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Commodore 64 Mon Amour
Andrea Ferlito
ROME 18-19 MARCH 2016
Andrea Ferlito
CTO Codemotion
CIAO
<3 <3 <3
SOTTO AL COFANO: CHIP CUSTOM
SOTTO AL COFANO: MAPPA DELLA MEMORIA
SOTTO AL COFANO: MEM MAPPED
SOTTO AL COFANO: MEM MAPPED
SOTTO AL COFANO: VIC BANK
COSA SERVE PER FARE UN GIOCO
BUONA IDEA: DESIGN e quindi GAMEPLAY
ASSET: grafica, musica, testi
TUNING: variabili per tarare il gameplay
CODICE: loop, funzioni di servizio, effetti speciali
GAMEPLAY
• Arrivare in cima e raccogliere picnic
• Si muove solo a dx
• Salta in alto e in diagonale dx
• Nemici: buche, serpenti, masso, marea, nuvola e
gabbiani (in base al livello): perdita vita
• Punteggio: camminando, saltando, raccogliendo
picnic
• Finendo un livello si vince una vita
• Finendo il quarto livello si ricomincia più veloce
TUNING
• Numero di Livelli: quali nemici in quale livello
• Numero di vite iniziali
• Velocità del gioco
ASSET
• Schermata titoli
• Musica
• Testo istruzioni
• Generazione scogliera
• Udg
• Sprite
• Sfx
BYTE DA SPARARE NELLA RAM
lda ($FB),y
Indirizzamento indicizzato indiretto (in pagina 0)
• Carico A col contenuto della locazione contenuta in
$FC$FB visti come indirizzo a 16 bit
• $FC$FB contengono $4100
• $4100 contiene 147 che è il primo byte della tabella di
title_screen
• Quindi in A ci va a finire 147
• Se Y fosse !=0 allora il reale valore in A sarebbe 147 + Y
PUNTATORI A 16 BIT
SPRITE
• Riorganizzazione del codice
• Musica
• Testo istruzioni
• Udg
• Sprite
• Sfx
VIC II
$D000 - 53248
CODICE
• index.asm
• main.asm (game loop)
• title_screen
• init (modifico i parametri)
• initObjectPosition
• initFlagsAndRegisters (custom charset)
• …
Riorganizzazione del codice
https://www.c64-wiki.com
http://dustlayer.com/
http://www.georg-rottensteiner.de/en/index.html
https://c64studio.codeplex.com/
http://codebase64.org/
BIBLIOGRAFIA
Thanks!
ROME 18-19 MARCH 2016
andrea.ferlito@codemotion.it
@andreaferlito
All pictures belong
to their respective authors

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Commodore 64 Mon Amour

Editor's Notes

  1. Curo l’area game dev e gli eventi a tema: GGJ Roma Concorso casual connect di singapore Come potete evincere dal titolo, questo talk parla di una storia d’amore. La storia che ho vissuto durante la mia adolescenza, con…
  2. Il biscottone
  3. Questo :D E siccome è vero che il primo amore non si scorda mai, alla veneranda età di 44 anni ho iniziato a ripensarci. Forse perché mia moglie non mi dà più attenzioni :D
  4. Allora da dove inizio sarà facilissimo, un sacco di risorse in rete, daje Hello world e poi ti mollano Dust Layer Georg strumento + tutorial super complicato (passo1 ,2,3….>100) Mi sono ricordato di INPUT
  5. Nell’ultimo volume c’è un gioco in assembly: Cliff Hanger
  6. CPU VIC SID CIA sono tutti memory mapped
  7. CHIP CUSTOM MEMORY MAPPED
  8. CHIP CUSTOM MEMORY MAPPED
  9. La Color RAM è organizzata come memoria 1024*4bit (nibble).
  10. VIC indirizza max 16k. La Color RAM la vede sepre allo stesso punto indipendentemente dal banco
  11. Vediamo il GIOCO e poi estraiamo dei concetti…
  12. In tutti i casi si tratta di pompare byte dentro la ram.
  13. Torniamo al futuro e usiamo gli strumenti moderni. Peccato che il codice di Input fosse del 1982 e quindi per sparare i byte nella RAM ho dovuto usare i sistemi dell’epoca. Questa è la cosa che ha richiesto più tempo in assoluto
  14. Title screen
  15. Title Screen Stampo a video i 1000 caratteri 25righe x 40 colonne che compongono la schermata. Ogni carattere è una matrice (di pixel) 8x8 bit per cui abbiamo 320x200 pixel
  16. Istruzioni Vai al codice
  17. Scogliera Programmino BASIC da Snapshot
  18. Domande esistenziali: da giovane ci si interroga sulle finalità dell’esistenza umana per capire qual è la strada da percorrere Da vecchio ti chiedi perché hai intrapreso proprio quella strada, tenti di ricordarti, insomma ti chiedi chi te l’ha fatto fare
  19. Una delle prime scelte: quanto sarà grande il codice macchina, capire dove andarlo a infilare