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General Category => Programming => Topic started by: reidrac on 10:20, 20 November 21

Title: Hyperdrive (development)
Post by: reidrac on 10:20, 20 November 21
Not much to tell for now, but I wanted to start a thread here.

WIP menu, very likely to change!

[attach=1,msg209328]

Hyperdrive (working title) is a vertical SHMUP targetting 64K (CPC, no plus features planned) and cartridge: CPC+ and Dandanator; the CPR will load on a GX4000, M4 (untested for now), emulators supporting CPC+, the Dandanator is supported by emulators (RVM2, CPCEC and others?) and can be used with the hardware add-on.

You may know a shooter I released for the MSX (Uchussen Gamma). It won't be a port, but I want to push further some ideas I tried on that game (e.g. the chain mechanic).

it is starting to look like I can make the game I want:

https://twitter.com/reidrac/status/1461809082000629763

But it is very early on and I'm not 100% confident this will end well :D, so be patient and I'll update here as things progress.

As always, you can follow updates in my twitter (https://twitter.com/reidrac) and my blog (https://www.usebox.net/jjm/blog/).
Title: Re: Hyperdrive (development)
Post by: Arnaud on 10:45, 20 November 21
And what about your CRPG ? It is in hold ?
Title: Re: Hyperdrive (development)
Post by: reidrac on 10:50, 20 November 21
Quote from: Arnaud on 10:45, 20 November 21
And what about your CRPG ? It is in hold ?

The CRPG is a long one, this will be shorter. When I'm stuck, I can always continue with the CRPG.
Title: Re: Hyperdrive (development)
Post by: reidrac on 16:25, 21 November 21
There are so many things to do, at this point is easy to show progress :laugh:

https://twitter.com/reidrac/status/1462441288280772617

I'm going to start building the entity engine basics now, and will go back to revisit the sprites performance when I have some actual gameplay in place.

I'm still unsure on how many thing will be able to move on screen at the same time.
Title: Re: Hyperdrive (development)
Post by: reidrac on 00:13, 23 November 21
Tested the CPR with my 464, an M4 and my Sony Trinitron, and it all works fine!

https://twitter.com/reidrac/status/1462914508461154306

I don't even know what type of CRCT my CPC has, but AFAIK what I'm doing should work the same in all types.

Anyway, *I had* to test this to be sure!
Title: Re: Hyperdrive (development)
Post by: norecess464 on 01:22, 23 November 21
Great tech demo!

To my knowledge, every Amstrad CPC 464s have a CRTC Type 2.
Title: Re: Hyperdrive (development)
Post by: Gryzor on 09:04, 23 November 21
Another one to look forward to :) Form some reason it reminds me of Light Force :)
Title: Re: Hyperdrive (development)
Post by: ervin on 09:06, 23 November 21
Can't wait for this one.
What a fabulously smooth scroll!
Title: Re: Hyperdrive (development)
Post by: reidrac on 09:08, 23 November 21
Quote from: Gryzor on 09:04, 23 November 21
Another one to look forward to :) Form some reason it reminds me of Light Force :)

Yep, those testing tiles, isn't it? But they are likely to stay until I finish the entity system.

Star Force is an inspiration anyway, so we'll see :D
Title: Re: Hyperdrive (development)
Post by: Gryzor on 09:27, 23 November 21
Quote from: reidrac on 09:08, 23 November 21
Yep, those testing tiles, isn't it? But they are likely to stay until I finish the entity system.

Ha, probably, it sets the aesthetic! But also the style of the player sprite maybe.

Definitely not a bad thing mind you, I loved Light Force :)
Title: Re: Hyperdrive (development)
Post by: Axelay on 11:49, 23 November 21
Quote from: norecess on 01:22, 23 November 21
To my knowledge, every Amstrad CPC 464s have a CRTC Type 2.


For what it's worth, some years ago (over ten I think) I used code someone had posted for detecting CRTC types to check my 464 & 6128 and my 464 identified itself as having a type 0.  I cant seem to find that code at the moment though, so maybe it just wasn't accurate.
Title: Re: Hyperdrive (development)
Post by: roudoudou on 12:41, 23 November 21
Quote from: norecess on 01:22, 23 November 21
To my knowledge, every Amstrad CPC 464s have a CRTC Type 2.
what about "NO" ?  ;D
(http://tomdalby.com/retro/images/464_inside1.jpg)
Title: Re: Hyperdrive (development)
Post by: roudoudou on 12:54, 23 November 21

from https://www.cpcwiki.eu/index.php/Mainboard_Versions (https://www.cpcwiki.eu/index.php/Mainboard_Versions) page

first motherboard had HD6845 in 1983 design

then MC6845 in 1984 design and shortly UM6845 in 1984 design too so...
https://www.cpcwiki.eu/imgs/9/91/CPC464_PCB_Top_%28Z70100%29_GA40007-4.jpg (https://www.cpcwiki.eu/imgs/9/91/CPC464_PCB_Top_%28Z70100%29_GA40007-4.jpghttps://www.cpcwiki.eu/imgs/f/f8/CPC464_PCB_Top_%28Z70200_MC0002C%29.jpghttps://www.cpcwiki.eu/imgs/9/92/CPC464_PCB_Top_%28Z70200_MC0002D%29_GA40008.jpg)
https://www.cpcwiki.eu/imgs/f/f8/CPC464_PCB_Top_%28Z70200_MC0002C%29.jpg (https://www.cpcwiki.eu/imgs/9/91/CPC464_PCB_Top_%28Z70100%29_GA40007-4.jpghttps://www.cpcwiki.eu/imgs/f/f8/CPC464_PCB_Top_%28Z70200_MC0002C%29.jpghttps://www.cpcwiki.eu/imgs/9/92/CPC464_PCB_Top_%28Z70200_MC0002D%29_GA40008.jpg)
https://www.cpcwiki.eu/imgs/9/92/CPC464_PCB_Top_%28Z70200_MC0002D%29_GA40008.jpg (https://www.cpcwiki.eu/imgs/9/91/CPC464_PCB_Top_%28Z70100%29_GA40007-4.jpghttps://www.cpcwiki.eu/imgs/f/f8/CPC464_PCB_Top_%28Z70200_MC0002C%29.jpghttps://www.cpcwiki.eu/imgs/9/92/CPC464_PCB_Top_%28Z70200_MC0002D%29_GA40008.jpg)
Title: Re: Hyperdrive (development)
Post by: norecess464 on 13:58, 23 November 21
Oh I wasn't aware about other CRTC types in 464s, thanks @roudoudou (https://www.cpcwiki.eu/forum/index.php?action=profile;u=1714) !
Title: Re: Hyperdrive (development)
Post by: BSC on 18:34, 23 November 21
I am pretty sure my 464 had a CRTC 0 as well. At least this is what THE Demo claimed, among others ..
Title: Re: Hyperdrive (development)
Post by: reidrac on 23:00, 27 November 21
Implemented the logic behind the player bullets using ground turrets for testing. Looks like the entity system is OK.

