Thứ Hai, 27 tháng 11, 2017

Waching daily Nov 28 2017

Hello, and welcome back to The 8-Bit Guy.

There seems to be a bit of a revival lately when it comes to developing home-brew video

games for vintage systems.

I kind of joined that bandwagon myself with the design of Planet X2.

Now, I've gotten a lot of questions about how I developed the game and what it's like

to develop a game like that today in the modern world.

So, I thought I'd go ahead and make this documentary about "The Making of Planet

X2."

Now, I wanted to start with saying that I definitely wanted to target the Commodore

64 for my first game, and I definitely wanted to do something that was unique to the platform,

something you know, for example there's only so many times you can play Galaga or

Pac-Man or a clone of Galaga or Pac-Man no matter how new it is.

So, I definitely wanted to create something that was different and something that had

not been done before on this platform.

Back in 2009, I created a game for the Commodore VIC-20, known as Planet X1.

 This was really just a new take on an old game called Flash Attack.

 It required a full 32K RAM expansion for the VIC-20 but even then, fitting the game

in 32K was a challenge.

 I had made this game mostly as a challenge to myself because I had never really programmed

my own game on the VIC-20, despite it being my first ever computer.

 So, several years had gone by and I had considered porting Planet X1 to the Commodore

64.

Now, I knew the Commodore 64 had more memory and better graphics, so I had kind of wondered

what might be possible.

  As I thought more and more about the game play I realized that Planet X1 was almost,

but not quite a real-time strategy game.

 So, I began to wonder if I could add features to the game that would make it more like StarCraft.

 So, thinking about this for some time I started asking the question of what features

of StarCraft could and could not be done on the Commodore 64.

  I realized pretty early on that I would need to omit mouse support and reduce the

number of units that the player could control.

 So, I had to rethink the whole user interface to the game.

Also, originally I wanted the game to be on a cartridge.

There's a lot of benefits to having it on a cartridge.

First of all, there's no loading time, and heck, you don't even need a disk drive.

And that's really great for these people that are just buying a Commodore 64 from eBay

for example, for the first time and they don't even have a disk drive or any way to get any

information over there and I thought if the game were on a cartridge then all they would

need is the computer, they could stick the cartridge in and all they'd need is a monitor

or a television and they'd be ready to go.

Unfortunately, the cartridge ended up not being feasible from a financial standpoint

at the price point that I wanted to be able to sell the game.

However, as a consolation, since I did have to put the game on floppy disk, I figured

at least I could make sure that the entire game could load and run from RAM, that way

there wouldn't be any loading or saving during gameplay.

There's nothing I hated more than playing a game like Ultima on my C64 and every time

I took 2 steps the computer was pausing to load from disk, or stopping to tell me to

insert another disk.

 I absolutely did not want any of that.

 The more I thought about the game, the more I realized that the C64 was going to be a

challenge.

 Oddly enough, it wasn't the 1 Mhz CPU, the graphics, or sound that was going to be

the limiting factor, but it would be RAM.

 Most every design decision made would be about RAM.

 One of the first design decisions I had to make was to choose a graphics mode.

 The Commodore 64 offers essentially 5 different ways to display information on the screen.

 You have standard character mode, this is essentially what you see when you first power

on the Commodore 64.

 Each character can only contain two colors, a foreground color of your choosing and whatever

the background color is for the entire screen.

 This mode only consumes 1K of screen memory.

 However, another option is to redefine the characters on the screen, which can give you

256 custom characters, which you can use to make graphics.

 This takes an additional 2 Kilobytes of RAM to store the custom character set.

 And. you can also do multi-color characters which are half resolution but allow 4 colors

per characters.

 Another option is Bit Mapped Graphics mode.

 In this mode every pixel of the screen can be controlled, but it requires 8K of screen

RAM, and another 1K of color RAM.

 Also there is a multi color mode which, again, gives you more color at the expense

of screen resolution, but otherwise requires the same amount of RAM.

  I didn't believe I would be able to spare the RAM for graphics mode.

 Keep in mind that for the bit-mapped modes, I would still need to store the actual graphics

themselves somewhere in RAM, chewing up probably another 4 to 8 kilobytes.

  So I ended up settling on redefined character mode.

 Many C64 games actually did use this, including games like Ultima III.

 I finally decided on a screen layout, and I actually decided to use something similar

to Ultima.

 So, I came up with this idea.

 And I figured over here I'd use an 11 by 11 tile play area.

 I decided that each tile would be constructed of 4 characters.

 Since I'm using text mode, I am essentially dealing with monochrome graphics, but I can

at least define one color for each character.

 In order to help me design the tiles, I wrote a special program called TileDraw on

the Commodore 64, that way I could see exactly what the graphics would look like, even when

using a CRT display.

  The program is really simple, it allows me to plot monochrome pixels in a 16-by-16

grid.

 With tile draw, you can select any of the 16 colors and assign them to one of the 4

quadrants of the tile.

 So, with careful design considerations, I was able to draw things like this tree.

 As long as I kept in mind where the boundaries were, I was able to make the top of the tree

a different color from the bottom.

 Same with this tank, or even with this explosion.

 Doing it this way gives the illusion of a lot more color than what is really available.

 But it does take some thought because you can't just put any color anywhere you want.

 With something like water, for example, this tile needs to be able to line up with

itself on the other side so that it can create a contiguous area on the map.

 Tiledraw doesn't actually save anything.

 However, it displays this hexadecimal information on the side of the screen, which I use to

plug directly into my source code in the graphics section, which looks like this.

 So these are all of the different tiles and what they look like in the code.

Once I had created some tiles, I needed a way to create a map.

 So I created a program called Mapdraw.

 Again, very ingenious name for a program, huh?

 Anyway, this program essentially allows me to select one of the characters I have

created, and then plot those characters on the map.

 I added a few extra little features to help speed things up, like a screen fill feature,

and a copy paste feature.

