CC65 to DSK

Questions, bug reports, features requests, ... about the Oric Software Development Kit. Please indicate clearly in the title the related element (OSDK for generic questions, PictConv, FilePack, XA, Euphoric, etc...) to make it easy to locate messages.

User avatar
NekoNoNiaow
Flight Lieutenant
Posts: 272
Joined: Sun Jan 15, 2006 10:08 pm
Location: Montreal, Canadia

Re: CC65 to DSK

Post by NekoNoNiaow » Tue Apr 30, 2019 2:55 am

ibisum wrote:
Sun Apr 28, 2019 12:28 pm
I've always thought it'd be nice to have an SFXR-like interface for Oric sounds.
It can happen, if you code it. ;)

User avatar
8bit-Dude
Pilot Officer
Posts: 74
Joined: Tue Mar 14, 2017 1:33 pm
Location: Japan

Re: CC65 to DSK

Post by 8bit-Dude » Sat May 11, 2019 7:58 am

To keep things fresh, here goes a roadmap update on the next versions 0.2 and 0.3:

User avatar
ibisum
Wing Commander
Posts: 1117
Joined: Fri Apr 03, 2009 8:56 am

Re: CC65 to DSK

Post by ibisum » Sun May 12, 2019 10:51 am

Wow, I love the AIC graphic solution you've come up with .. its brilliant. And .. in a way .. it even looks like gravel is being spit out the back of the car when its on the dirt, or exhaust around the corners or something - and I wonder if you might want to play with that a bit so that its a feature, not a bug. ;)

(EDIT, like a quick 'tweak' I would make, would be to change the dynamics of the sound when you know the car is over dirt and thus AIC-quirk liable, so you make a kind of 'scratchy' dirt sound as the player drives over that spot on the map ..)

User avatar
8bit-Dude
Pilot Officer
Posts: 74
Joined: Tue Mar 14, 2017 1:33 pm
Location: Japan

Re: CC65 to DSK

Post by 8bit-Dude » Sun May 12, 2019 12:23 pm

Thanks for the encouragement buddy! I worked all week-end on porting 8bit-slicks (my racing game) to the Oric via the 8bit-Unity SDK.
I have now a working prototype, though the frame rate is a bit slow (~12 FPS). Gonna try to improve things a bit before I post a demo disk here.

User avatar
Chema
Game master
Posts: 2480
Joined: Tue Jan 17, 2006 10:55 am
Location: Gijón, SPAIN
Contact:

Re: CC65 to DSK

Post by Chema » Sun May 12, 2019 12:37 pm

Your work is awesome. Congratulations indeed!
Looking forward to that semo disk :D

User avatar
8bit-Dude
Pilot Officer
Posts: 74
Joined: Tue Mar 14, 2017 1:33 pm
Location: Japan

Re: CC65 to DSK

Post by 8bit-Dude » Sun May 12, 2019 3:29 pm

A little teaser of things to come... (took me just 30 min to get it working on the Oric, thanks to 8bit-Unity)
Have a good week everyone, and see you again next week-end!
Attachments
8bit-Grubs-Oric.PNG

User avatar
Dbug
Site Admin
Posts: 2983
Joined: Fri Jan 06, 2006 10:00 pm
Location: Oslo, Norway
Contact:

Re: CC65 to DSK

Post by Dbug » Sun May 12, 2019 3:46 pm

Well, looks like you'll manage to achieve what the Project X team failed to do :)

http://www.defence-force.org/computing/ ... /index.htm

As often said, too many cooks spoil the broth. Good luck!

User avatar
NekoNoNiaow
Flight Lieutenant
Posts: 272
Joined: Sun Jan 15, 2006 10:08 pm
Location: Montreal, Canadia

Re: CC65 to DSK

Post by NekoNoNiaow » Tue May 14, 2019 1:04 am

Great effort! Keep it up!

User avatar
8bit-Dude
Pilot Officer
Posts: 74
Joined: Tue Mar 14, 2017 1:33 pm
Location: Japan

Re: CC65 to DSK

Post by 8bit-Dude » Fri May 24, 2019 11:29 pm

Alright, it's time to reveal the first "beta" of 8bit-Slicks for the Oric (all 48K models).

The game is more or less playable with 2 players, but slows down a lot when adding 3rd/4th player. Keys are WASD+CTRL and IJKL+RET.

I will work next on improving frame rate and adding online functionality next through my 8bit-Hub project.
Attachments
River-Oric.png
Menu-Oric.png
slicks-oric.dsk
(219 KiB) Downloaded 36 times

User avatar
Dbug
Site Admin
Posts: 2983
Joined: Fri Jan 06, 2006 10:00 pm
Location: Oslo, Norway
Contact:

Re: CC65 to DSK

Post by Dbug » Sat May 25, 2019 9:40 am

I'm a bit confused about the controls: Since we turn left and right with A and D, and accelerate with CTRL, what are W and S for exactly?

User avatar
Symoon
Archivist
Posts: 1695
Joined: Sat Jan 14, 2006 12:44 am
Location: Paris, France
Contact:

Re: CC65 to DSK

Post by Symoon » Sat May 25, 2019 3:19 pm

Looks nice!
Same here about the controls, on the 1st attempt I thought I couldn't accelerate ;)

One of my lap wasn't counted, I suspect I drove too much off-track at some point.

User avatar
ibisum
Wing Commander
Posts: 1117
Joined: Fri Apr 03, 2009 8:56 am

Re: CC65 to DSK

Post by ibisum » Sat May 25, 2019 9:39 pm

Wow this is a terrific game for the Oric .. very nice work! Its not exactly an easy game to play at first, but with a bit of practice (against another human) it actually ends up being quite fun - if but a little frustrating at first.

But really, an astonishing title for the Oric, and quite well along, all things considered - I wasn't expecting so many maps!

Only feedback I have is that the controls definitely need some tweaking .. its very frustrating to run off the track because of over-correction. Maybe add a 'control realism' mode, where the easy setting keeps you relatively on-track for a bit of arcade fun?

Anyway, count me impressed!

User avatar
8bit-Dude
Pilot Officer
Posts: 74
Joined: Tue Mar 14, 2017 1:33 pm
Location: Japan

Re: CC65 to DSK

Post by 8bit-Dude » Sun May 26, 2019 4:51 am

Thanks for the feedback guyz.
I will clarify the control keys in menu (A D Ctrl).
Regarding the excessive drift, it is due in part to low frame rate. I need to optimize a couple of routines in the code. I will release an improved version soon..
Also, i will soon release the new 8bit unity with Oric support.

User avatar
ibisum
Wing Commander
Posts: 1117
Joined: Fri Apr 03, 2009 8:56 am

Re: CC65 to DSK

Post by ibisum » Sun May 26, 2019 7:21 am

Awesome! I'm definitely going to unpack Unity for 8-bit and see how to make a game with it ..

User avatar
8bit-Dude
Pilot Officer
Posts: 74
Joined: Tue Mar 14, 2017 1:33 pm
Location: Japan

Re: CC65 to DSK

Post by 8bit-Dude » Tue Jun 04, 2019 2:18 pm

Does anyone here have a PASE or IJK joystick interface?
I am implementing both in 8bit-Slicks (and emulating them on the 8bit-Hub), but don't have the "real" hardware to test that it works correctly...

Post Reply