Re: [cc65] Manic Miner game for C64 more or less done

From: Marc 'BlackJack' Rintsch <marc1rintsch.de>
Date: 2010-12-19 09:40:59
Hi Stefan,

> If anyone wants a copy of the project source, just email me and I'll
> send it along.  I don't know if people generally share their work,
> and if they (you) do, how you go about it.  Hope this is acceptable.

If you don't need to have control over who gets the source it may be 
easier to host it somewhere.  For instance at a source hoster supporting 
the version control system you used (SourceForge, Github, Gitorius, 
Bitbucket, ...).  For "static" files Dropbox seems to be popular these 
days.

> 2. I don't use a .cfg file because I couldn't get the game working
> when I put some segments into a 2nd portion of RAM.  This means my
> sprites and custom characters get stamped down in memory that the
> machine thinks is it's memory.  Don't know if there's a better way
> (other than .cfg files).  Maybe someone can get the .cfg files to
> work?

I guess so.  What do you mean by "get stamped down"?

> 3.  The game doesn't run right on VICE.  It has worked, and has not
> worked at times.  I have no idea why I get such very different
> results between Vice and Power64 (a commercial emulator on OS X that
> I use).

Well, maybe VICE is more accurate.  I presume you don't use weird VIC 
tricks that may trigger flaws in an emulator, so if it doesn't run in 
VICE it is very probable it will not run on the real machine either.  If 
it runs on another emulator it might be that emulators "fault" to allow 
things the original machine doesn't.

> 5.  The levels don't play exactly like they were in the original
> because some need more sprites than I have available.

I guess you don't multiplex sprites!?

Ciao,
	Marc 'BlackJack' Rintsch
-- 
“Intellectual property suffers in most cases from
 a significant lack of the intellectual part.” -- yepp in c.l.python

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Received on Sun Dec 19 09:41:39 2010

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