 I actually drew the first map in this program.

 Now, once I had the layout and everything more or less set in stone, I was able to start

using PaintShop Pro to draw rough maps, by deciding where I wanted water go to, where

I wanted land to be.

 And, I could even sprinkle trees and grass in using the airbrush tool.

 Then, all I needed to do was save the image as a RAW binary file, which I could import

into map draw.

 Once in map draw I could add the fine details of where I wanted everything to go.

I designed all kinds of maps, including a snowy winter wonderland I called "frozen"

which features snowy pine tries, frozen rivers, and little snowmen everywhere.

 I also created a desert map with lots of sand, cactuses, an occasional skeleton, and

a few oasis here and there.

I ended up using the graphics routines from MapDraw in order to lay the foundation of

the actual game itself.

  And so Planet X2 was finally born.

 What you are seeing here is one of the earliest versions of the game once you could actually

move things around.

 And, If you've seen the final version of the game, you may notice a lot of the graphics

look very different.

 As far along as this version of the game looks, there isn't actually anything you

can do here besides drive around, and switch from one unit to another.

 But the basic interface was working.

 So what I came up with was that this area here would contain information about whatever

unit or building you are controlling.

 And this area here would tell you what options that unit has, and how to control it.

 And down here, much like Ultima, there is a little message window for information.

 The way I came up with to switch units was a combination of methods.

 If you can see the unit you want to switch to, the easiest thing to do, is press return,

which will pop up this browse feature.

 Then just browse over to the unit you want to control and press return.

 Simple.

 If the unit is off screen, you can press the corresponding unit number right on your

keyboard.

 Below the main area, you'll notice there are these numbers and these represent your

10 units that you can control.

 This little arrow represents which unit is active right now, and the ones in gray

don't actually exist.

Originally I tried having joystick control, but I honestly found it to be useless being

how much the keyboard is needed to control other things, especially being that Commodore

joysticks only have 1 button.

 So, to save RAM I just ditched the joystick control and made this game entirely keyboard

operated.

 I did give the user two methods to move, though, they can use the Commodore cursor

keys, which are sort of annoying for some people, so I also added the WASD controls

used by some other games.

 So you can use either one.

 I also wanted some music for the game.

 Now, I had written my own song and performed it in an episode of 8-Bit Keys, and I called

it "Oh No, More square waves."

 And, when I wrote the song I had imagined it as a background tune for something like

Ultima.

And so I thought it was only fitting to use that tune in my game.

 I didn't have much RAM to spare for the music routine, so I created my own very tiny

music play routine.

 I assigned each note of the piano keyboard a number.

 The easiest way for me to figure out what numbers go into the source code was to place

stickers on one of my actual keyboards, just so I could bang out the notes, and then look

at what numbers I just played.

 Once I knew the numbers, I added them into the data table in the source code like this.

 And in the end it worked out pretty well.

 Of course, you have to keep in mind that the SID chip is capable of some really incredible

music, but I couldn't spare half of the computer's RAM just for the music, I needed

all of the music and sound effects to fit within 4K.

 Still, I knew that would give me some room for at least a few other tunes.

 So, I asked Anders Jensen if he would compose a few more tunes for the game, especially

an intro tune.

 OK, so David's limitations made it clear that I had to think like I did back in the

old days of 8-Bit computing.

Only 3 voices, limited to a fixed tempo, 3 types of sounds, and of course a limit on

how long the songs could be.

I didn't have a proper C64 at the time David asked me.

So, I turned to my trusty Mac with digital performer for mootwo.

I needed some sort of rudimentary sound source that could output pure sawtooth and square

waves.

So, I went for a free plugin called PG-8X, which emulates the old Roland JX series.

It's usually easiest to start with a bass line based on a chord progression.

So, this became the foundation.

Then, I needed some chords, but I couldn't tie up both of the remaining channels this

way.

So, it became a little complimentary melody instead.

Lastly, I could then have a little lead part to put on top of the whole thing.

Normally, I would have gone all in with lots of bends and trills and other fancy things,

but there wasn't any room for it this time.

That's also why I went further playing with the idea of a potential MS-DOS port of the

game and made some elaborations on the theme using the Roland MT-32.

For the dedicated gamer, these sounds may sound familiar and that's no coincidence.

You see, I did use the same sounds they used in the game DUNE II, because I felt David's

game had many of the same qualities.

Also, since the game would be severely reduced in terms of music and sound, I thought the

player could listen to the songs on a good old music cassette while playing.

Therefor, I pitched the idea to David to add the cassette in the box to add a little extra

flavor.

The game wasn't anything that I thought it was, which turned out to be really cool,

because as I had realized the game was an RTS game, then I thought, wow, you know, how

does this game even fit into the memory of the C64.

That's a pretty impressive feat, and you know, almost on queue, the first page of the

manual talks about how the technical hurdles were overcome.

The Commodore 64 has 64K, and that was a big selling point of the computer in 1982.

 However, one thing that isn't really obvious is that not all pf the 64K is as easy to use.

 You see, the 6502 processor can only actually use 64K of address space total.

 And, while you might think it would be simple like just having 64K of RAM, people often

forget that ROM and IO space also count as part of this 64K.

 So how is this handled on the C64?

Well, it's done by banking.

 That means some parts of the memory can be changed on the fly to be either ROM, RAM,

or IO Space.

 For example, this part of RAM can also be used for a cartridge ROM.

 And this part here, by default is the BASIC ROM.

 However, it can also be a cartridge ROM too.

 This littke 4K area is used for IO space to communicate with things like the sound

chip, disk drives, etc.

 But it's also used to hold the character ROMs.

 And this last 8K chunk is where the Kernal ROM goes.

  In fact, when you first power up a C64, the memory banks look like this.

 Many people have asked why, when you look at the startup screen of the C64, that it

says it is a 64K RAM system, yet only has just under 40 kilobytes free.