This is probably the most boring part of making this type of game, but it is needed before I can start designing enemies and doing level design (which is the fun part!).

https://twitter.com/reidrac/status/1464714912207446026
Title: Re: Hyperdrive (development)
Post by: reidrac on 08:29, 30 November 21
Enemy bullets WIP!

https://twitter.com/reidrac/status/1465582682478424069

I removed a few bits of ASM because I'm still refining and making changes in the data structures. So most of this is C, and I can't move as many sprites as I need (yet); but you can get an idea of where things are going.
Title: Re: Hyperdrive (development)
Post by: reidrac on 22:18, 03 December 21
I'm working now on getting things faster. Let's see if I can get to 16 sprites, but I would be happy with a bit less.

Anyway, hopefully getting there!

https://twitter.com/reidrac/status/1466879179404689410
Title: Re: Hyperdrive (development)
Post by: GUNHED on 00:57, 07 December 21
Nice scrolling! Especially since very few games have it.  :)
Title: Re: Hyperdrive (development)
Post by: reidrac on 20:31, 12 December 21
I finally converted all the main entity loops to ASM, and it shows IMHO! There are still things to optimize though.

https://twitter.com/reidrac/status/1470112191898599430

I also need to see what is the actual limit of my engine at 25Hz and adjust the gameplay to that.
Title: Re: Hyperdrive (development)
Post by: GUNHED on 01:17, 15 December 21
Oh, looks like smooth 50 fps and one scanline scroll. Is it 25 fps and 2 scanlines?
Go on with this great work!
EDIT: Talking about scanlines I talk about scanlines / character line, just in case it's not clear.
Title: Re: Hyperdrive (development)
Post by: reidrac on 21:45, 17 December 21
I'm so close!

https://twitter.com/reidrac/status/1471942745434603520

If I get to keep it smooth with 6 enemies shooting and this top speed player weapon, I think I can make the game I want.
Title: Re: Hyperdrive (development)
Post by: reidrac on 16:05, 18 December 21
I was inspired today after lunch and I think this is good now!

https://twitter.com/reidrac/status/1472221078688780296

I'm going to start with the level design and I'll leave the last few bits that can potentially be faster for later review.
Title: Re: Hyperdrive (development)
Post by: reidrac on 14:06, 22 December 21
Small update: got stars! :D

https://twitter.com/reidrac/status/1473638799905284108

OK, not that much, but is the small details...

(and is not trivial)
Title: Re: Hyperdrive (development)
Post by: Sykobee (Briggsy) on 14:29, 22 December 21
Nice work. I guess the stars are being re-rendered a line up each frame, whilst the background is a smooth hardware scroll? If you skip half the stars each frame some will move slowly down, giving a layered parallax effect and possibly allowing a few more stars.


Perhaps the bullets could be smaller if that doesn't affect your vision of the game, instead of 4x8 they could be 2x4? Don't need to be masked either at that size. I guess they're asm-sprites for speed already.
Title: Re: Hyperdrive (development)
Post by: reidrac on 14:35, 22 December 21
Quote from: Sykobee (Briggsy) on 14:29, 22 December 21
Nice work. I guess the stars are being re-rendered a line up each frame, whilst the background is a smooth hardware scroll? If you skip half the stars each frame some will move slowly down, giving a layered parallax effect and possibly allowing a few more stars.


Perhaps the bullets could be smaller if that doesn't affect your vision of the game, instead of 4x8 they could be 2x4? Don't need to be masked either at that size. I guess they're asm-sprites for speed already.

The stars have a fixed position. If I allow them to move, I would have to track their variable y position and wrap when the screen wraps. Not impossible, but not what I wanted.

The enemy bullets aren't masked, the player ones are. For now I think I'm going to leave it like this. In my tests, smaller player bullets looked poor and I didn't like it. If I can make it fast enough without compromising the final result, I will.
Title: Re: Hyperdrive (development)
Post by: reidrac on 20:02, 22 December 21
OK, it doesn't look too different to me; but is only 24 bytes.

https://twitter.com/reidrac/status/1473730224361717760

I don't like too much how it looks in two of the three emulators I usually work with. I'll run a test with the real thing to finally decide if I keep it.
Title: Re: Hyperdrive (development)
Post by: Gryzor on 09:23, 23 December 21
I think it's better than before! However maybe you could change the star pattern, it looks a bit too artificial/not random.

What if those stars were not moving but flickering?
Title: Re: Hyperdrive (development)
Post by: reidrac on 09:30, 23 December 21
Quote from: Gryzor on 09:23, 23 December 21
I think it's better than before! However maybe you could change the star pattern, it looks a bit too artificial/not random.

Interesting! I thought an even distribution looked better!

Quote from: Gryzor on 09:23, 23 December 21
What if those stars were not moving but flickering?

That was my original idea (flickering as in cycling colours). I can try that.
Title: Re: Hyperdrive (development)
Post by: Gryzor on 09:38, 23 December 21
Well the human mind is set up to look for patterns, and I'm definitely seeing some zig-zags here :D
Title: Re: Hyperdrive (development)
Post by: VincentGR on 11:24, 23 December 21
Or like mooncresta, moving and cycling.
Title: Re: Hyperdrive (development)
Post by: reidrac on 00:20, 27 December 21
I didn't have a lot of time the last few days (happy Christmas!), but I've been working on internals related to the banks and sprites, and tonight I've been testing a new enemy.

https://twitter.com/reidrac/status/1475244030665625600

There are a few things that aren't great, but looks promising! :D
Title: Re: Hyperdrive (development)
Post by: Gryzor on 07:39, 27 December 21
It does! Thanks for the update😀
Title: Re: Hyperdrive (development)
Post by: ervin on 12:34, 27 December 21
This is indeed looking very promising!
Title: Re: Hyperdrive (development)
Post by: GUNHED on 14:11, 27 December 21
Smooth scrolling, nice GFX, lots of sprites / bullets. This will be a great game!
Title: Re: Hyperdrive (development)
Post by: Animalgril987 on 14:27, 27 December 21
Looks like this will be a great game! :D
Title: Re: Hyperdrive (development)
Post by: reidrac on 10:17, 28 December 21
Implemented chains and power ups; all WIP and needs balancing.

https://twitter.com/reidrac/status/1475757178153799684

The game moves fast, it will be too hard if I'm not careful! I like the power ups to move horizontally to make them more dynamic and harder to pick, but at this speed... it may not be a good idea! :D
Title: Re: Hyperdrive (development)
Post by: Gryzor on 12:12, 28 December 21
Looking good!!

