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turrican 3 sources

category: offtopic [glöplog]
 
hey there.

out of technical interest, i would really love to browse the turrican 3 sources.

i have the t3 sources (12 d64 disks), but i don't know how to load them (have never used turboass).

can anyone give me a quick hint so i can get these juicy sources on my screen?

fwiw, nfo says:
Quote:
Disk4: Most of the created and used tools for the development.
Some of them including sourcecodes.
You will also find our TurboAss Version, you will need
it to load the sources.

Disk5,6,7: Source Codes in our own TurboAss Format of the most
Important Game Codes.
added on the 2010-03-08 10:35:24 by vibrator vibrator
Our translation services are down for the time being. We will give you a full translation of what the hell this guy is talking about as soon as service is resumed.
added on the 2010-03-08 11:52:25 by MeteoriK MeteoriK
Link, or it didn't happen...
added on the 2010-03-08 13:31:38 by prodigy prodigy
Wasn't there a plain ascii/txt version of the source? I barely remember having seen something like that.
added on the 2010-03-08 14:10:03 by tomaes tomaes
Quote:
Link, or it didn't happen...

A link to the sources? Well, they don't seem to be online at this point. The link on http://www.smash-designs.de/ is dead.

What the heck, I just uploaded them here. I'm sure AEG wouldn't mind, I once had a beer with him.

Quote:
Wasn't there a plain ascii/txt version of the source? I barely remember having seen something like that.

I haven't seen that anywhere yet. If you can find it, let me know.
added on the 2010-03-08 17:26:32 by vibrator vibrator
Get 64copy(or some other d64 tool)and extract the binary source files from the d64 images
Use TMPView to convert the binary source files to text
added on the 2010-03-08 19:31:05 by hollowman hollowman
http://cadaver.homeftp.net/rants.htm

here you can read a lot about c64 game programming, with lot's of very in-depth topics covered that's needed for turrican. (scrolling, multiplexing, etc)

a bunch of sprite multiplex sources here:

http://codebase64.com/doku.php?id=base:sprites
added on the 2010-03-08 20:09:39 by Oswald Oswald
hollowman: thanks, that may be just what i need. will try.

Oswald: thanks also, but i still really want to look at the original t3 stuff. i've done my own multiplexers and scrollers, i just want to compare it to how the master does it.
added on the 2010-03-08 22:29:59 by vibrator vibrator
hey, i followed hollowman's instructions and i got to read the sources.

one thing i noticed is how much simpler aeg's multiplexer is compared to mine.

he just assumes there are 16 sprites max; i went for a (basically) unlimited # of sprites.

# of interrupts/screen refresh: 8 (aeg), variable (me).

he has pregenerated, hard-wired interrupt code (one for each of the 8). i actually wrote a code generator that produces custom code for the current sprite layout. gives you max flexibility when there is a lot to do for the interrupt in very little time (e.g. update multiple sprites in one line).

unfortunately my multiplexer never got used in an actual release... (yet!)
added on the 2010-03-18 14:31:52 by vibrator vibrator
I guess usually there's a fixed limit, and generated irq code is extremely rare. AFAIK grubz (worms clone) does that. it does even a hires/multi mode change inside each sprite for the worm's name display.

http://noname.c64.org/csdb/release/?id=12464
added on the 2010-03-18 19:29:49 by Oswald Oswald
Quote:
generated irq code is extremely rare

well, i just LOVE code generators.
added on the 2010-03-18 19:32:22 by vibrator vibrator
sure, everything is about generating code since ages on the c64 in demoing, but when it comes to a game multiplexer you rather have some sprite bugs and save those cycles for scrolling, char bullets and what not :)
added on the 2010-03-18 20:03:45 by Oswald Oswald

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