 Well, when you look at this memory map, you can see that BASIC is allowed to use this

section of RAM here only, and then it all makes sense.

 So, let's take a look at how I ended up using the memory banks for Planet X2.

 This first 16K bank is where the main code goes.

 Then the next two banks are used to store the world map.

 As you can see, the map takes a sizable chunk of the C64's RAM.

 Now, because my game is written in assembly language, I do not need the BASIC ROM, so

I turned that off, so that it becomes RAM again.

 I use this area to store the unit variables and the different screen graphics.

 The music and sound effects are all crammed into this 4K section here.

  Now, what's really interesting is this last section.

You see, I need the KERNAL ROM to be there because I use many of the features such as

reading the keyboard, and accessing the disk drive.

 So originally, I wasn't using that area at all, at least not until my friend and beta

tester Lorin Millsap gave me some good advice.

I had become quite involved in the development of Planet X2 from fairly early on, mostly

just testing code, doing beta-testing and stuff.

And then, one day I asked David how Planet-X2 was coming along.

And he said to me, "oh, not very good, that I've basically run into a problem where

I'm running out of memory."

And so, I took a look a the memory map that he was using and I said, well, why don't

you move all your graphics data up into the Kernal area?

So it turns out that the memory management system in the C64 is pretty smart so if you

attempt to write to an area that has ROM, then the write automatically goes to the RAM.

 After all, there's no point in trying to write to a ROM.

 So, I can freely write to this area under the KERNAL all I want.

So, I configured the video chip to use this area as screen RAM and character data.

 And the video chip is smart enough to look only at RAM and ignore ROM, so that made this

area idea for that because, I never really need to read from that area.

 This 4K area here is currently unused by my code, since I need to be able to communicate

with the rest of the chips in the computer.

As I got closer to finishing the game, I continued to run out of space.

 As a result, a lot of the features I had planned to do got cut, and in many cases even

features I had already implemented had to be cut.

For example, I had a building called the research lab, where you could research weapons and

things like that.

 However, I ended up removing this in the final game for several reasons.

 Not only did it free up some code space, but also freed up some tiles.

 You see, with the C64 having 256 characters total, I reserved 64 characters for things

like numbers and letters, which are kind of necessary.

 So that left me with 192 characters to make tiles out of, and since I use 4 characters

per tile, that means I get 48 tiles total.

 That's for everything from landscape stuff like grass and trees, to actual units.

 Plus the larger objects like factories and alien pyramids, they actually use 16 characters

each.

 In fact, this is one of the reasons the units don't turn to face the direction they

are moving.

 Originally I wanted to be able to do that, but that would mean allocating extra tiles

for every unit, and there just weren't enough to go around.

Another thing that got removed was, I had some code that made the map more, you know,

alive.

Kind of like in Sim City, where for example if you blew something up, it would catch the

trees on fire and that fire would spread from one tree to the next until the whole forest

burned down.

And then, eventually like if you burned an area, whether it would be with a fire, or

with your weapons, the grass would eventually regrow to form back over that area.

In the end, those routines took up about 6K of RAM and they didn't really add anything

to the gameplay.

I mean, whether they were there or not really didn't affect how the game was played, lost,

or won, so I just decided to remove those to make space for more important features.

I had also originally planned to have a lot of other buildings.

For example, one building was going to be something you would build next to a mineral

deposit that way you could mine your resources and put them there rather than have to take

them all the way back to a factory, for example.

However, I didn't have enough RAM for that, so I cut that out and I consolidated that

feature into the factory.

I also wanted to have all other kinds of flying units and boats and just different buildings

and special weapons and stuff you could build, but ultimately there just wasn't enough

room them, so they just didn't make it into the game.

The A.I. for the aliens was kind of challenging.

  Every unit in the game gets exactly 14 bytes of RAM just to itself.

And so, these are things like the coordinates, what type of unit it is, it's current health,

destination, etc.

 So, there isn't enough RAM to store a long pre-plotted path for a unit to follow.

 So, the aliens move with insect-like intelligence.

 They can avoid small objects by taking a detour to the left or right.

 If they get stuck too long, they will go into a random movement mode for 10 cycles

and then try again to keep going to their original destination.

 This works pretty well for navigating around forests and rocks and stuff like that.

 But there was no way to navigate a complicated path around a large river or something like

that.

 So, one thing I did was add the ability for the aliens to swim across water at a reduced

speed.

 Nevertheless, I had to carefully design the maps to make sure there was always a functional

path between the alien bases and your default base location.

 Otherwise, the aliens could get trapped in oddly shaped obstacles and never get out.

 So, a lot of people asked why I didn't use random base locations, well that's the

reason.

I had also originally wanted some sort of mini-map, like you might see in games like

StarCraft.

 I knew there wasn't enough screen real estate for me to be able to put a mini-map

on screen with the rest of the game, but I was thinking, you know maybe I could push

some kind of key on the keyboard that would alternate the screen over to, you know, like

a full-screen map where you could kind of see where you were and where other features

like rivers and stuff were on the map.

But, even though I knew I couldn't use bit-mapped mode, I thought maybe I could just use some

crude character graphics, you know, just enough to give you an idea where things were.

Testing the game was a huge chunk of the development time.

 Early on in the game I could make a change, compile the code, and immediately see the

result when I started the game.

 But, as the game became more advanced, this became more and more time consuming.

 So, for example, if I changed the behavior of the enemy AI, I would have to play the

game for 10 or 15 minutes in order to see if the alien behaved the way I wanted him

to.

 And if he didn't, then I had to go make another change to the code, and start the

game all over again.

I did have a few beta testers, but I don't think anyone spent as much time helping out

as Lorin Millsap.

I did a considerable amount of beta-testing on Planet X2.

Early on it was about finding bugs and we did find a few and we were able to fix those,

and then later it became more about fine-tuning the actual game play.

The goal was to create a game that was fun and addicting.