I don't know if it's just me, I always get Light Force vibes...
Title: Re: Hyperdrive (development)
Post by: ralferoo on 14:50, 28 December 21
(deleted, I need my eyes tested!)
(EDIT 2: or just to read to the end of the thread! I just realised that in the post I replied to, the stars weren't parallax, and then when I replied, I could see them in parallax!)
Title: Re: Hyperdrive (development)
Post by: reidrac on 00:23, 29 December 21
OK, I couldn't resist!

https://twitter.com/reidrac/status/1475970132170219533

I mean, doesn't it look MUCH better? :D

(it uses pre-shifted sprites to get 1 pixel horizontal movement, but hey! this is a cartridge, I have lots of ROM!)
Title: Re: Hyperdrive (development)
Post by: GUNHED on 01:55, 29 December 21
Quote from: reidrac on 00:23, 29 December 21
I mean, doesn't it look MUCH better? :D
Yes, it does! Great piece of work! Out of curiosity, how big is your assembled code (without GFX, just the code itself)?
Title: Re: Hyperdrive (development)
Post by: reidrac on 09:36, 29 December 21
Quote from: GUNHED on 01:55, 29 December 21
Yes, it does! Great piece of work! Out of curiosity, how big is your assembled code (without GFX, just the code itself)?

Currently around 9K, and once the engine is done, it will grow slowly. I think the code will fit in a 16K bank, but if it doesn't, I still have around 4K of unused RAM.
Title: Re: Hyperdrive (development)
Post by: GUNHED on 19:17, 29 December 21
Pretty decent! I'm really looking forward to this game.  :) :) :)
Especially since scrolling is scarce and smooth scrolling is very rare to see.
Title: Re: Hyperdrive (development)
Post by: reidrac on 09:47, 01 January 22
I got the bomb :D

Happy new year everybody!

https://twitter.com/reidrac/status/1477199443334246401
Title: Re: Hyperdrive (development)
Post by: Gryzor on 10:25, 01 January 22
Happy and explosive new year!
Title: Re: Hyperdrive (development)
Post by: reidrac on 21:41, 10 January 22
I have rewritten the enemy bullets. The "targetting" part of it to be precise. It wasn't perfect and, on top of that, turns out it was slow but I didn't notice until I had enough action on screen.

https://twitter.com/reidrac/status/1480638446926450692

Now I'm using a more accurate calculation with a 16-bit square root, that I thought it would be too expensive, but I was wrong! See: http://map.grauw.nl/sources/external/z80bits.html#3

I think I'm OK with the targetting, next is to rewrite the bullet update code in ASM (the bullets are still C until I'm 100% happy, it is easier prototyping this way).

I have implemented a couple of new tricks as well to reduce the drawing operations in some cases, but until the bullets are done I can't tell if I'm fast enough. Looks promising!
Title: Re: Hyperdrive (development)
Post by: reidrac on 23:57, 27 January 22
Quick update

I'm having a break from doing optimisations (and there's little left TBH). So it is level design time, and tonight I added some sound effects (some need tweaking I think).

https://twitter.com/reidrac/status/1486834800937873409
Title: Re: Hyperdrive (development)
Post by: Gryzor on 06:19, 28 January 22
Love the crunchy explosion sound, reminds me of Light Force🙂
Title: Re: Hyperdrive (development)
Post by: menegator on 22:08, 12 February 22
This is getting better and better! Great work!
Title: Re: Hyperdrive (development)
Post by: reidrac on 22:13, 12 February 22
I'm streaming on Twitch the development of Hyperdrive (I've started streaming last week, it is still a bit of an experiment that I don't know how long will it last).

This is my channel: www.twitch.tv/mrreidrac

It is only streaming, I'm not keeping the videos for now. Basically: I'm interested in making the game, not really in being a streamer (if that make sense?). More on that here: https://www.usebox.net/jjm/blog/streaming-killed-the-youtube-star/

There will be some spoilers as I make the game, but given that is not a story-based game, I think it should be alright. Currently working on the first boss.
Title: Re: Hyperdrive (development)
Post by: lmimmfn on 00:33, 13 February 22
I rarely use twitch, better if you upload your streams to youtube.
Title: Re: Hyperdrive (development)
Post by: johnlobo on 11:32, 14 February 22
I would love to watch your coding sessions, but I'm afraid that if you don't keep the videos for later viewing, at least on twitch, it's going to be very difficult to coincide...  :(

Anyway, sharing knowledge is always a good initiative, go on!!.

Regards.

Quote from: reidrac on 22:13, 12 February 22I'm streaming on Twitch the development of Hyperdrive (I've started streaming last week, it is still a bit of an experiment that I don't know how long will it last).

This is my channel: www.twitch.tv/mrreidrac (http://www.twitch.tv/mrreidrac)

It is only streaming, I'm not keeping the videos for now. Basically: I'm interested in making the game, not really in being a streamer (if that make sense?). More on that here: https://www.usebox.net/jjm/blog/streaming-killed-the-youtube-star/ (https://www.usebox.net/jjm/blog/streaming-killed-the-youtube-star/)

There will be some spoilers as I make the game, but given that is not a story-based game, I think it should be alright. Currently working on the first boss.
Title: Re: Hyperdrive (development)
Post by: reidrac on 00:16, 15 February 22
Work on the first boss!

WIP!

https://twitter.com/reidrac/status/1493363078041423872
Title: Re: Hyperdrive (development)
Post by: reidrac on 08:50, 23 February 22
After a few more optimizations (e.g. player bullets), yesterday I made the end of stage screen.

When you complete a stage, you get extra bonus for each enemy you kill, the number of chains you make during the stage, and if you don't get killed. It also works as a break between stages.

https://twitter.com/reidrac/status/1496390388923441154

Only the music is left and I'll have a full first stage.
Title: Re: Hyperdrive (development)
Post by: reidrac on 00:07, 22 March 22
If you don't mind potential spoilers (bah, the stage is likely to change before the game is released), I've been keeping the videos and today I started with the enemies of the second stage.

https://www.twitch.tv/videos/1432712456

(the videos get automatically removed after 2 weeks or so; but, again, what I'm looking for is making a game, not producing the videos)
Title: Re: Hyperdrive (development)
Post by: TITAN (Eric Cubizolle) on 19:05, 01 April 22
Hello reidrac,

I received your message.
Alas, I can't send you my title screen: the forum messaging system systematically rejects it.

So here is what I can suggest to you:

(http://titan08.free.fr/Hyperdrive.png)

If you like it, do what you want with it! :)

PS: email me if you want the original PNG. ;)
Title: Re: Hyperdrive (development)
Post by: reidrac on 08:32, 02 April 22
Thanks @TITAN (Eric Cubizolle) !

That looks amazing!
Title: Re: Hyperdrive (development)
Post by: Skunkfish on 09:22, 02 April 22
Wow, that's stunning Eric. You have such a talent!
Title: Re: Hyperdrive (development)
Post by: reidrac on 07:37, 07 April 22
Quick update

Working on the new title screen (WIP).

https://twitter.com/reidrac/status/1511955124935180289

This was a lot of work, actually. I needed a new int handler to set the title screen, because the in-game handler has a screen split for the HUD. Then, because the screen Eric contributed is so detailed, I couldn't use the font I had with a simple blit and instead I have now a masked font with masked blitting.

On top of that, the credits will go on a different screen with a hi-score table.

