That says it can emulate Pacman hardware so should be ok as long as it also allows running roms where the checksum doesn't match.
Arlasoft
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If you're on Windows everything needed should be in the Github repo. I've added some comments to the make.bat file which explains everything that's going on, and also the macro.c file so it can be compiled for mac/linux if required.
The instruction set is pretty good, all the usual stuff is there - if you can do F8 this is no problem!
Very cool. How flexible is the engine in terms of porting other GB titles?
Btw, if you fancied having it playable in the browser at the top of this page, this site has an .html export feature for C64 games:
https://lvllvl.com/c64
Thanks very much for the testing, I've re-written how the cursor sprite is placed, before it was being moved manually whenever an action happened (I was being lazy...) so it was possible for its screen position to get out sync with the selected cell. I now have a lookup table to re-position the cursor every frame based on the row/column of the selected cell.
I think the score glitch is because the score uses binary-coded decimals, when any component of the score calculation is more than 9 it's putting the total out of BCD range. Should be an easy fix.
C64 port is pretty much done, just need to tidy up the game over transition a bit and play around with the scoring. Will release the C64 .prg on Saturday morning when they tend to get more traction.
Password = orion.
https://arlagames.itch.io/hyper-harvest-c64
Hi there, enjoyed playing your game and was looking for a simple project to dip my toes into Atari 2600 development (although nothing on the 2600 is simple...). Here's my version: https://arlagames.itch.io/toptom-2600
Damn. I've had this exact idea running around my head for about 10 years, and even started building it in Unity. But I'm a programmer not a game designer so I couldn't flesh out the mechanics to make it fun, or find someone with those skills to work with me. I haven't played this yet but it looks like you've achieved that, congratulations! It's cool to see pretty much exactly what I envisioned in my head come to life (he says through gritted teeth...)
I admire your 'pay-what-you-want' model, I do that for all my C64 releases. At the same time I don't think anyone would begrudge this being on Steam and reaching a much bigger audience. After all, if you haven't got $10, you probably haven't got the PC capable of playing it....
Yeah, before I implemented it I thought it would be noticeable, but it isn't, even when scrolling. It would seem the brain can't tell an object (or the screen) has moved twice as far in a frame, it just perceives the overall average speed.
Looks like you're scrolling a big area in this game though so I guess there might not be enough time to copy all the data.