It had to be challenging enough to engage a player's interest but not so difficult

that it becomes frustrating to play.

In the end, I think we achieved that goal and created a game that I certainly enjoyed

playing and I hope that other people do too.

I ended up playing about 10 hours or so of the game and I found a lot of bugs along the

way during the beta testing and I reported many of those to David and what I found out

was that he was very well aware of the issues I'd found.

Most of them were already fixed by the time I'd sent my email to him.

When I finished the game, I literally had 12 bytes left of RAM.

 However, I managed to get just enough features working that the game had some good dynamics

to it.

 So I was quite pleased with it.

As I begun to get closer to finishing the game, I realized that I needed to hurry up

and start getting some materials ordered like the box, the manuals, disk labels, and of

course all of that stuff had to be designed before hand because these things can take

weeks or months to arrive.

So, I wanted them all here by the time the game was done.

And, of course, for the box art, I had no idea who to even ask for that.

 Around that time, I got a donation from Neil Rieske and he had included this interesting

hand drawn artwork.

 So I sent him an email and asked if he'd be interested in designing the box art for

me.

 I offered to pay him $100, which isn't a lot, but I hoped it was enough.

 I sent him some screenshots of the game and told him I'd like to see the pyramid

and a tank in front of it.

 And, the next day he sent me this mockup drawing.

 I told him it was exactly what I was looking for, except that the sentry pods aren't

supposed to be flying.

 However, I really liked the way that looked, so I thought about it for a bit and I said,

you know, being that we see the sentry pods from top down, it is certainly possible that

they are raised up on a pole.

 So he modified the drawing a bit and added some poles to it.

 I thought that looked good, so we discussed a few small changes, and pretty soon he had

sent me this as a work in progress.

 That evolved into this, and all that was left was to do was add some stars and shadows,

and this became the final artwork for the game.

 Of course, having some artwork was great, but that's not a whole box design.

 Fortunately, Anders Jensen took on the task of designing the box.

 He happened to be over at my house one day and we were discussing what the box should

look like, and I picked up this old Origin box for the game Space Rogue.

 I am not a fan of the game that much, but I really liked the box design, which accommodates

a manual and 5 and a quarter inch floppy disk really well.

 So, he measured the box and started to design artwork for it.

After David showed me the Space Rogue box, I started throwing some ideas together.

For projects like this, I use Adobe indesigns, since we were going to print everything professionally

in the end.

Firstly, I had to make sure that all of the surfaces of the box are placed correctly.

So these brightly colored areas indicate where the design would wrap around the side of the

box.

I figured since this game is located on an alien planet, some sort of dark blue theme

with stars and possibly a planet in the background would set the mood.

To compliment that, I chose to use an amber or yellowish tone to create some contrast.

I had already spent some time designing the logo in different variations.

David liked the blue and yellow colors and had implemented this design into his opening

screen already.

So the bar was set at this point.

The rear side needed some attention too.

Using David's early screenshots, I started laying them out to get a feel and allocate

some areas for the text.

So, honestly, I am thrilled with the outcome of the box.

I don't think anyone could have done a better job had I asked them, so I'm really thrilled

with that.

Now, as for the manual, I had written the vast majority of the text, for the manual,

but as far as laying it out in a way that is comforting and organized to flip through

and read it, I knew I was going to need some help with that too.

Fortunately, Anders Jensen offered to do the manual as well.

And I was totally thrilled with that, because that was another load off my back.

I found that this was perhaps the one thing that needed the most attention.

It had to be informative and pleasing, but not too extensive and tedious.

So looking at other manuals and from prior experience, I laid down a structure that felt

natural, with some introduction to the game, a guide on how to install, run, and operate

the game, before going into detail about the various game components.

And at the end, the maps for reference.

So, in the end, I think we ended up with a pretty nice product after all.

Just like the box, I was totally thrilled with the outcome of the manual.

I couldn't have asked for a better manual for my game.

 Speaking of the manual, I decided to go ahead and include the maps on the back of

the manual, since there was no way to include any sort of on-screen mini map.

 I thought that was a good compromise.

 However, I did add a spoiler alert here that some people might prefer to explore the

maps on their own without using these.

 However, we also came up with the idea of leaving the last map out of the manual.

So "Urban Ruins," which is one of my favorite maps, where you get to play in the ruins of

a destroyed city,  is not actually shown in the manual.

 You'll have to explore it on your own.

 Of course, the real test of these materials is to see how they stand up to the scrutiny

of Lazy Game Reviews, so I sent him a copy and let's see what he had to say about them.

Even before diving into the gameplay, Planet X2 impresses by way of packaging alone.

I really appreciate the tidy, clean box design here.

It has a sturdy build and a matte finish that feels soft to the touch.

And, as far as the size, it's spot on for the time period that's being imitated, fitting

right in along side eighties C64 and 128 boxes from the likes of SSI, Microprose, and especially

those from Origin systems.

In fact, everything from the dimensions to the system requirements in the corner to the

layout on the back closely and delightfully sticks to the Origin formula.

And, of course, I am completely behind the inclusion of extra goodies like the soundtrack

on cassette tape and the full color manual.

The documentation in particular here is wonderfully put together, even better than many I have

from the eighties which were often in black and white and did not dive into extra stuff

like how the game was developed.

So yeah, as far as I'm concerned, huge thumbs up for the physical goodies from Planet X2.

I designed the disk labels myself and I sent them off to a professional label company.

 The labels came back on rolls of 100.

 These aren't paper labels either, these are made of plastic.

 See, you can't even rip these things if you try.

 So these should hold up for a long time.

 Of course, a lot of people ask where I got the floppy disks.

 While, it is true that I don't think anyone is making brand new floppy disks, there are

still tons of old stock you can buy.

 I actually bought hundreds of these KAO disks from ebay.

 They come in boxes of 100 and the inside there are individual boxes of 10.

 These are interesting because all of the boxes say "for government and educational

institutions only, not for resale."

