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polytricity

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A member registered Sep 14, 2024 · View creator page →

Creator of

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Ah yes, I was about to implement them but some bugs took time to sort. Will add them next, thanks!!

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I see some folk are still playing V1.0.3.0 or V1.0.7.0 with the same crash reports coming in, make sure to update to the latest version folks!

MacOS update coming tomorrow.

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Turns out tis a little rendering bug since I added the ability for the knights to move freely, patching now. In an updated version there is a chance your load file could still carry the issue with it, not sure, but in any case should be good for future games. Expect V1.1.0.0 soon... or later... seems my fix had another knock-on effect.! Fighting with the code for a bit longer =)

Ah yes, thank you for this video. I will look at the code and make a fix soon.

NET play works... working on adding a simple chat feature

Done, done, done...

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You have to have a macOS and Linux machine for each. I have macOS but I need to rejig some mouse clicks since it would be impossible with one button or trackpad... will look into it a bit later. But no for Linux.

Good points, I thought about zooming out, zooming in 1x more is only fun for looking at pixels indeed. Will look into the bug with not getting materials (which I noticed int he original amiga game so could be some latent code I copied over and can do extra checks). I agree about SFX since Amiga was limited by channels, Gamemaker is not, so I can limit it to be similar,will introduce the fading to edge of screen for volume too. Great feedback etc!

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It's a big maybe, but I hear you can run windows software via things like Crossover or Wine etc?

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Cant macOS and Linux users just use crossover or wine these days?

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Net Testing is going well, will update soon after more testing... only tested at home via the IP so far... will need a kind of lobby added before people can net-play. https://www.tiktok.com/@polytricity/video/7682346646339964182

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it has Zoom (mousewheel) and removed border so you see a bit more screen and also the button on the right of the UI panel at the bottom speeds up time left to increase speed, right to decrease, 4 levels:
>  >>   >>>   >>>>
great if you want your buildings to appear quickly

working on some other additions to it now the base is in place. 

ENJOY!

Talk about SCOPE CREEP!!!! 

Rein it in a bit mate.

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Imagine a custom macro as a code block with the vars at the top, tapping into HW registers etc. I already have the export button, what I have yet to introduce is the import button... so yeah...
everything is just self contained there. That should be a good middle ground without me going crazy with more scope creep.

I'm on it.

sure, why not =)

New video to help promote the no-code side of it. Still needs some learning like any other tool out there:

You tried it at all yet? I still think you dont need to know assembly to use C64 Dev Machine, just have a programming logical mindset. Needxa bitmap, drop a bitmap macro, need to move a sprite, drop a move macro, Need a sound effect, drop a siund effect macro, none of tgose require you to know assembly, but all options are there.

Give Lite a try, it might be all you need if you are avoiding code.

Cheers!

Cool, yeah, that sound trivial, even doable with nodes and macros etc. But, yeah, code blocks are the tidiest way to go.

You need the paid version, using a code macro, you can paste your code in there. It should be mostly compatible depending where it is coming from / how much re-wiring you need to do, it wont import a full project with all assets though. You need to do things manually for now until I get time to work on things like that. Let me know, how much code, where its coming from, what assets etc. Also, join the forum!

Its already a partly Drag and Drop system, ang via the Macros you get similar features. In my mind I already have that in place. Fun fact, C64 Dev machine is created using Gamemaker studio, and my roots are in Game maker Drag and Drop waaay back in 2004!

The text scroller itself is using its own IRQ and it looks like it has gone into HiRes character mode, thats the only way to get those upper 8 colours. So something has confused it, perhaps the fact I only tested with Bitmaps so far, so I will look into that.

Not given up on scrolling, just been trying to find where the limits are. Folk may expect anything they throw at it to work, but if you ask too much of it, it will glich. For example, setting the H scroller to 8 rows and colour to NONE, then pre-injecting the colours seems nicer for a stock C64. I am still in a learning process of what works best then I need to make ti all work in my own programming macros... I keep the options open though since C64 Ultimate has no problem handling it. So, not given up, just not sure what I need to optimise, I leave that for the end user to figure out since all the tools are inplace. Indeed the F2 dump is working correctly, you're just not able to see the 'data' as it were as that would be unreadable.

