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AGPX

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A member registered Aug 28, 2020 · View creator page →

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(3 edits)

You are right, I have not explained it in any tutorial. You can find an example in the demo "The Runner". In essence the steps are:

1) Import the routine that plays the music in the "Extra Data" of the game, being careful to choose a suitable address (usually under $C000) for the music (the address must be chosen by the music program that exports the routine);

2) Call (with the SYS instruction), the initialization routine of the routine that plays the music;

3) Call (again with SYS), the routine that plays the music from a raster interrupt;

Ti annuncio che nella versione 2.2.0, ho supportato l'accesso al disco (ho anche rilasciato un demo e un video tutorial).

(1 edit)

Being 15 a power of 2 minus 1 (2^4-1) you can use AND: (RND AND 15), otherwise you need the modulo: (RND MOD 28) // from 0 to 27.

Prefer the AND when you can, because MOD perform a division and it's by far more heavy.

I added the 2 links in the description.

I use AVX instructions.

Sorry, but I don't own a Mac and can't do any testing.

It's normal, for SidSFX you've to select only the folder.

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Have you tried the latest version of Wine? I've been told it works with that.

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No, it's not currently possible to use assembly directly in BASIC code. It's possible to import external routines (.prg) through the "Extra data" section of the game (such as music generated with trackers). However, the Oscar64 compiler can produce highly optimized 6502 code.

(1 edit)

Multi files games is already supported, I'll do some tutorial on it. But in the future, I hope to add .crt support, to have by far more memory.

Ciao, proverò a supportarlo nella 2.0, altrimenti in una versione successiva.

Sorry, no plan for it.

(3 edits)

There is a step-by-step tutorial (3 videos), and it's the one related to the construction of the game "Space Pong". Surely there are many things I should talk about, but I have been very focused on the development of the 1.5.x release (to add the multiplexer) and the upcoming 2.0 that adds the multi-directional scrolling (which is very challenging). After that I will start publishing videos to explain many things and tutorials.

Thanks, I'm working hard on version 2.0, which will introduce several new features, the most important of which is multi-directional scrolling.

Hi, you can found a list of videos on the following playlist:

https://www.youtube.com/playlist?list=PLS2HHbmf1mzt7adMQm4BwGK6gMwfUZWVZ

(2 edits)

BTW, in this video you can see the software running on Linux Ubuntu 22.04, through Wine 10.0: 

Maybe in the future, for now I'm busy making the next major release.

Sorry, sprite expansion is not supported.

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Serve un po' di esperienza con la programmazione ed è bene sapere le caratteristiche principali del chip video (il VIC-II) anche per capire quali sono i limiti. Per fare semplici giochi non serve operare coi registri direttamente, puoi consultare la mia playlist italiana sull'AGPX Game Maker che include alla fine anche un tutorial (il gioco "SpacePong").

(2 edits)

Ho postato dei video su YouTube, è un buon punto di partenza, ma di certo dovrò farne altri (avrei dovuto già farli, il fatto è che sono molto impegnato nel realizzare la prossima versione maggiore e le novità non saranno poche!)

(2 edits)

I haven't tried it, but with a cartridge similar to "Kung Fu Flash", you can load the .prg files onto a real C64. What do you mean you can't open the demos? You mean you can't run the executable of the AGPX Game Maker? You need to have Windows 10 or 11 64-bit and a CPU that supports at least AVX.

No at the moment it allows only to load and run another .prg file (with some memory area preserved to store for example lifes, scores, etc) from the disk, but maybe in the future I will try to support cartridges in order to have more memory available.