The idea is: title -> wait -> credits & hi-score -> wait -> demo -> and back to title.
Title: Re: Hyperdrive (development)
Post by: reidrac on 22:59, 11 April 22
I've added the hi-score table and the credits now!

https://twitter.com/reidrac/status/1513636774043701250

I was planning to do a lot of fancy things on the menu screen, but for now I'm going to leave it like it is. Still feeling "arcade", which is what I wanted. Next is finishing the second stage (including the boss).
Title: Re: Hyperdrive (development)
Post by: ervin on 23:23, 11 April 22
Very cool.
The first thing I thought when the high score table appeared was that it reminds me of some arcade shooters.
Title: Re: Hyperdrive (development)
Post by: reidrac on 22:30, 18 April 22
Testing the second stage boss!

(Spoilers I guess!)

https://twitter.com/reidrac/status/1516164228679356418
Title: Re: Hyperdrive (development)
Post by: reidrac on 22:26, 17 July 22
I'm back at this, after a short break.

The stage 3 is starting to look good!

https://mastodon.sdf.org/web/@reidrac/108664776308387077

(I'm not that active on Twitter and my content on Masto will be removed after some months; I've set this video to never be deleted)
Title: Re: Hyperdrive (development)
Post by: XeNoMoRPH on 06:18, 18 July 22
Very cool video, I like that the game is progressing. :o

Title: Re: Hyperdrive (development)
Post by: reidrac on 08:11, 24 July 22
More enemies!

https://mastodon.sdf.org/@reidrac/108701058968433616

This is going well, fingers crossed I won't get stuck designing the next boss and stage 3 will be completed this next week :D
Title: Re: Hyperdrive (development)
Post by: reidrac on 08:47, 24 July 22
Quote from: XeNoMoRPH on 06:18, 18 July 22Very cool video, I like that the game is progressing. :o

Thank you for opening a thread in amstrad.es forum; I am not very active over there!
Title: Re: Hyperdrive (development)
Post by: reidrac on 08:46, 05 September 22
Testing the boss music: https://mastodon.sdf.org/web/@reidrac/108944469996398676

Currently I have 3 stages completed (missing the music, though). Slower than usual, but I'm kind of demotivated. It will pass, I guess. This game has a lot of cool things and it would be a shame if it was never finished ;)
Title: Re: Hyperdrive (development)
Post by: Skunkfish on 09:50, 14 September 22
Take your time Juan, looking forward to playing it when its ready!
Title: Re: Hyperdrive (development)
Post by: reidrac on 11:25, 14 September 22
Quote from: Skunkfish on 09:50, 14 September 22Take your time Juan, looking forward to playing it when its ready!

Thank you!

I've been working on small things to get up to speed: the hi-score table (and entering hi-score) works, and it even has a nice tune.

When I break the block of the music, it should be a breeze. The engine has been finished for a while now, is "just" adding content.
Title: Re: Hyperdrive (development)
Post by: reidrac on 21:25, 22 September 22
Starting to work on stage 4!

https://mastodon.sdf.org/web/@reidrac/109043922477603879
Title: Re: Hyperdrive (development)
Post by: reidrac on 10:42, 02 October 22
And stage 4 is complete! (including the boss)

I have play-tested it and is so far my favorite. I'm starting stage 5 ASAP aiming to start beta testing by the end of this month, and depending on how the testing goes, it may be ready to go sometime in December.

I don't like the dates, my preferred time for releases is April and before November, but this game will have a "low-stress release" because I won't do physical release from the start. Later on I may do a Dandanator or DES release, but initially will be digital download only (CPC+ cart and Dandanator, any model with 64K should run these).

Watch this space!
Title: Re: Hyperdrive (development)
Post by: reidrac on 12:40, 17 October 22
Very exciting! The 5th stage (the last one) is done, and good (still needs testing, but I'm happy with the play-testing I've done myself so far).

Stage 5 in action

So I'm really close to have a first beta for testing. Missing things: last boss (important), end game screen, tidy up the enter hi-score screen (I don't like it too much at the moment), and at least 6 songs (oh, dear).
Title: Re: Hyperdrive (development)
Post by: reidrac on 22:30, 18 October 22
I'm still kind of uninspired with the music (will pass, I know).

But I improved the hi-score screen and I wrote a ridiculous tune that hopefully will reflect the epicness of getting on the hiscore table :laugh:

https://mastodon.sdf.org/web/@reidrac/109191443786381145

(not sure why the audio was captured so bad, it doesn't play that saturated; probably ruined when it was uploaded and re-encoded)
Title: Re: Hyperdrive (development)
Post by: SpDizzy on 11:16, 19 October 22
Damn Juan, I want to be forever ridiculously uninspired like you ;)
Looks great, as usual. Keep on the good work!
Title: Re: Hyperdrive (development)
Post by: eto on 14:09, 19 October 22
It looks fantastic! 
Title: Re: Hyperdrive (development)
Post by: reidrac on 18:52, 24 October 22
Hyperdrive has website now.

https://www.usebox.net/jjm/hyperdrive/

Aiming at sometime in December!
Title: Re: Hyperdrive (development)
Post by: Badolepuddytat on 18:35, 26 October 22
This game is looking awesome. I can't wait to have a play on this! Excellent work, well done!
Title: Re: Hyperdrive (development)
Post by: reidrac on 18:51, 28 October 22
Quick update

We have started testing. All 5 stages (including bosses) are ready. I would like to give it a month, so it makes sense the game could be released early December.

Some music is still missing though, so there is that as well. Say I have a month to write 6 songs  :laugh:
Title: Re: Hyperdrive (development)
Post by: reidrac on 15:23, 30 October 22
I wrote a blog post with some comment re: the game and the upcoming release: https://www.usebox.net/jjm/blog/hyperdrive-is-almost-ready/

It includes some numbers behind the game (TL;DR: I've used around 144K of combined RAM/ROM). It is not a huge game, but it definitely feels big to me as I made it all on my own.
Title: Re: Hyperdrive (development)
Post by: reidrac on 08:56, 16 November 22
Quick look at the music of stage 1 (WIP, but getting there).

https://mastodon.sdf.org/@reidrac/109352407422962192
Title: Re: Hyperdrive (development)
Post by: reidrac on 15:39, 27 November 22
More WIP: music of stage 3

A bit under-powered, you should get to that stage with a few power-ups (unless you continue, and then you should be able to make a couple of chains early on the stage; although I failed on the video  :picard:)

https://mastodon.sdf.org/@reidrac/109416258079015838

Anyway, still on track to release next month!
Title: Re: Hyperdrive (development)
Post by: reidrac on 09:58, 01 December 22
Testing is going well, and the game is pretty much finished (only one song left; may be two).

If I have time to give it a good test on my 464 during this weekend, the release date could be 9th of December (Friday).

Save the date, because it is very likely; even if things could change depending on last minute bugs (hopefully not!).

As you know already, the website is: https://www.usebox.net/jjm/hyperdrive/

Because the game will be digital only for now (CPR and Dandanator), any issues please report them to me and I'll fix whatever ASAP.
Title: Re: Hyperdrive (development)
Post by: martin464 on 12:14, 01 December 22
Did you enjoy coding it?!
I really enjoy CPC/Z80 stuff compared to modern environments I find that enjoyment of coding is most noticeable on the CPC I think that's why I keep coming back to it. No software layers between you and the hardware, it's just you and the CPU which is 100% doing what you tell it to. This is so different from any modern development platform. It's not surprising younger coders are attracted to the retro scene, it's something they've never experienced before and... it makes you a better coder
Title: Re: Hyperdrive (development)
Post by: reidrac on 12:45, 01 December 22
Quote from: martin464 on 12:14, 01 December 22Did you enjoy coding it?!

