I am using the online Public Domain C64 emulator which can be found at https://lvllvl.com/c64 (subject to availability)
Richard of TND
Creator of
Recent community posts
MUSIC
Here are some simple tips to help you along if you are new to this. You will need Sidplay 2/W by Inge, SIDReloc by Linus, and Dir Master by Style for this tip. To find both of those tools, please use a search engine and use the two tools as the keywords.
First of all, Tape Master Pro does NOT support SID format. You will need to use PRG format instead. If you are unsure how to make a PRG out of a SID you created or grabbed a demo tune from HVSC please follow these steps.
1. Load in Sidplay W/2 (Avoid V3 as it has no PRG save support at the moment).
2. Go to File / Open and then select the SID tune in which you wish to choose for your tape master.
3. Go to File / Properties to check for the load range, load address, music init and music play address. If music load address starts at $1000 and is below end address at $2000, music and init and play matches the specified players then all is good.
4. Go to File / Save, enter the filename and select Save filename as PSID in the combo box. Save it to the SIDReloc directory.
5. Go to the SIDReloc directory in the command prompt. For example:
CD C64\TOOLS\SIDRELOC
6. Type in the command
sidreloc -p $e0 input.sid -o output.sid
7. Load the relocated tune into SIDPLAY 2/W again, and then check the music properties as you did with step 3. The music should start from $e000 and must not go past $efff (the IRQ tape loader is placed at $f000+).
8. It is time to save music filename. Go to File / Save enter the filename and save filename as a C64 DATA file.
9. Open Dir Master. Open the tape master disk (or make a new disk), drag and drop the music into the D64, rename the filename in lower case and save it. The file will now be ready to use with your tape mastering project.
Hi everybody. Welcome to the community board for Tape Master Pro. This board is built for those of you who downloaded the latest version of Tape Master Pro. You may post discussions about the tool in general, tape mastering help, share tips or even show your own creations that uses this tape loader by posting a link directly to it.
Use of spam advertising, unwanted politics, harrassment, in any form will not be tollerated and will result to the poster responsible banned from this board.
These boards are moderated frequently by Richard/TND.
This topic is locked by the admin/moderator as this is for admin only.
Greetings gamers and developers. Welcome to the SEUCK Title Screen Maker community. I have removed the comments feed and replaced it with a community based discussion board on this page for the SEUCK Title Screen Maker. This page can be used if you want to discuss anything related to the SEUCK Title Screen Maker for the Commodore 64. Whether it is asking for help related to an issue, suggesting enhancements/features, tips and tricks, or sharing your own productions created using it you are most welcome to post these.
Use of spam advertising, unwanted politics, harrassment, in any form will not be tollerated and will result to the poster responsible banned from this board.
These boards are moderated frequently by Richard/TND.
I played this game a few times last night and I liked it. The music is superb but I feel that the game is still unfinished on the presentation side. I am guessing that everything has been hardcoded in TRSE right? The first thing I would like to suggest is to use the wasted space at the right screen and build a decorative HUD with the "score", "level", "lives" central. Also add a "hi score" to the HUD as well. The other thing I would suggest is to paint an actual logo onto the front end. I don't know whether or not these are easy enough to do in TRSE, as I am not experienced with TRSE as I never had the knowledge of PASCAL programming.
There is a way around this. Although Charpad V2 is not compatible with the sideways scrolling SEUCK editor. It is possible to use Charpad for Sideways SEUCK. You would need to do things in a different way.
1. Set tiles as 5x5, map as 8x512 which the standard SEUCK uses.
2. Draw your tiles. After drawing them, compress your tiles and ensure 254 characters are available on screen. Also make sure you have 128 tiles.
3. When happy with your tiles and completed step 2, go to file / import/export / SEUCK / Export background data file
4. Load in Charpad V1.8 and go to file / SEUCK / load background file. Once the SEUCK background data file has loaded, you will be asked if the graphics for the Sideways SEUCK mod.
Click on "yes" and then start plotting your tiles onto the map.
5. Finally in order to load it into Sideways SEUCK, go to file / SEUCK / save background file. Then of course import the saved background file into your D64 image, load up SEUCK and then load in the background file and have fun with the rest of your game development project.
A decent and quite original idea for a puzzle game. Another good thing about it is that there is no rushing around against the clock finding that just as you have just about solved the puzzle, the time runs out. No lives also. Some nice effects around the game board. I also like the music that is featured in this game. I look forward to seeing your next game.
To make a runnable single file version, You will need Dir Master and Exomizer V2.0.9 or higher on your PC. Usually with SEUCK games, the first file on disk is the boot loader. The second file is the main game. Extract the main game file from the D64 using Dirmaster, and then export it as nameofgame.prg to Exomizer's win32 directory.
Next go to the command prompt and use:
cd:\exomizer\win32
Then type in:
exomizer.exe sfx $4245 gamename.prg,$0900 -o gamename+.prg -f "lda #$00 sta $4244"
This will crunch the game to be runnable as a single file from BASIC.
A very good platform game, with great music. Well done. Nice co-op production with Odie/Cosine. I hope we see more new stuff from you in the near/distant future. If you'd like a better tape loader for this game featuring music and a koala paint picture. I have one in my showcase, which you could use. However, that is entirely up to you :)
This game sort of reminds me of Sea Wolf in a kind of way. It looks and feels like a classic game from the 1980s. The only thing I suggest is that sound effects for explosions should not use the example instruments used in Goat Tracker. Instead, a "boom" sort of sound should be used for explosion. This could be something like:
(Goat tracker/GT Ultra)
Attack decay: 0B
Sustain release:00
Waveform: 01
01 81 93
02 FF 01
Still, a nice attempt. I'll pop this into my U64 collection.
Thanks
I played this game while helping the Zzap! team fix / test my new disk menu for the Zzap! 64 Micro Action covermount. I love the loading bitmap and the intro music. I am glad the main game music was kept from the original as I would have been lost without it, since I bought the original in a C64 "Taito Arcade Hits" games compilation by Imagine back in the past, The game graphics are polished, and the game characters are still cute. This game deserves a classic looking tape loader like Visi Load, (I have a tape loader that looks a bit like that loader in Totally Tape 1 called Totally Mad . I remember the original Bubble Bobble using Bleepload.
I gave this game a try last not on my Ultimate 64. Although I am not into strategy games/RPGs, I found this one to be fun. It felt quite original, and the quest for ultimate survival suited this type of game. I almost reached the end of the game. I had only one more step to take, unfortunately the rest of my tribe and myself got savaged by the sabre tooth tiger. I was surprised how well I was doing on my first go. The music is great also.
It is a shame your game had to be taken down, but you have done the right thing, since they are the copyright holders. I was asked about whether or not I was interested on a specific C64 game project myself, but declined to develop it due to the same reason and also the complexity of the game design.
Sorry if this game has disappointed you. I wanted to try and give it an old retro arcade feeling, so a parallax star field was made to make the invaders much easier to see. There are flashing effects in the game, but that is only when you carry a smart bomb on the level you pick it up - and activate it by pulling the joystick down.
I made this game as part of a game coding tutorial/feature for Scene World. The idea was to try and make things as simple where possible, but still keep the power element features inside.















































































