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- Xeon3 for the Commodore Plus 4
- The ultimate plus 4 Shoot'em up
-
- A cooperation work by Mike Dailly
- and Luca Carrafiello (aka Luca/Fire)
-
- - Plus/4: A Short Introduction -
-
- Plus/4 never got a real game market,
- 'cause its c64 incompatibility early
- discouraged both users and software
- houses. How many dedicated programs
- d'you remember for the Plus/4? Maybe
- some games from Anco, "Ace" & "Ace 2"
- from Cascade Game, "Mercenary" from
- Novagen...and very few others.
-
- In this sight, users (many from Eastern
- Europe, especially Hungary) were
- forced to sustain their beloved 8bit
- system with selfproduced software;
- and this choral initiative tooks to
- create a Plus/4 'scene', surely smaller
- compared to the C64 one but with higher
- density of real coders.
-
- Years passed and technology evolved
- (mmm...sure?). C64 still lives thank to
- a solid bunch of faithful guys, though
- you feel the presence of C64 in the net
- most of all 'cause lots of nostalgics &
- computers' collectors. In few words: a
- lot of retrocomputing but few retro-
- coders! Talking about Plus/4, this
- proportion decreases the actual amount
- of coders to almost ZERO!
-
-
- - XeO3 / Xenon Trioxide -
-
- Err..not zero but ONE: sincerely, I
- don't know why, but I can't stop
- coding, drawing, composing on my
- Plus/4. Years ago, I promised that
- nothing and nobody will take me away
- from my 8bit black box, nor if I'll
- remain really alone in the scene.
-
- Mike Dailly, (co-)author of many
- games running on several machines
- (from "Blood Money" on C64 to "F1
- 2000" on PSX) had to code something
- nice for his homepage; he understood
- that there weren't Plus/4 emulators in
- the large emulation field on the net, &
- started to code "Minus4", nowadays
- one of the nicest Plus/4 emulators
- available. And the best way to show it
- surely is to code a cool action game
- that runs on perfectly.
-
- In order to accomplish it, Mike and me
- have spent and will spend work time
- stealing it from family, job (Mike),
- study, job, university final work,
- girlfriends (Luca): Mike has to
- improve the emulator, write code and
- waves editor, maybe sprite editor too;
- I have to draw all graphics, compose
- musics and fx, draw levels, animate
- sprites.
-
- - Will We Finish It? -
-
- Follow the making of XeO3! Keep an
- eye on this homepage and you'll know
- if we will be able to create the
- ultimate shoot'em'up game for the
- mythic Commodore Plus/4! And if you
- think you can do anything helping us,
- from real participation to writing a
- friendly supporting email, DO IT!
-
- Attention: please don't be scandalized
- by the poor, not technician
- explications written in this chapter,
- because the objective would be an easy
- explication for everybody.
-
- - Colours -
-
- If you have just seen the "levels"
- chapter and you said:"Pfh, so few
- colours!", probably you are a C64 user.
- At the moment I don't know if we'll
- use different colours for background
- graphics, or different coloured level
- zones (do you remember C64's
- Armalyte levels?), but it's almost sure
- that sprites (your ship, ship's
- explosions, enemies...) will be
- coloured in the same colours, and
- background too.
-
- You must know that Plus/4 has no
- hardware sprites!
-
- Armalyte, Thalamus
-
- In order to avoid talking too
- technician, the C64 hardware sprite
- management allows to use several
- colours without clashes, as you can
- see in the game screen extract to the
- left.
-
- Gwnn, Mastertronic Championship
- Wrestling C16, US Gold
-
- C16-Plus/4 games using sprites, then,
- must:
- -1) use same colours for sprites and
- background (see figure 2);
-
- -2) use several colours but accept the
- consequent colour clash (see figure 3);
-
- -3) use characters and not real sprites,
- but we don't care here.
-
- - Graphics & Memory -
-
- OK, now we know that Plus/4 has no
- hardware sprites...so, what can we do?
- We can code a routine managing
- software sprites. Using 2 character
- banks, a part of one has to be used in
- 'mixing' our sprite with the actual
- background characters which are
- moving in that moment into its square
- space. After overlapping the ship to
- the background, the whole square will
- be printed on the screen.
-
- Do you noticed how much waste of
- memory? The worst consequence is that
- a big slice of the characters bank
- (256 chars) has to be used for sprites.
- If you think that another part of the
- bank is occupied by pinned graphics
- (broken turrets, explosion graphics for
- turrets, weapons, fonts), you can
- imagine in which little space we have
- to condense both background and the
- end level big enemy's graphics!
-
- - Music & FX -
-
- We will use for sure the SIDcard
- technology. Plus/4 users know it since
- years: the SIDcard permits you to
- insert the famous C64 SID chip into
- the black box. In this way, you can
- listen cool music (not the poor TED
- sound) without assigning too much
- work to your CPU. Often, nowadays
- any emulator shows its 'SIDcard on'
- option.