There is a difference between coding and making. I usually enjoy the coding part, but making a game is much more than that: enemy design, level design, gameplay and mechanics, graphics, music; and completing it all so it is a finished and complete thing is a lot of work. That I would say is the part that I find less enjoyable.

I started working on this game in November 2021, it has been more time than I usually like to invest on a project. Let's say I have mixed feelings right now  ;)
Title: Re: Hyperdrive (development)
Post by: asertus on 15:56, 01 December 22
I really admire you and other game makers.., you are right, I like coding small z80 assembler code.., but "building" a full game is different, design, sprites, gameplay, music..., testing... it requires really a lot of dedication.. 
Title: Re: Hyperdrive (development)
Post by: reidrac on 23:44, 03 December 22
Tonight I have been running some final tests on the real hardware, and it looks, plays and sounds great!

https://mastodon.sdf.org/@reidrac/109451836737227836
https://twitter.com/reidrac/status/1599171858531643394


Release on the 9th is very likely!
Title: Re: Hyperdrive (development)
Post by: abalore on 00:30, 04 December 22
it looks fantastic! and I'm happy to have more native cartridge games that run in the whole CPC family, including 464.
Title: Re: Hyperdrive (development)
Post by: Carnivius on 08:23, 04 December 22
Smooth. :)
Title: Re: Hyperdrive (development)
Post by: TotO on 09:41, 04 December 22
Nice video.

Reading the game controls, how do you exit a game from the GX4000? (Fire 1 + 2 few seconds?)
I imagine you can exit a demo by pressing Fire 1 too as the space bar is used for this purpose?

Thank you.
Title: Re: Hyperdrive (development)
Post by: reidrac on 09:59, 04 December 22
Quote from: TotO on 09:41, 04 December 22Nice video.

Reading the game controls, how do you exit a game from the GX4000? (Fire 1 + 2 few seconds?)
I imagine you can exit a demo by pressing Fire 1 too as the space bar is used for this purpose?

Thank you.

I wrote my own control routines, as opposed to my previous games that used the code from cpcrslib (just to make it more efficient). Depending on pressing the button of the joystick or space it selects joystick or keyboard; in the case of the GX4000 it will be joystick (that will have to have 2 buttons if you want to throw bombs, in a regular CPC you can use "n" for bomb when using 1 button joystick).

The only way to exit the game is pressing ESC currently. In the GX4000 you'll have to lose all 3 lives; may change this if I can think of a good way of doing it.

In the demo, pressing fire 1 will stop it as well; so that works on the GX4000 just fine.

Edit: ah, on the website I didn't explain properly how to exit the demo. Fixed now!
Title: Re: Hyperdrive (development)
Post by: Axelay on 11:29, 04 December 22
Quote from: reidrac on 09:59, 04 December 22
Quote from: TotO on 09:41, 04 December 22Nice video.

Reading the game controls, how do you exit a game from the GX4000? (Fire 1 + 2 few seconds?)
I imagine you can exit a demo by pressing Fire 1 too as the space bar is used for this purpose?

Thank you.


The only way to exit the game is pressing ESC currently. In the GX4000 you'll have to lose all 3 lives; may change this if I can think of a good way of doing it.

Maybe: Press P to pause, then while paused either press P again to unpause, or hold P for a second or so to quit?
Title: Re: Hyperdrive (development)
Post by: TotO on 11:42, 04 December 22
Quote from: Axelay on 11:29, 04 December 22Maybe: Press P to pause, then while paused either press P again to unpause, or hold P for a second or so to quit?
It is the other idea but that require to go to the GX4000 to press it each time you want to quit to retry. (not handy)
Title: Re: Hyperdrive (development)
Post by: reidrac on 11:47, 04 December 22
What an oversight on the GX4000 design; although at least it supports 2 buttons and pause, it could have been worse! :)

The only thing that would be really clean is showing a menu on pause, but because the screen is setup for scroll, that would be more work that I'm happy to do.

Anything else sounds like a workaround. I guess it may be really annoying to lose all your lives if you want to do a good run and you lose a live early.

I'll think about it. Pressing pause for long when paused already sounds like is not too bad; will require people to read the manual.
Title: Re: Hyperdrive (development)
Post by: TotO on 11:50, 04 December 22
That was the same issue with Alcon, so it use Fire 1 + 2 during few seconds to allow to exit.
For a die and retry, pressing pause a long time is not a good solution for the GX4000 players.
Title: Re: Hyperdrive (development)
Post by: SkulleateR on 11:52, 04 December 22
Quote from: reidrac on 11:47, 04 December 22... will require people to read the manual.
THAT could be a problem  ;D
Title: Re: Hyperdrive (development)
Post by: reidrac on 12:05, 04 December 22
Quote from: Axelay on 11:29, 04 December 22
Quote from: reidrac on 09:59, 04 December 22
Quote from: TotO on 09:41, 04 December 22Nice video.

Reading the game controls, how do you exit a game from the GX4000? (Fire 1 + 2 few seconds?)
I imagine you can exit a demo by pressing Fire 1 too as the space bar is used for this purpose?

Thank you.


The only way to exit the game is pressing ESC currently. In the GX4000 you'll have to lose all 3 lives; may change this if I can think of a good way of doing it.

Maybe: Press P to pause, then while paused either press P again to unpause, or hold P for a second or so to quit?

This is actually very clean. Pause is pause, do a long press (a couple of seconds) and it will exit the game. It is implemented already.

It is also consistent with the behavior of modern devices where a long press on power button stops the device even if the software is not responding.

It may be annoying if the console is far away from the controller, but other than that, I think I like it!

EDIT: updated the website; will include it in the manual (that nobody will read haha).

EDIT 2: I don't have a GX4000, I hope it doesn't have a reset feature by pressing pause a long time :D
Title: Re: Hyperdrive (development)
Post by: TotO on 12:33, 04 December 22
Quote from: reidrac on 12:05, 04 December 22It may be annoying if the console is far away from the controller, but other than that, I think I like it! I don't have a GX4000, I hope it doesn't have a reset feature by pressing pause a long time :D
Sure, you do not have a GX4000, because people using it today with CPC games hack is exactly to not have to move to require a game action. :D (except to pause it to do another thing)
Title: Re: Hyperdrive (development)
Post by: asertus on 14:27, 04 December 22
Quote from: reidrac on 11:47, 04 December 22What an oversight on the GX4000 design; although at least it supports 2 buttons and pause, it could have been worse! :)

The only thing that would be really clean is showing a menu on pause, but because the screen is setup for scroll, that would be more work that I'm happy to do.

Anything else sounds like a workaround. I guess it may be really annoying to lose all your lives if you want to do a good run and you lose a live early.