So, I'm not sure what the story is on these.

 But the nice thing about them is they come with plain white sleeves.

 As opposed to that, you can still find boxes of like these Kodak brand disks, but the sleeves

are not really suitable for use as a commercial game.

 The other great thing about these KAO disks is that the brand labels come off very easily,

leaving no residue.

In order to get the game over to a real floppy disk, I use my SD-2-IEC connected to my Commodore

128.

 I simply copied all of the files over to a real floppy disk.

 However, this method is very slow and takes almost 7 minutes to copy a disk.

So, for actual duplication, I use an old program called Fast Hack'em.

 One of the neat things about this program is that the code is uploaded to the memory

inside the floppy drives and the code is executed there.

 So, I can actually unplug my 128 from the drives and shut it off, and the drives will

keep copying.

 When a copy is done, I can simply insert the next disk and the copy will start up again,

taking approximately 60 seconds for a full copy with verification.

 Of course, I still like to test every 5th disk or so, so I keep this Commodore 64 setup

nearby for testing.

 So far, I have yet to find a single disk that failed the copy, or failed to load on

the Commodore 64.

 After copying is done, I apply the label, like so.

 I'm very meticulous about getting it on straight.

 And once that's done I seal the disks in these clear plastic bags.

 The boxes came packaged several boxes like this, individually wrapped with plastic bags.

 So all I needed to do was take the boxes apart, insert the manual, insert the completed

floppy, insert the soundtrack cassette, and it's done.

Of course, some customers want an autographed copy, so I have to sign some of them.

 Then, they get boxed up like this, and shipped off.

  So, I was surprised how strong the demand was at first.

You know, I had chatted with some other home-brew game developers and I had been told to expect

sales you know somewhere between 300 and 800 copies.

So, you know, as a compromise, I ordered enough materials to produce 500 copies.

 200 of those went to Anders Jensen in Europe for him to distribute over there.

 I was surprised how strong sales were.

The first day I opened sales I sold over 80 copies.

I had several crates to take to the post office the next morning.

 I've already started getting some feedback on the game.

There were a couple of comments I read on the review where someone said, you know, if

this game was released in 1987, David would be a millionaire.

And you know, that could well be the case.

I mean, I think about if someone like Zap64 or Commodore Format in the UK reviewed this

game back then, they would have given it a pretty high score, in a probably around the

92 to 97 percent.

It would got the Zap Sizzler or the Gold Medal or something like that.

And, it would have been very, very popular.

I totally agree with that statement.

So, where do we go from here?

 Well, to be honest I'm a little disappointed that I wasn't able to include all of the

features that I wanted to include in the game.

Nevertheless, the game was really well received.

So, it makes me really want to create a sequel.

Now, to be honest, let's take a look at that memory map again.

I've thought about this quite a lot and I think if I wanted to spend a few months

re-writing bits of the code, I could probably make use of this 4K area here, and I could

probably tidy up some other code and maybe get an extra 5 or 6K to work with, allowing

me to add some more features for a sequel.

I could also do a port to the Commodore Plus/4.

It really wouldn't be that difficult.

It would probably take me maybe 5 or 6 weeks to do a full port to this platform, cause

it does have 64K as well and the video capabilities are perfectly adequate for Planet X2.

However, I thought if I'm going to do a sequel, I really ought to focus my attention

on a computer that just has more memory to begin with.

One prime example might be the Commodore 128.

This machine here would obviously be perfectly capable of running all of the features that

I originally wanted in there.

As well as, you know, something like the Apple IIgs, would also be definitely a good platform

for a game like that.

But I did a poll online shortly after the release of the game, and as you can see, MS-DOS

was the most requested port.

 One great thing about MS-DOS is that I'd have 640K to work with, which is 10 times

the amount I had on the C64.

 So, I started playing around with a paint program to see what the game might look like.

 So this is a screenshot from the Commodore 64 version.

 So, I just changed the colors around a bit to see what 4-color CGA graphics would look

like, and I came up with this.

 Obviously this isn't a real game, but it does conform to the CGA color palette.

 So, then of course I realized that the C64 version was designed in text mode, and so

much of the user interface is derived from that.

 So, being that CGA is in graphics mode, I realized I had more flexibility with where

I could put things, so I came up with this instead.

 And then, of course, I wanted to take this further and see what it might look like in

16 color EGA graphics.

 So this is what I came up with.

 It actually looks pretty cool.

But ultimately, I think if I go the MS-DOS route, I would probably need to hire a pixel

artist to come up with some better graphics for me, because I'm not that great at this

sort of thing.

 And even though I had originally planned to do the kickstarter for the C64 version,

but ended up not doing it, I think if I do the PC version, I probably will do a kickstarter

because I need to have a good idea of how much demand there really would be in that

market, because if it's as much as I think there would be, then I would like to outsource

you know, like some of the pixel art, and some of the music routines and stuff like

that to some people that are better suited for that, which I think would end up with

a superior product, but I would need the funds up front to be able to pay those people to

do that.

So, yeah, I think an MS-DOS port to something like this old Tandy 1000 would be a great

port to make.

And of course obviously if it runs on the older machines, then it would run on newer

machines like 386s and 486s and Pentiums as well so that wouldn't be a real issue.

Well, I hope I didn't discourage anybody from wanting to create their own home-brew

game.

It is a lot of work, but it's very rewarding.

So, I hope I've actually incentivized maybe some people to create their own home brew

games.

Other than that, that about wraps it up for this episode.

I hope you guys enjoyed and I definitely have a lot more interesting content coming up,

so stick around for that, and thanks for watching!

For more infomation >> Planet X2 for the Commodore 64, The Making Of. - Duration: 34:07.

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Preparing for a planned outage - Duration: 1:36.

For more infomation >> Preparing for a planned outage - Duration: 1:36.

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Clemson House ready for implosion on Sunday - Duration: 2:47.

