TIP: Click on subject to list as thread! ANSI
echo: 64_talk
to: Rod Gasson
from: Paul Edwards
date: 1994-02-15 00:00:06
subject: Spreading!

ES>> 386dx 33 with a fast disk and it
 ES>> flies. When I say 'ibm' I usually mean that.

 RG> Yeah, you know that, but the C64ers don't..  all they hear is the
 RG> "wonderful" things that are *possible* with
"IBM" machines. Unless you
 RG> clarify that they need to spend in excess of $1000 (generally $2000+)
 RG> to achieve these things, when they see a 286 being sold off for around

Hear hear.  The C64 is the second best value for money you can buy (the
Amiga 500 is the first - for $200 you can get a second-hand one, which is
disk drive included, whereas the C64 for about $140 you get the computer
and a 180k floppy instead of 720k.

 RG>        * Inbuilt ZIP packer (PKZIP 2.04 compatable)

How did you achieve this?

 RG>        * 100% machine code for maximum speed

What assembler do you use?

What I would like to do is port Wizard of Wor to the Amiga.  I'll have to
disassemble it one day and learn it totally.  This remains THE ULTIMATE
GAME for me.  I have 3 cartridges with it on it, plus I've copied it onto a
couple of floppies and my hard drive.  That is one game that simply can't
be backed up enough!

How do most assembler programmers handle bullets on the C64?  Like 70% do
x, 20% do y and 10% do z?

I wrote a cartridge copier program (no hardware required) and also a basic
program to play roulette.  I'll have to release them to the Public Domain
when I get a bit more organized.  I actually hid the cartridge copier
program, so I have to get back into assembler to un-hide it and document
it.

I'm sure C64 games use more than 8 sprites.  How do they generally do it?
Especially something like Galaxions.  BFN.

Paul

--- GoldED/2 2.42.G1114
* Origin: Ten Minute Limit (3:711/934)

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