I'll think about it. Pressing pause for long when paused already sounds like is not too bad; will require people to read the manual.
I really think that "menu on pause" is the best approach for console games, with no keyboard..
Title: Re: Hyperdrive (development)
Post by: iXien on 14:40, 04 December 22
Quote from: TotO on 11:50, 04 December 22That was the same issue with Alcon, so it use Fire 1 + 2 during few seconds to allow to exit.
For a die and retry, pressing pause a long time is not a good solution for the GX4000 players.
As a common GX4000 user since a long time, and after playing Alcon a lot, I can confirm the J1B1+J1B2 during a few seconds is a perfect alternative to the Pause button  :D
Title: Re: Hyperdrive (development)
Post by: iXien on 14:43, 04 December 22
Quote from: asertus on 14:27, 04 December 22I really think that "menu on pause" is the best approach for console games, with no keyboard..
Yes, usually, but here the idea is to be able to quit game quickly without having to lean too often towards a console that is not necessarily within your direct reach  ;)
Title: Re: Hyperdrive (development)
Post by: asertus on 17:00, 04 December 22
I was thinking of avoiding more key checking, to save some (even very little) time in the processor. 

Checking long press/release of 2 keys for a few seconds may not be efficient.. 
Title: Re: Hyperdrive (development)
Post by: TotO on 17:24, 04 December 22
Quote from: asertus on 17:00, 04 December 22I was thinking of avoiding more key checking, to save some (even very little) time in the processor. Checking long press/release of 2 keys for a few seconds may not be efficient.
But... You are not the game programmer.
Title: Re: Hyperdrive (development)
Post by: reidrac on 13:12, 07 December 22
I have uploaded a video of the "attract-mode" in Hyperdrive.

https://www.youtube.com/watch?v=KlLn5JdyYEM

So let's say it is the teaser ;D

The release date has been confirmed to be 2022-12-09 (this Friday).
Title: Re: Hyperdrive (development)
Post by: khisanth on 01:05, 09 December 22
Can't believe only just found out about this! looks superb
Title: Re: Hyperdrive (development)
Post by: reidrac on 13:07, 09 December 22
I have released the game; go aand grab it from: https://www.usebox.net/jjm/hyperdrive/

Not sure if is worth opening a new thread for the game itself as is not development any more.

Let's keep it in this one for now.
Title: Re: Hyperdrive (development)
Post by: ervin on 13:26, 09 December 22
Had a quick go, and... it's brilliant!!!
Really great job!

It captures the old-school arcade feel beautifully.
Looks great, sounds great, and is nice and responsive.

Some of the enemy wave formations and movements took me by surprise (in a good way).
I'm glad you didn't put too many spoilers into the dev updates.

Congrats on the release!
Title: Re: Hyperdrive (development)
Post by: Carnivius on 14:09, 09 December 22
Great game. I suck at it so far. And I screamed a couple times like when I was about to get the 9th enemy to get a power up but I was a smidge too slow and the combo counter reset. Or when I did get the 9th and power up appeared but I got killed and had to watch it pass me by off the bottom. Or when I did get the power up and I got killed instantly.   It feels pretty crucial to get every one of those first three trios of enemies or it becomes extra difficult to try get a first power up from then on.

Anyways I'm enjoying it. :) 
Title: Re: Hyperdrive (development)
Post by: reidrac on 14:14, 09 December 22
Thanks for your kind words.

In a way it is a memory game; a bit of practice and you can get easily 3 or 4 power ups on the 1st stage. At the beginning of each stage it should be possible to get 1 chain at the start so you can power up a little if you continue.

But continue is a feature to "practice" a stage, if you want to get far, get good at the 1st one an have some power ups!
Title: Re: Hyperdrive (development)
Post by: Gryzor on 14:21, 09 December 22
Damn it's lovely

Damn I suck at it

Damn I must get back to work.
Title: Re: Hyperdrive (development)
Post by: GUNHED on 15:12, 09 December 22
Nice scrolling, like it's supposed to be on the CPC. Any chance for as DSK version?  :)
Title: Re: Hyperdrive (development)
Post by: reidrac on 15:23, 09 December 22
Quote from: GUNHED on 15:12, 09 December 22Nice scrolling, like it's supposed to be on the CPC. Any chance for as DSK version?  :)

0 chances. It uses 152K and it was designed to run from cartridge.
Title: Re: Hyperdrive (development)
Post by: rexbeng on 17:35, 09 December 22
Quote from: reidrac on 15:23, 09 December 22It uses 152K and it was designed to run from cartridge.

I suppose you mean 512K? Why so much though; and why does it have to run from cartridge? I'm asking from the technical pov and without having my 'shitty-attitude' hat on! :)
Title: Re: Hyperdrive (development)
Post by: reidrac on 17:50, 09 December 22
Quote from: rexbeng on 17:35, 09 December 22
Quote from: reidrac on 15:23, 09 December 22It uses 152K and it was designed to run from cartridge.

I suppose you mean 512K? Why so much though; and why does it have to run from cartridge? I'm asking from the technical pov and without having my 'shitty-attitude' hat on! :)

Yes, I'm not going to answer any 'shit-attitude' today ;D Enjoy the game if you want, or just don't.
Title: Re: Hyperdrive (development)
Post by: GUNHED on 20:12, 09 December 22
Quote from: reidrac on 15:23, 09 December 22
Quote from: GUNHED on 15:12, 09 December 22Nice scrolling, like it's supposed to be on the CPC. Any chance for as DSK version?  :)

0 chances. It uses 152K and it was designed to run from cartridge.
Expected that :-) Using the powers of ROM did lead to a very decent and fluent game.  :) :) :)
Did you use 1-scanline scrolling or a screen shift?
Title: Re: Hyperdrive (development)
Post by: reidrac on 20:29, 09 December 22
Quote from: GUNHED on 20:12, 09 December 22Expected that :-) Using the powers of ROM did lead to a very decent and fluent game.  :) :) :)
Did you use 1-scanline scrolling or a screen shift?

I could have done pretty much the same with 64K without cartridge, but it would have been a very small game (or very multi-load!). Some things would be different though (the HUD is a screen split in 0x0000 shared with 16K of code). Obviously the cart gives you a lot of data to access with almost no cost (e.g. the stage data is uncompressed and paged in/out as needed, as well as any code that doesn't need to draw so it can be paged in).

I explained my decision to go with cartridges here: https://www.usebox.net/jjm/blog/cartridges-for-the-amstrad-cpc/

(the cartridge is 512K, but the game only uses 12 banks, and not fully; is only 152K).

The game implements 1-pixel scanline scroll with double buffer.
Title: Re: Hyperdrive (development)
Post by: GUNHED on 20:46, 09 December 22
IMHO it's great that you take advantage of the new possibilities like Cartridges  :) :) :)
Title: Re: Hyperdrive (development)
Post by: Gryzor on 20:54, 09 December 22
Same here... 
Title: Re: Hyperdrive (development)
Post by: abalore on 00:18, 10 December 22
Quote from: reidrac on 20:29, 09 December 22
Quote from: GUNHED on 20:12, 09 December 22Expected that :-) Using the powers of ROM did lead to a very decent and fluent game.  :) :) :)
Did you use 1-scanline scrolling or a screen shift?