For more infomation >> Clemson House ready for implosion on Sunday - Duration: 2:47.

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৬ টি bad habits যা আপনার অসফলতার কারণ | bad habits for unsuccessful | Motivational video in bangla - Duration: 4:50.

For more infomation >> ৬ টি bad habits যা আপনার অসফলতার কারণ | bad habits for unsuccessful | Motivational video in bangla - Duration: 4:50.

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Sofia The First Cute Moments Best Cartoon For Kids & Children Part 212 - Duration: 15:26.

PLEASE LIKE, SHARE, COMMENT & SUBCRIBE video! Thanks you very much!

The curse of princess ID

She ran off with all the riches, can you count how many pots the richest of the witches got why don't?

You take him for walks James. You don't play hopscotch with him or try having conversations with him

I mean does she really think she can talk to animals

How would I?

She really can't talk to animals

Can you count how many pots the richest of the witches gun?

Once teal Oh aren't you cute? Yes, you are I?

mean having a conversation with them look you understood what they were saying oh, you're right I

Can talk to animals so it's true oh

It's kind of hard to explain I have all day as long as you tell me

My amulet gave me the power to talk to animals

Your amulet is magical. That's incredible. What else can it do

Is help my Jasmine came to help us in tangu your amulet called her uh-huh

But I promised dad that doesn't have to know, but I'd know Sophia you are not being a very good shimmer

horse refried magic beans jiggly-wiggly pudding

Jiggly-wiggly pudding, I don't suppose you can spare a taste or two or three. What can I do for you, sweetheart?

How could you give Sophia the best amulet in the entire kingdom? Well? I don't know if it's the best

It's the best and I want one just like it aster you don't wanna know who oh we can't have that don't I know it

I'm sorry amber. I have to go

Wanted yet we'll talk more later. Would you like breakfast in bed or in the dining room?

neither, but just have the kitchen prepare a picnic basket for two and

I'll take it from there you more to life. That's fine with me

So what do you say?

Sherry amber. I'd love to have a sleepover

Great we hit by James, and um do you have a night? Yep? There you go?

And look at that

Yes, I should

Which princess do I want Harry hell, Cinderella no

No Rapunzel

definitely Rapunzel Inlet

Where am I wait?

You're not Rapunzel. What is this place? You're an enchancia. I am how are you beautiful?

Not as beautiful as your gown and your tiara and your hair

It's like a plume of gold and Stardust

Of course the Princess amber I can already tell that we are going to be best friends

Rick not even baileywick we better eat quickly then before he sends the Royal Guard to find us

Scone

You can't hear me

Amber I should have known will you help me catch one? I want to get a closer look

I will but first I need to find amber

All of them before they ruin the ball decorations

You did you two maybe the most perfect pair of princesses I've ever met

Please join us princess Sofia. I am certain

We will all be best and he gave me the craziest princess ever

But that's not how the amulet works it only summons princesses when you really need help

And they don't stick around so you can be best friends

Come to IV I

Don't understand back where a dreadful little island where I was tragically imprisoned for ten terrible years

I'd stay out of my way if I were you

Why is that

That is how I will take over your kingdom what am I doing here? You don't remember? Oh?

He won't remember anything that happened since he woke up this morning, and if any of you try and stop me again

It's the only way to ensure that I stay here forever

How could you do this amber I trusted you I didn't the amulet only does bad things when oh no what

P.m.. You look put a curse on you put a curse on me

Why because those are the rules, but there is one person who knows more about the amulet than I do who?

That was your card, right?

Let's borrowed it you had the amulet tool and then the amulet cursed herb are summoning princess ivy

Who's going to destroy it unless we can find a way to stop her?

First of all there is and cannot be destroyed by ordinary means only the flame of everburn the elder dragon

Is hot enough to melt it who's ever bring the elder dragon?

these butterflies

We have an old dragon to visit

Stop checking me for starters

Right so it seems to me that a princess amber returned the amulet to you the curse would be broken now what indeed

But how am I supposed to get the amulet from princes IV who got us into this mess amber?

And you're the only one who can get us out oh

I'm afraid she's right. Oh, all right

It's okay we can take one of the old coaches come on

Oh Sophia there, you are something strange looks like it's up to us

To save our veggies

It can't be too different than riding a flying horse can it actually I'm pretty sure it cooled

interesting

Interesting good or interesting bad. Oh, we're back to find out

However I think the blazing palace

We have to climb all the way up there

Yes amber and since you're the reason princess ivy is here in the first place

It would be nice if you'd stop complaining and try to help us get me in it. I never did, but I'm sure she will

I've got to make it up to her. I can do this I

Heard you have the hottest fire in the kingdom and I was hoping you could do me a little favor and melt this

Amulet for me always with the mountain as strong as you need only hiccup to melt a little amulet like this

Are those butterflies dad mom

There are just too many of them someone get me a net make that tune

Hello we are so glad you come to visit so glad we don't get many visitors

Hardly any it's very hot this time of year. She's best best friends well

We need to get to everburn before she does oh, it's too late for that

I bet she's there already sure was it a rush big rush then haha and now for our next number

Excuse me we really need to find everburn. It's an emergency. Oh. Oh well we can sing

Can you sing a song about everburn, Oh course we can

Where did they go I thought we were sounding really good. We were on fire smoke and catch every butterfly they can find

Will tell the constable right away I?

Have never met a creature as powerful and fearsome as you ever Birds. Well the fact is I am pretty fearsome

You know back in my day

I could vaporize a castle with one the world-famous dragon fire in action

But if you're too tuckered out I understand check it out

No, no no no. No you can't of course I can but what good will that do those butterflies?