-
- If possible, I would insert a frequency
- converter: your Plus/4 will read the 3-
- voices music but it will play a channel
- with a TED voice and both the
- remaining two, quickly alternating,
- with the second TED voice. Not much
- quality...but you can hear it, what the
- heck! It's quite fast and may be done.
-
- Another ambitious solution has been
- recently achieved: both SIDcard for the
- music and TED sound for effects, with
- adjustable indipendent volumes by
- pressing keys F1/F2 and F3/HELP. If
- nothing changes, that will be the
- definitive solution.
-
- At this point, the critical variable is
- the space: how many musics can I
- insert, is there enough space for the
- frequency converter? Well, actually I
- composed a whole 4K block for the 1st
- level, & I'd found lotta difficulties,
- because of the short memory: the
- level's music can't be so complex as I
- would, nor so much long in playtime.
-
- So, I must direct my efforts toward the
- melody and avoid complicate & original
- sounds, that waste much memory. Some
- precise valuations about game graphics
- data can't now be for sure.
-
- I used a dedicated editor working on
- PC to assemble graphics into levels,
- coded for me by FatMan. In order to
- collect memory, a level is assembled
- by 200 3x3 chars blocks; I had to draw
- these blocks in the 3x3 editor (see
- figure on the left), then use blocks to
- compose screens in the map editor (see
- figure on the right).
-
- - Panel -
-
- That's the 96 chars panel Mike consent
- me to draw : a 40x4 chars panel on the
- bottom, that will keep you informed
- about your ingame actual situation:
- ships left, score and coins you
- collected. We prefer to have single
- colour hires for alphabet (26) numbers
- (10) ships (1) and coins bar (4),
- because those are the indicators you'll
- read in the meantime a new wave comes.
-
- - Sprites -
-
- They must be 16x16 (8x16 MCM) pixel
- sized, 167 in all per level. You guess
- it, a so sized sprite is a very little
- one, and, trust me, it's very difficult
- defining ships and other enemies with
- so few pixels!
-
- Sprites are also pickups and sprite
- explosion. Here you can see the first
- effort, enough to build up a playable
- demo.
-
- Ship Coin1 Coin2 Up Down Rear Smart
- Laser Blade Ball Energy Boom Dude
-
- - Weapons -
-
- Apart of back fire & lateral ones, I'd
- chosen frontal enhancing weapons only.
- Soon, Mike understood that we can't
- manage in the code large bullets, hence
- I had to reduce their dimensions.
-
- That's a real pity, I spent my effort
- when I drew the big ones; moreover,
- we're still looking for some decisive
- variables that can give different
- characteristics for any weapon
- (shooting frequency, high power,
- background overlapping...). We shall
- see in the newar future, but let me
- show a quick index of all weapons.
-
- - Final Enemies -
-
- The bigger enemies in the game had
- been originally thought to be
- chararcters' based. After the project
- had begun a new life, the overall
- rewriting of the code makes us wonder
- they will be made of sprites assembled
- together. This trashed all the
- previously drawn enemies.
-
- Hence, the final bosses will be drawn
- with sprites, you will find at the end
- of level, ready to blast you away.
- Together with final bosses, ocasionally
- the player will find some middle
- level's bosses, not less dangerous of
- the big ones. That's a preview of the
- 1st level's armoured guy.
-
- - Intro Presentation Ending -
-
- They should be done once the game is
- finished. Theorically, I would draw a
- short animated intro, a nice pic logo
- (is a logo drawn in graphic mode, not
- by characters), and an animated final.
-
- The pic you're watching on the left is
- the early one drawn for the game; it
- never will appear in the game, 'coz
- Mike judged it too 'empty'.
-
-
- Time to play it unfair!
-
- XeO3 will play SID music and native
- TED sound fx in the same time, and
- you'll get a real arcade game feeling
- overall!
-
- In the game's front end you can choose
- your audio configuration, mixing TED
- and SID stuff at your best to take all
- the possible from your hardware.
- There should be a good chance to have
- frequency converted music through
- TED device.
-
- SID music plays from a Plus/4 via
- SIDcard, a well known hardware
- addon that plugs an 8580 SID chip
- (newSID) into the expansion port.
- At the moment, I composed the SID
- tunes and fx, with my wonderful copy
- of SidWinder V01.23 running on
- Plus/4 (coded by TLC/Coroners, based
- on the Taki/Natural Beat original C64
- version; see figure on the left).
-
- Believe me when I tell you it's hard to
- fit the intro tune, the ingame
- soundtrack and a couple of derived
- jingles (end level and game over
- jingles) in 4 Kilobytes only, but I
- managed to do it for the first two
- levels, and it worked with decent
- results.
-
- All the game's music can be heard in
- streaming with the XeO3's blog.radio.
- Click on the icon here to play all of
- them.
-
- Here you will keep an eye on actually
- finished game levels.
-
- We wonder about 8 levels, but it may
- change.
-
- Two levels had been declared as ready,
- until we revised the whole project,
- deciding to severely change both
- levels.
-
- Now, Level 1 had been completely
- redesigned, in both graphics and
- mapping.
-
-