I could have done pretty much the same with 64K without cartridge, but it would have been a very small game (or very multi-load!). Some things would be different though (the HUD is a screen split in 0x0000 shared with 16K of code). Obviously the cart gives you a lot of data to access with almost no cost (e.g. the stage data is uncompressed and paged in/out as needed, as well as any code that doesn't need to draw so it can be paged in).

I explained my decision to go with cartridges here: https://www.usebox.net/jjm/blog/cartridges-for-the-amstrad-cpc/

(the cartridge is 512K, but the game only uses 12 banks, and not fully; is only 152K).

The game implements 1-pixel scanline scroll with double buffer.

for Alcon 2020, the cartridge allows to widely use compiled sprites, fast erasing routines and probably the most important thing, a triple screen buffer.
Title: Re: Hyperdrive (development)
Post by: reidrac on 09:43, 10 December 22
Got a very detailed bug report from bdciron: in the menu of the game I made a mistake and I generate 308 lines instead of 312 required by a 50Hz screen.

Why my CRT didn't have issues when I tested it? Because I guess generally TVs are permissive with this type of thing.

I have made a new release (1.0.1) with the fix. Changes exactly one byte!

(it may not make any difference for you, specially if you are using an emulator)
Title: Re: Hyperdrive (development)
Post by: Skunkfish on 12:22, 10 December 22
Enjoying the game so far!

I had a go on my 6128 last night, I didn't have any issues on the title screen luckily but will upgrade to the new version anyway :)
Title: Re: Hyperdrive (development)
Post by: VincentGR on 13:46, 10 December 22
Will go for a head to head with friends on our discord stream today  ;D

Thank you so much.
Title: Re: Hyperdrive (development)
Post by: abalore on 14:23, 10 December 22
A cartridge allows things like scrolling through 80 highly detailed areas without having to stop to load anything (like Alcon)

If you have to stop to load from disk (talking of tape is nonsense) the "arcade" experience is lost.

Also is a lot more comfortable to insert a cartridge and play, without having to type CAT, then RUN"whatever", without loading delays. You don't even need to touch the keyboard at any time.

Furthermore, a disk can fail, a disk drive has mechanical parts that fail, the rubber band, the head alignment, the motor speed... A cartridge is a solid state device that will likely last forever.

And for purists, a cartridge is not "modern" technology. The components of cartridges and cartridge adapters were readily available in the 80s (the Plus2CPC adapter is pure digital logic), and the CPC has always had an expansion port. Just nobody used them, it's a mistery like the fact that almost nobody used the two joystick buttons that exist from the beginning.

In my opinion, there is a place for tape games, a place for disk games, and of course a place for cartridge games that couldn't be done otherwise
Title: Re: Hyperdrive (development)
Post by: Carnivius on 14:32, 10 December 22
Watching the game being played by Xyphoe on the playback of his stream from last night.  He plays it for a couple of hours. And he's a lot better than me at it. :P

https://www.youtube.com/watch?v=IkVF2ur4v6s
Title: Re: Hyperdrive (development)
Post by: reidrac on 14:44, 10 December 22
I have shared already a blog post explaining why I decided to use cartridge for this game (despite all my previous games being 64K in a single load). Anyone interested can go an read it (and disagree, that's fine!). That is what it is and is not going to change.

It is also a weird SHMUP that requires thinking and memory because of how the power ups work, and a lot of people won't even "get it", let alone learn how to play it. Oh, well. That's how *I* like it.

In my experience, after releasing games for the CPC, the speccy, the MSX and the C64, it really doesn't matter what you do: you can't please everybody (and some people will never be happy anyway, no matter what you do).

I really enjoyed making this game for both CPR and Dandanator. It was interesting and fun to code, ASM, C and a good chunk of Python to encode data (e.g. compiled sprites!). The cartridge gave me lots of ROM, but it didn't make the scrolling easier really (or designing enemies and the 5 stages).

Even if I think is great for new CPC games that doesn't mean I won't make more smaller games for 64K in single load. I don't even know if I'll make more games, so go figure! :)
Title: Re: Hyperdrive (development)
Post by: reidrac on 14:46, 10 December 22
Quote from: Carnivius on 14:32, 10 December 22Watching the game being played by Xyphoe on the playback of his stream from last night.  He plays it for a couple of hours. And he's a lot better than me at it. :P

I watched it live and you can see that Al is a great player. Once he got the idea, his progression on the first stage was from 0 to 9 chains in no time, and he got hooked! So mission accomplished :D
Title: Re: Hyperdrive (development)
Post by: GUNHED on 02:30, 11 December 22
Just an idea... can the CPR be shrinked to 256 KB? 
Then it could be used with the M4 board too (I mean providing half of the ROM space for the CPR)
Title: Re: Hyperdrive (development)
Post by: reidrac on 09:48, 11 December 22
Quote from: GUNHED on 02:30, 11 December 22Just an idea... can the CPR be shrinked to 256 KB?
Then it could be used with the M4 board too (I mean providing half of the ROM space for the CPR)

I use it in my M4 as it is with no problems, not sure why you would need to make is smaller. It is also explained in the game's website: the CPR works on the M4.
Title: Re: Hyperdrive (development)
Post by: reidrac on 10:11, 11 December 22
I have added a ZIP with the CPR processed so it can be loaded in the MiSTer as expansion ROM. For those lucky enough to have one of these :)

(all thanks to @abalore)
Title: Re: Hyperdrive (development)
Post by: VincentGR on 11:59, 11 December 22
Probably he says that due to the limitation.
You can access only 16 roms with a 512KB cartridge.
Title: Re: Hyperdrive (development)
Post by: reidrac on 12:03, 11 December 22
Quote from: VincentGR on 11:59, 11 December 22Probably he says that due to the limitation.
You can access only 16 roms with a 512KB cartridge.

Oh, I get it now. Although in theory the CPR format allows having empty blocks (IIRC), but I found that some emulators don't handle that as expected so I decided to pad the banks and provide a "full" CPR even if some of it is not used.

Hyperdrive uses 12 banks only, so all good!
Title: Re: Hyperdrive (development)
Post by: GUNHED on 17:38, 11 December 22
Quote from: reidrac on 09:48, 11 December 22
Quote from: GUNHED on 02:30, 11 December 22Just an idea... can the CPR be shrinked to 256 KB?
Then it could be used with the M4 board too (I mean providing half of the ROM space for the CPR)

I use it in my M4 as it is with no problems, not sure why you would need to make is smaller. It is also explained in the game's website: the CPR works on the M4.
Because of the number of expansion ROMs which I need to reinstall after usage of the CPR, but maybe I missed the point here.
Title: Re: Hyperdrive (development)
Post by: eto on 13:59, 12 December 22
Can I burn a cartridge-EPROM with the ROM file in the ZIP? Also to a 256KB EPROM?