They're so pretty you know yeah, I don't want to incinerate it. Maybe they can flock over there

Yeah in the back behind you there you go

Here we go

Are you I did what I just giving it back to me wasn't enough

But what else can they do you can hand over the amulet so I can destroy it once and for all go

Everything will be a whole lot easier. If you just give me what I want

You leave those nice girls alone alright

Sure thing

You know ladies we do have special as soon as I ride my wand

What are we supposed to deal with just wait here while Ivy goes back and takes over our castle

I'm sorry

you know

That's the first time you've apologized for any of this

I'm sorry for that too, but what are we going to do amber Rapunzel? It looks like you two could use a lift?

Here, I'm on up

Help has arrived

Sorry ladies I would have been here sooner, but they made me sit through the show how can we help hmm?

Well, we could use a ride back

Fuck well

I knew a thief once and he had a lot of bad deeds to make up for he did once

I met a man a fee. I understand what I need to do

I still don't know how to do it if you truly. Love your sister. You'll know what to do when the time comes

Your majesty, there's a woman in the castle, and she says she's the new queen and she husband

I'll find out what's going on

That is great kid cuz so weird lady. I know you should all stay out here

Who are you I am princess ivy you won't remember what it's you

Soon as you give me your amulet you can forget about her amulet

Or your sister gets the next dragonfly I

I can't amber let herself get hit to save me and it broke the curse, No

What just happened

Your Majesties the guests are starting to arrive for the ball already

Yes sire, but it feels like we just woke up the last thing. I remember was what may I present the royal family

Happy Anniversary dear happy anniversary Sofia

For more infomation >> Sofia The First Cute Moments Best Cartoon For Kids & Children Part 212 - Duration: 15:26.

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How to draw a fish and coloring pages for kids step by step - drawing for kids - Duration: 4:55.

For more infomation >> How to draw a fish and coloring pages for kids step by step - drawing for kids - Duration: 4:55.

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For more infomation >> Authorities say drivers fail to move over for officers on the roads - Duration: 2:56.

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Students return to school for first time after principal passes away - Duration: 2:06.

For more infomation >> Students return to school for first time after principal passes away - Duration: 2:06.

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Question 12 - Gareth Hughes to the Minister for Climate Change Issues - Duration: 4:10.

For more infomation >> Question 12 - Gareth Hughes to the Minister for Climate Change Issues - Duration: 4:10.

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Doc McStuffins Interesting Moments Best Cartoon For Kids & Children 23 - Emma Dale - Duration: 17:13.

Please LIKE, SHARE, COMMENT & SUBSCRIBE Video! Thank You Very Much!

Oh

There's one more card I still have to deliver and it's the best one close your eyes

Come here you think

You have room in that box for one more Valentine

Thanks

Surprise the duck is in

Chile

Last Valentine's Day no thanks. I just can't help myself

Valentine's Day is my favorite day of the whole year

Just waitin for ya

Everyone this is Val Val this is everyone

To my heart which I look at those decorations

Smile lemme try for this year's Valentine's Day party picture

I have something really special to show you it's my super special

Valentine's Day step on up and get a cuddle

It's ok Lambie Val's new here. She's just being friendly. You're not really made of snow remember

You're stuffed full

Who wants to make mouth my Valentines oh, and this is gonna be my best Valentine card ever

Valentine I'm your Valentine

Thanks Duffy, you're the best dragon tine I ever got I've never seen anything like it

It's good to send a Valentine if you got love to share

But there are always other ways to show someone you

If you're happy happy, but you'll get

Will you be my favorite funny Valentine that shines? I'm sure it's nothing

You okay Lambie

Hmm, I'm fine

well

Nothing in your ears. Let's check your eyes

Is that

Do you really think I'd rather be with foul than with you. Why was your number-one cuddler your best friend?

Valentine's day was my date

Boo-boos, please Holly I'm glad you told me how you were feeling Lambie now. I can make a diagnosis

You have splitty wounds get hurt your heart can feel like it's broken

That's how it feels all right. I'm sorry Lambie. I guess I was so caught up in value

Hey, Doc, my split heartitis. It's gone

This she cannot make atomic I think she'll make a full recovery

Would you be in the picture to Val I thought you'd never ask

Dusty

Are you okay, ah

Takes more than a pony ride to scare a big brave dragon like me. I don't know

She got scared when she saw you but not me I'm stuffy hi stuffy

My name's Teddy be me everywhere huh to Grandma's to preschool to the beach

He even slept with me every night

So why aren't you with Donny now double cuddle?

triple cuddle

You have no idea how hard it is in a teddy bear to live without cuddles. I mean look at me

Voice I can't believe I'm a button something that's gonna make you

Hurt sue

When Donny held you he started to sneeze

You know that's exactly what he did before you stopped playing with me the last time, too

You need hippo homes

Doc I wanna give Teddy. Thanks. I miss Donny Tony misses you too. I know it

I'm not giving up. Let's start with a checkup. Okay, Teddy. I'm almost done. I just need to tap your knee

Wow look at all that what's that mean it means that you're full of dust and that is making Donny sneeze

Donny has allergies

I remember my mom saying Donny was

Really allergic to dust I remember that too

Donny was cuddling with by using the washing machine

It'll wash you with soap and water then spin you round and round

Of course I will I'm coming too me too. All right if it means I can be with Donny. Let's do it

Oh, I can't wait

Hi mom hi doc what's going on is just what this bear needs?

Oops we're out of soap. I'll be right back. Can we dock well you both can use wash?

You do that for me

Teddy then I'm ready these guys will be clean in no time at all. Thanks mom

I've never felt so clean

Where's Teddy B?

That was fun and look at me. I'm clean

Clean no poor. I can't lose their toy I

Have something for you

I know and if he ever makes you C's again. He does you're welcome

That's what toy doctors and big sisters are for

The big story

Right back

Okay all McStuffins meeting there was a weather report on TV. That says a big storm is coming our way

We've got plenty of food and water stored up in case of an emergency

We like to be prepared and we've got each other right right?

