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The Dark Knight [ wip ]

Started by XeNoMoRPH, 06:07, 12 June 24

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XeNoMoRPH

New upcoming game for CPC from Mananuk !!!!

video: https://files.fm/u/yrddwqjv8e#/view/m3gh2d72hb
your amstrad news source in spanish language : https://auamstrad.es

Gryzor

That's a cute crusader😊

cwpab

Military themed game, 1980s:



Military themed game, 2020s:



Batman game, 1980s:



Batman game, 2020s:



Vampire themed game, 1980s:



Vampire themed game, 2020s:



It seems the cuteness has invaded CPC game graphics. Whether or not that's positive would be a good topic for a lengthy debate.

dodogildo

M'enfin!

XeNoMoRPH

Quote from: dodogildo on 21:27, 13 June 24
Quote from: XeNoMoRPH on 06:07, 12 June 24New upcoming game for CPC from Mananuk !!!!
video: https://files.fm/u/yrddwqjv8e#/view/m3gh2d72hb
Will it have ingame music?
In principle only in the menu and between phases

your amstrad news source in spanish language : https://auamstrad.es

Gryzor

Quote from: cwpab on 19:57, 13 June 24Military themed game, 1980s:



Military themed game, 2020s:



Batman game, 1980s:



Batman game, 2020s:



Vampire themed game, 1980s:



Vampire themed game, 2020s:



It seems the cuteness has invaded CPC game graphics. Whether or not that's positive would be a good topic for a lengthy debate.
It's not only cuteness. The sprite size difference also makes a difference in what you put on the screen and in gameplay. 

Also consider that people didn't necessarily know how to draw distinctive sprites with fewer pixels back then. The first successful ones were -what, Lemmings and Sensi/MegaLoMania?

abalore

Certainly for a subject like Batman I would expect a darker mood. It's true there are many 8x16 sprite games recently, maybe because using the same engines. The same with loading screens, they share the same pixel-perfect, clean, cartoonish style (not the case in this game, apparently)

Anyway, this game seems to have some interesting mechanics, like the returning batarang. With well designed levels it can be a good game.


cwpab

#7
Yeah, I have also complained in the past about sprites being too big in some games not allowing players too see s**t while scrolling.  ;D

But it's also true that you can technically make small sprites without them having to be chibi/super deformed:



So yeah... I blame manga!

Jean-Marie


Looks like jolly good fun !

XeNoMoRPH


game will be available on Friday the 25th -

https://mananuk.itch.io/dark-knight

your amstrad news source in spanish language : https://auamstrad.es

Gryzor

Really looks like a good old game from the good old times...

XeNoMoRPH

your amstrad news source in spanish language : https://auamstrad.es

Gryzor

It's out, just bought it😊

ldaneels

Did you buy the physical release of the game? I can't find any link to purchase it.
I'm definitely interested in this one...

Gryzor

Quote from: ldaneels on 04:38, 27 July 24Did you buy the physical release of the game? I can't find any link to purchase it.
I'm definitely interested in this one...
No, the digital one. Probably no physical yet.

Jean-Marie

Great game : I've been playing it for hours! I needed a poke to complete it though :-[
Infinite energy : POKE &4A1D,0
The game returns the infamous Memory full error on 464. You'll have to edit line 630 in the basic loader, and delete MEMORY &7EFF.
Or use the following loader containing the magic poke :
6 name$="LOADER1"
7 name2$="LOADER2"
90 MODE 0:BORDER  0
100 GOSUB 400
181 GOSUB 820
255 GOTO 600
400 MEMORY &7EFF:IF PEEK(&BB5B)=0 THEN p=45530   ELSE p=47061
445 LOAD name$+".pal",&7F00:GOSUB 820:LOAD name$+".scr",&C000
446 GOSUB 700
447 GOSUB 700
600 IF PEEK(&BB5B)=0 THEN p=45530   ELSE p=47061
640 LOAD name2$+".pal",&7F00:GOSUB 820:LOAD name2$+".scr",&C000
645 LOAD"loader.bin",&BE80:POKE &BEA3,&C9:CALL &BE80
650 LOCATE 6,19:PEN 2:PRINT"Cheat? y/n"
660 c$=UPPER$(INKEY$):IF c$="" THEN 660
670 IF c$="Y" THEN POKE &4A1D,0
680 CALL &400
700 FOR J=1 TO 2000:NEXT
740 RETURN
820 MODE PEEK(&7F00):FOR a=0 TO 15:i=PEEK(&7F03+a*12):POKE p+a,i:POKE p+a+17,i:NEXT
830 RETURN


Jean-Marie

Chose the starting level (1 to 4) : POKE &478C,level

XeNoMoRPH

Quote from: ldaneels on 04:38, 27 July 24Did you buy the physical release of the game? I can't find any link to purchase it.
I'm definitely interested in this one...
No, it's a sample... but a physical version of the game is coming out soon, I understand.