Thanks, wont be long now!

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In regards to the github links, those are more optimised routines doing other menial scrolling tricks to chars, not full screen scrolling with colour ram (which takes about 1.5 full screen draws to accomplish, hence this being fine on C64 ultimate with some turbo or, you trim it right back like most C64 scrolling games have to do, that one being a fine example). Tricks which avoid a big techncial ask of a C64.

The F2 dump is showing all code macros as far as I can see, the actual data of the assets though, I don't dump those other than byte data as they would be generally unreadable. So you only see the core macro routines / any code etc. So a Bitmap itself generate the data it needs at compile time, liek I said it would be unreadable but you can export as KLA and examine that however you like.

Was there a specific macro or code not coming out in the F2 dump you saw?

Found it, that was a recent change where I was doing a find and replace to replace $20's to $00 (spaces for @'s for tilemaps, I must have caught that bit of code too).

I see, its not being padded out as the scroll message enters, so that is just whatever is in memory before it.  many of those Pre Version 1.0 things are subject to get broken, the routines might have been adjusted, so those files were more like proof of something almost working, or worked at the time... to be honest I dont know when the @ bug appeared as it was fine in an older version i will patch that.

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The @@@'s happen due to the raster timing, chaning the row / NOP padding sometimes helps, but its really down to there being 0's there (the @ symbol) where it should be reading placing your scroller text... it is very fiddly and one of the things I have been learning as I got deeper into this project. Sometimes you cant always get what you expect with C64 and have to work around the limitations. If you want, you can share anything on the Discord, I can take a better look and see where I can make improvements better on my side too.

Hi coderzxy54,

Indeed there are still some flaws in various places, with text scrolling, IRQ timer issues and scrolling, too much demand for little C64 that the routines need to be used sparringly (or in reduced ways), or aim for C64 ultimate. Text made can be set up with HR/MC via the VIC and IRQ handlers, a bit more complex for someone new coming to this expecting things to work. Those were some of the very early experiments too.

And yes, not all things are getting dumped out as there are new things being made all the time, their code tends to get refined or scrapped, I just need to update the Dump file parser, left it behind for a while now.

Thanks for the links, I will look into them soon.

I will come back to it but got very busy with Dev machine... I will have more free time in September.

Thanks, takes a long time so, that Halloween Gamejam I am hosting, I stream everytime I work on it, although thats more casual and at times complicated as there is always problem solving involved... When I start making specific tutorials for specific game types and supplying the files, that will be a benefit, as long as folk know how to change it up to be more unique. Starting simple, I will make some kind of top down quest example like Storm or Zelda.... it will take a while to plan out, make and edit the videos but I will start devoting time to that soon.. This month is extra busy with multiple projects but next month will be better. Anyone who knows the tool is welcome to make tutorials too ofc, even learning packs and asset for sale that work with it. 

Cheers!

Robert

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Giving it a try now, how to RUN / TEST.?


I entered some simple assembly and was expecting a run/test, emulator to show: "RetroAsm6502 is a high-precision 6502 assembler and real-time emulator/debugger environment for Android devices"

Lovely! Thank you!!

Its primary focus is original C64 but there is support for c64 ultimate registers although not as far on as I would like at this stage they are fairly easy to implement with code blocks if you want. REU features will be supported next month afyer the version 1.0 release on Friday.

Thank you for the kind words. I look forwards to seeing your progress with the remake. Indeed, I will continue to improve this development tool as I too ha e a few games I want to make, C64 ultimate is another great reason too. Enjoy!

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Yeah, that was so brilliant!!!  Yep, here it is!

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After version 1 maybe, but you can use Wine, Whiskey or Crossover and it works.. have you tried that?

Just use wine. Whiskey or crossover, I have users using it that way already and it works 100% one day I will also bring it out on Steam.

Thank you!!

Thank you for the wonderful comment!