Looks interesting. At first glance my main suggestion for an improvement would be to have tabs at the top so different modules (e.g. player, enemy, IRQ, Hud, GameOver) can be kept separate rather than a huge scrolling area. Perhaps with a separate panel that allows access to labels defined in other modules.
Although it seems to be aimed at people who already know 6502 and the C64 very well and just offers a different way of working, the drag & drop format with a bit of tweaking seems like it would be perfect for teaching beginners.
For example 'LDA IMM 35, CMP 52, BNE COURSE_NOT' means nothing to a beginner but 'Put 35 into accumulator, compare accumulator with 52, if accumulator is not 52 goto COURSE_NOT' is more understandable, and the underlying instructions could still be shown so they begin to make that connection.
Arlasoft
Creator of
Recent community posts
Anyone having an issue with shrapnel never despawning if the window size is full screen: Go to the folder SuiteZX/AGD within the MPAGD folder, and edit EngineZX.asm:
Around line 799, replace the right edge detection code with this:
inc hl ; point to right edge. ld a,(hl) ; fetch window edge X add a, 15 ; add width of sprite cp 255 ; ARLASOFT - is on screen edge? jp nz, nowrp ; ARlASOFT - no, dont worry ld a, 251 ; ARLASOFT - yes, move boundary far enough left to catch fast travelling particles nowrp cp (ix+5) ; compare with window limit. jr c,kilshr ; off screen, kill shrapnel.
Was watching a stream last night with Andy Walker, an 8-bit developer from the 80s who brought up an old C64 sheepdog game as one of the worst games he's played. Got me wondering if it had ever been done properly and came across your game.
It's very well done, are you going to pick it up again at some point? No judgement here, I have too many paused projects to count!
The sheep behaviour is great, they respond as you'd expect, they herd together or wander off randomly on their own just the right amount.
Which version of VICE are you using (if not a real C64) and what type of controller? Currently there is a 5 frame cooldown which is applied whenever the fire button is pressed, I could increase this by a few frames to help with controllers with slightly sticky fire buttons.
Version 1.03 uploaded with an increased 8 frame cooldown, let me know how you get on with it.
That's a shame, try and reach out to the developer rather than his over-zealous publisher if possible. The guy's made ten million plus from this game out of nowhere so I'm sure this is no threat to his livelihood or the publisher's profits.
I have permission to convert a couple of equally popular PC games, I just mailed the developers directly.
Suggestions for features that would make it something I could see using for a big project as a bit of a change from .asm. Just little things I've noticed from some brief noodling around with the tool.
- Charpad import (mainly charsets with colour attributes and screen layouts)
- Spritepad import
- Ability to select multiple items in a list using first item > hold shift > last item
- Right-click on cell in screen designer to clear cell with char 32
- Ability to see how much data the game resources will take up (my project would have 100 screens)
- Ability to delete items using delete key instead of right click menu
- Scaling below 100% (font is massive on my ultrawide screen)
- Character Tags using the upper 4 bits of char colour table (see Charpad Char Materials)
Hi, that's very kind - I do have a page at https://ko-fi.com/arlasoft, I believe you can use cards there without a paypal account.
Great info thanks, especially the bonus triggers, I couldn't find anything on the net about that. I did think it might be linked to completed ingredients but there also seems to be a delay between a piece landing and the bonus appearing which took me in the 'random' direction.
I'll implement these improvements in the coming days, thanks again!
Thanks! Yeah I haven't been able to work out how the arcade does it, it doesn't appear to be on a fixed timer, sometimes it can be 30 seconds or more and sometimes they appear within seconds of another one disappearing which suggests some randomness. I can easily increase the chance of them increasing though.
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









































