your amstrad news source in spanish language : https://auamstrad.es

VincentGR


Mananuk

Quote from: Jean-Marie on 05:10, 27 July 24Great game : I've been playing it for hours! I needed a poke to complete it though :-[
Infinite energy : POKE &4A1D,0
The game returns the infamous Memory full error on 464. You'll have to edit line 630 in the basic loader, and delete MEMORY &7EFF.
Or use the following loader containing the magic poke :
6 name$="LOADER1"
7 name2$="LOADER2"
90 MODE 0:BORDER  0
100 GOSUB 400
181 GOSUB 820
255 GOTO 600
400 MEMORY &7EFF:IF PEEK(&BB5B)=0 THEN p=45530   ELSE p=47061
445 LOAD name$+".pal",&7F00:GOSUB 820:LOAD name$+".scr",&C000
446 GOSUB 700
447 GOSUB 700
600 IF PEEK(&BB5B)=0 THEN p=45530   ELSE p=47061
640 LOAD name2$+".pal",&7F00:GOSUB 820:LOAD name2$+".scr",&C000
645 LOAD"loader.bin",&BE80:POKE &BEA3,&C9:CALL &BE80
650 LOCATE 6,19:PEN 2:PRINT"Cheat? y/n"
660 c$=UPPER$(INKEY$):IF c$="" THEN 660
670 IF c$="Y" THEN POKE &4A1D,0
680 CALL &400
700 FOR J=1 TO 2000:NEXT
740 RETURN
820 MODE PEEK(&7F00):FOR a=0 TO 15:i=PEEK(&7F03+a*12):POKE p+a,i:POKE p+a+17,i:NEXT
830 RETURN



Hi Jean Marie, Mananuk here ;)
It could be that this error is what doesn't let me make the cdt correctly, I usually use discology to create it but I haven't been able to do it correctly, greetings

Jean-Marie

Hola Mananuk, thanks for this great game  :)
I've managed to build a tape version using the good old Oddjob.
You needed to append a LD de,buffer instruction in the binary loader. It is needed by the firmware to store a 2 Kb buffer before calling &BC77.
org &be80
write direct "loader.bin",&BE80
ld b,8
ld hl,lbea6
ld de,&9D00
call &bc77
ld hl,&0400
push hl
call &bc83
call &bc7a
ld hl,0
ld (&0406),hl
ld (&0408),hl
ld (&040a),hl
ld (&040c),hl
ld (&040e),hl
ret
lbea6:
db &47,&41,&4d,&45,&2e,&42,&49,&4e

I had to trim the comments in the Basic loader, so that it doesn't overlap offset 400h in memory, which is the beginning of the game.

10 MODE 0:BORDER 0
20 MEMORY &7EFF:IF PEEK(&BB5B)=0 THEN p=45530 ELSE p=47061
30 n$="!LOADER1":GOSUB 130
40 FOR a=1 TO 4000:NEXT
50 n$="!LOADER2":GOSUB 130
60 LOAD"!loader":POKE &BE8E,0:CALL &BE80
70 'LOCATE 6,19:PEN 2:PRINT"Cheat? y/n"
80 'n$=UPPER$(INKEY$):IF n$=""THEN 80
90 'IF n$="Y"THEN POKE &4A1D,0
100 'LOCATE 4,19:INPUT"Level(1-4)";l
110 'IF l>0 AND l<5 THEN POKE &478C,l
120 CALL &400
130 LOADn$+".pal",&7F00
140 MODE PEEK(&7F00):FOR a=0 TO 15:i=PEEK(&7F03+a*12):POKE p+a,i:POKE p+a+17,i:NEXT
150 LOADn$+".scr"
160 RETURN
The loading is quite sluggish. I'll try to speed it up using calls to BC83h/BC98h.
Also, it's a WAV file. CNG has made a tool to convert WAV to CDT (CSW2CDT), but his site is down for the moment.
Now waiting for the sequel  ;D


VincentGR

Quote from: Jean-Marie on 19:34, 29 July 24Hola Mananuk, thanks for this great game  :)
I've managed to build a tape version using the good old Oddjob.
You needed to append a LD de,buffer instruction in the binary loader. It is needed by the firmware to store a 2 Kb buffer before calling &BC77.
org &be80
write direct "loader.bin",&BE80
ld b,8
ld hl,lbea6
ld de,&9D00
call &bc77
ld hl,&0400
push hl
call &bc83
call &bc7a
ld hl,0
ld (&0406),hl
ld (&0408),hl
ld (&040a),hl
ld (&040c),hl
ld (&040e),hl
ret
lbea6:
db &47,&41,&4d,&45,&2e,&42,&49,&4e

I had to trim the comments in the Basic loader, so that it doesn't overlap offset 400h in memory, which is the beginning of the game.

10 MODE 0:BORDER 0
20 MEMORY &7EFF:IF PEEK(&BB5B)=0 THEN p=45530 ELSE p=47061
30 n$="!LOADER1":GOSUB 130
40 FOR a=1 TO 4000:NEXT
50 n$="!LOADER2":GOSUB 130
60 LOAD"!loader":POKE &BE8E,0:CALL &BE80
70 'LOCATE 6,19:PEN 2:PRINT"Cheat? y/n"
80 'n$=UPPER$(INKEY$):IF n$=""THEN 80
90 'IF n$="Y"THEN POKE &4A1D,0
100 'LOCATE 4,19:INPUT"Level(1-4)";l
110 'IF l>0 AND l<5 THEN POKE &478C,l
120 CALL &400
130 LOADn$+".pal",&7F00
140 MODE PEEK(&7F00):FOR a=0 TO 15:i=PEEK(&7F03+a*12):POKE p+a,i:POKE p+a+17,i:NEXT
150 LOADn$+".scr"
160 RETURN
The loading is quite sluggish. I'll try to speed it up using calls to BC83h/BC98h.
Also, it's a WAV file. CNG has made a tool to convert WAV to CDT (CSW2CDT), but his site is down for the moment.
Now waiting for the sequel  ;D



Thanks for this.
Btw the archive seems broken, at least on my pc  :-X

VincentGR

Ignore the above post.
WinRAR didn't like it, 7z did the job.

VincentGR

The CDT plus the ROM.
2x ROMs |dark

St-BeidE(DE/GB)

Quote from: VincentGR on 20:06, 29 July 24The CDT plus the ROM.
2x ROMs |dark

Pardon me, are the Roms "stand alone", or do I need
the tape file too?

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