Its size is 524KB and I was just wondering if there might be something wrong with the file or if it's simply too long with empty data.
Title: Re: Hyperdrive (development)
Post by: GUNHED on 19:26, 12 December 22
The CPR format contains additional information compared to a pure binary file. 
There are tools to revert CPR to BINany ROM files.

In this case: The ROM file is for Dandanator, maybe it contains Dandanator-specific code, but only @reidrac can tell.  :)
Title: Re: Hyperdrive (development)
Post by: reidrac on 19:30, 12 December 22
That's right: the ROM is for Dandanator (it uses specifics for changing banks), the CPR is not RAW format and it is "padded" for a full cartridge.

You can convert the CPR to binary and use that; and it will be OK to truncate it to 192K (the rest is not used).
Title: Re: Hyperdrive (development)
Post by: TotO on 20:18, 12 December 22
@eto It is what I have though some days ago.
It is finaly a CPC ROM game, but no ROM boards release.
Title: Re: Hyperdrive (development)
Post by: Duke on 08:16, 13 December 22
@reidrac  Thanks for this magnificent game. Well done!
Title: Re: Hyperdrive (development)
Post by: reidrac on 09:02, 24 January 23
There are a couple of long plays in YT (one of them with no death!):

https://www.youtube.com/watch?v=QbmXBXPWNbk

https://www.youtube.com/watch?v=d9EBnnsfPKk

So far, all the people I know have played the game on the real hw (464 and 6128), have used use an M4 and the CPR. I guess some people here may have played on a GX4000 with the C4CPC.

Anyway, I was told the game will be reviewed in Retro Gamer UK no. 234 (which is May already!).
Title: Re: Hyperdrive (development)
Post by: Gryzor on 09:11, 24 January 23
He's a maniac alright 😄
Title: Re: Hyperdrive (development)
Post by: Sykobee (Briggsy) on 10:16, 24 January 23
No lives lost? Time for "Hyperdrive - The Deeper Galaxies" operating in complete b*st*rd mode.
Title: Re: Hyperdrive (development)
Post by: Gryzor on 10:24, 24 January 23
Well you can try finishing it with a 100% kill ratio first :)
Title: Re: Hyperdrive (development)
Post by: reidrac on 10:56, 24 January 23
Quote from: Gryzor on 10:24, 24 January 23Well you can try finishing it with a 100% kill ratio first :)

Not sure if that's possible, but you never know :laugh:

Completing the game is achievable, but no death is definitely hard!
Title: Re: Hyperdrive (development)
Post by: merman on 19:51, 24 January 23
Quote from: reidrac on 09:02, 24 January 23There are a couple of long plays in YT (one of them with no death)

Anyway, I was told the game will be reviewed in Retro Gamer UK no. 234 (which is May already!).

It's in Issue 243, which is out mid February.
Title: Re: Hyperdrive (development)
Post by: reidrac on 20:05, 24 January 23
Quote from: merman on 19:51, 24 January 23
Quote from: reidrac on 09:02, 24 January 23There are a couple of long plays in YT (one of them with no death)

Anyway, I was told the game will be reviewed in Retro Gamer UK no. 234 (which is May already!).

It's in Issue 243, which is out mid February.

Hah! At least I had the digits, even if in the wrong order. Than you.
Title: Re: Hyperdrive (development)
Post by: Mr. DVG on 17:25, 29 May 23
Excuse me for replying on this somewhat outdated post, but I wanted to know if it is possible to install this game on M4 board.

If so, how do I install it?

Thanks in advance for any response! :)
Title: Re: Hyperdrive (development)
Post by: asertus on 19:14, 29 May 23
Hi, yes, simply download cpr version, save in micro sd and you can run from M4. No prob.
Title: Re: Hyperdrive (development)
Post by: Mr. DVG on 15:03, 30 May 23
Quote from: asertus on 19:14, 29 May 23Hi, yes, simply download cpr version, save in micro sd and you can run from M4. No prob.
Thanks for the reply, but I'm probably doing something wrong! :-\

Do you have to enter some command by any chance?

Directly I can't start the .cpr format, as I do for example with .dsk files

P.S. - I use "M4 explorer frontrend from Rafa32" to load games.
Title: Re: Hyperdrive (development)
Post by: asertus on 15:39, 30 May 23
Normally I load cpr from "command line", 

|CTRUP,"cartimg.cpr"

Be sure your firmware is, at least, 2.02 or 2.03.. I have the latest., 2.07.

Title: Re: Hyperdrive (development)
Post by: reidrac on 16:03, 30 May 23
Thanks @asertus! Better explained than I ever could :)

I run it on my 464 using the M4 and it works beautifully.
Title: Re: Hyperdrive (development)
Post by: Mr. DVG on 16:35, 30 May 23
Quote from: asertus on 15:39, 30 May 23Normally I load cpr from "command line",

|CTRUP,"cartimg.cpr"

Be sure your firmware is, at least, 2.02 or 2.03.. I have the latest., 2.07.

As for the firmware I have 2.06, but I realized that among the many problems I also have the French keyboard and when I press the "|" key it gives me the character "ù"... :-\
Title: Re: Hyperdrive (development)
Post by: reidrac on 16:49, 30 May 23
I load it using the web interface 8)
Title: Re: Hyperdrive (development)
Post by: asertus on 20:47, 30 May 23
Quote from: Mr. DVG on 16:35, 30 May 23
Quote from: asertus on 15:39, 30 May 23Normally I load cpr from "command line",

|CTRUP,"cartimg.cpr"

Be sure your firmware is, at least, 2.02 or 2.03.. I have the latest., 2.07.


As for the firmware I have 2.06, but I realized that among the many problems I also have the French keyboard and when I press the "|" key it gives me the character "ù"... :-\
Normally you can use ù as replacement for | in French layout. In AZERTY you use ùcpm instead of |cpm 


QuoteTapez |CPM (ou ùCPM si votre clavier est AZERTY) 
Title: Re: Hyperdrive (development)
Post by: Mr. DVG on 14:58, 31 May 23
Quote from: asertus on 20:47, 30 May 23
Quote from: Mr. DVG on 16:35, 30 May 23
Quote from: asertus on 15:39, 30 May 23Normally I load cpr from "command line",
|CTRUP,"cartimg.cpr"
Be sure your firmware is, at least, 2.02 or 2.03.. I have the latest., 2.07.

As for the firmware I have 2.06, but I realized that among the many problems I also have the French keyboard and when I press the "|" key it gives me the character "ù"... :-\
Normally you can use ù as replacement for | in French layout. In AZERTY you use ùcpm instead of |cpm
QuoteTapez |CPM (ou ùCPM si votre clavier est AZERTY)
I ran that command (ùCTRUP,"cartimg.cpr" ) and it actually worked, giving me a message like: 

"flash successfully"

But then to start the game do I need some other command?

Sorry for the many questions, but for these things I'm a real beginner! ::)
Title: Re: Hyperdrive (development)
Post by: VincentGR on 15:41, 31 May 23
The game will stay there till you flash another one.

|ctr to run
Title: Re: Hyperdrive (development)
Post by: Mr. DVG on 15:47, 31 May 23
Mission accomplished...thanks everyone for the support! :-*
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