton down" and whenever I leave the button in "Galaxian DX", the rapidfire stops immediately, like it should be. I tried your new Galaxian game and there this problem does not occur. Thanks to Stefan Wessels for sharing the code to his modern remake of the arcade version, which I have used as a reference for certain bits of the code, and also converted the wave pattern data to a C64-friendly format. This game must NOT be packaged and sold in any format. If you would like to support further C64 development, please check out my game Oyup which you can download for free with an option to donate. The game was written in KickAssembler, with the aid of Sublime Text, CharPad and SpritePad. This is purely cosmetic and I'll continue to work to track the issue down. Sometimes part of an enemy in formation, or a bullet, may be left on screen.Occasional flicker when a lot of enemies/bombs are clustered in a row is an unavoidable hardware limitation.£25 bounty for anyone who can figure that one out. ![]()
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