So we'll all be fine you got it. I'll hurry

I'm calling an all time eating because there's a big storm coming. Oh dear I

Was reading about this as the earth gets warmer and more so we can hear Doc's plan

Sorry

Thanks, Hallie. I'm going to evacuate you that means I'm going to take you somewhere safe

First of all everybody find a storm buddies who's for me. Okay doc like we're all buddy, buddy

Buddy of all you go, chilly just hold on to Hallie and you'll be fine, oh oh

No, no rocky don't worry. I'll carry you, buddy. Oh

What are we gonna do

Lambie stuffy sir Kirby fella

squeakers Susie sunshine

Surfer girl per me they must have fallen off the wagon. I've gotta go save them

We just need something to get your mind off all this wind I

Guess doc won't mind if we enter one page into the big book of boo-boos

Helly and chili are still there. I don't want you to go the storm. Just knocked the power out

That's why we have all these flashlights

Cool see Teddy B. - that's why it's a bear hug

The McStuffins family is here together

I'm glad I'm a McStuffins, and I'm even more glad you're one to me - chilly

How he's a great nurse and they've got each other no just like we've got you doc

We're all gonna get through this storm together

Wow looks like the storm blew past, I think we can start cleaning up and dock you can make sure your toys are okay

Let me draw a picture in the big book of boo-boos. I love your drawing

Why are you wearing a superhero cape chilly we can clean up later for now? I'll use the mobile clinic

So how was your checkup?

I sure do your symptoms are jumping out of the wagon to go back for chilly then?

Keeping your friends safe during a scary storm. Well duck. We were a little nervous during the storm

That storm was kind of scary there

So we got through it together

Spritzy Mitzi oh

It's a scorcher out here today. Why when I was your age

We'd run through the sprinklers until the Sun went down and we were as wrinkly as raisin

But I like your stories have fun. I'll be in the kitchen

Okay, thanks dad

Hey spritzy, Mitzi

I can't wait we're gonna run in your sprinklers

And then we're gonna run out and we're gonna run in we're gonna win aah. Oh boy. Oh boy. Oh boy. Oh?

Sorry Lambie

Okay, let's get a sprinkle. Oh, yeah

Don't sweat it doc what Shelly?

He's ritzy, it's probably nothing, but it looks like something's stuck I

Don't need fixing for just a little pebble I could sprinkle fine with it. No sweat. It are

You sure doc wouldn't mind, so let's get ready to sprinkle

Not sure hey spritzy Mitzi

Oh, let's take you to my clinic so I can check you out on the best sprinkling day of the year

The doc is in not a real snowman

Remember oh, I forgot again my Heat's getting to my brain not funky-fresh

Let's give you a checkup so we can find out what happened, okay?

Spritzee you've got a strong heart your eyes are a little misty, but that's not me

I'm gonna take a look at your tentacles. I'll lend you some of my dragon bravery and some of my snowman bravery

Spritzee you have a case of Piper cloggy crocodiie tentacle OSIS in English doc

I'll crack open a big book of all those

So can you fix it doc just a lawn ornament with holes

Hey, no crying and sprinkling, but I'll trust you doc, you're my girl your tweezers doc

Thanks, Hallie

Salad So Solid

Awesome now. We're gonna tape the crack with a really strong tape so the water won't get out. Oh, sorry

Got all excited

So what do I have to do to get cleared? I just want to understand. What happened out there

I wanted it to be the most funky fresh time ever plus

It was so little I didn't think it was a big deal when the Sun is strong and the day is long as the temperature

Gets so hot the kids want to play a nice regular spray

No problem now you're all clear to sprinkle

For more infomation >> Doc McStuffins Interesting Moments Best Cartoon For Kids & Children 23 - Emma Dale - Duration: 17:13.

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'Under Pressure': The pressure that LGBTIQ people have been under for decades - Duration: 4:10.

For more infomation >> 'Under Pressure': The pressure that LGBTIQ people have been under for decades - Duration: 4:10.

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Mayor Darrell Steinberg Endorses Gavin Newsom's Campaign For Governor - Duration: 2:07.

For more infomation >> Mayor Darrell Steinberg Endorses Gavin Newsom's Campaign For Governor - Duration: 2:07.

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Vitamin D is Important for your Reproductive + Overall Health - Duration: 1:20.

Music Playing

Hi! Denise Noyer-Erez here!

I'm also known as the Fertility Godmother and I have a tip for you!

If you're trying to get pregnant and have a healthy baby,

something very important that we see here in our clinic is a lot of people

are deficient in Vitamin D. And, Vitamin D is not only really important for your

overall health, your bones, your immunity and your moods but it's really vital

for having a good reproductive system so you can get pregnant and have a healthy

baby. So, make sure that you check your Vitamin D levels and that they're in a

good healthy range. We do that often here in our clinic and we see so many people

that are deficient so that's one of the first things we do when people come to

see us. If you do end up taking Vitamin D... make sure that you do follow-up

blood work within 1 - 2 months (within a short period of time) for a couple of reasons

1. You want to make sure that your body is absorbing the

Vitamin D

2. When you get to a certain point you probably want to

adjust your dose so that you're not taking too much because that creates a

whole other cascade of problems.

Alright, here's to your healthy fertility!

For more infomation >> Vitamin D is Important for your Reproductive + Overall Health - Duration: 1:20.

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DA Plastic Surgery for Men - Real Patient Interview - Duration: 0:58.

I received ptosis correction and rhinoplasty and I am very satisfied with my results

I received ptosis correction and rhinoplasty and I am very satisfied with my results

I received ptosis correction and rhinoplasty and I am very satisfied with my results

I received ptosis correction and rhinoplasty and I am very satisfied with my results

3 months post-op

To be honest, people around me doesn't know I had plastic surgery.

To be honest, people around me doesn't know I had plastic surgery.

It came out very natural

It came out very natural

I hear my image is a lot softer now and that is good to hear

I hear my image is a lot softer now and that is good to hear

Do you feel satisfied about your results?

Yes I feel satisfied with my results :)

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