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Running Time: 100 minutes
Released: 12/2009
Studio Name: Demolition Pictures
Series: Black Meat White Treats
Director: Rocco Sands
Categories: Big Dick Interracial All Sex Black Dicks/White Chicks
Description: Insatiable white hotties have gone black & stuffed all their tender pink holes with hard black meat! Hot anal action!
4 Scenes from Black Meat White Treats 3
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Starring: Mae Victoria ... More Details
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Sex Acts: Vaginal Sex, Oral Sex
Positions: Doggy Style, Cowgirl, Spoons position, Reverse Cowgirl, Side Saddle, Laying
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Sex Acts: Ass To Mouth, Anal Sex, Vaginal Sex, Oral Sex, Masturbation, Gapes
Positions: Cowgirl, Spoons position, Reverse Cowgirl, Sitting, Side Saddle, Laying
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Starring: Daphne Rosen ... More Details
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Sex Acts: Modeling, Vaginal Sex, Oral Sex, Masturbation, Anal Sex
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Starring: Lauren Phoenix ... More Details
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Sex Acts: Anal Sex, Vaginal Sex, Oral Sex, Fingercuffing - Anal, Fingercuffing - DP, Double Penetration
Positions: Standing Doggy Style, Cowgirl, Reverse Cowgirl, Standing, Side Saddle
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My Husband Directed The Fake Moon Landing Says Stanley Kubrick's Widow.
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Nearly every example of actual physical evidence in favor of Apollo can be "explained" in terms of unmanned landings -- equipment deployment, sample retrieval, etc. As B.A. notes, the engineering would be non-trivial and there is the whole concealment issue. But the better refutation is the fact that engineering an automated system to do something is generally much more difficult than engineering something for use by a human to do the same thing.
It's quite easy to engineer a lawn mower, for example, but much more difficult to engineer a lawn mower that can mow your lawn without direct human intervention.
This is absolutely crucial to the hoax argument because the hoax theory is based on the premise that it was easier to fake the landing that to accomplish it. If it's more difficult to fake than to do it, just do it.
And to address B.A.'s point, the notion that only the very few top officials at NASA knew of the hoax is ludicrous and expresses just how ignorant the the hoax believers are about engineering on a large scale. Do they really think it's credible to claim that Grumman built the lunar module without knowing whether or not it was capable of landing on the moon?
A lot of people seem to think that NASA just handed these companies finished blueprints and said, "Here, build this," and they happily built it without knowing whether it was capable of accomplishing the claimed task. Let's get real. Much of the real expertise in Apollo was in the companies NASA hired. That's why you see people at the launch pad in coveralls with "Boeing" or "North American" or "Bendix" or "Grumman" logos on their backs.
The notion that hundreds of thousands of highly-trained, consummately experienced people were duped into building useless and non-functional technology is highly incredible, as is the assertion that a shadow organization of commensurate size and expertise was formed to falsify all the evidence, and there is zero evidence of that organization today.
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- Doctors
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- Dr. Edwin A. Schwartz
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He had me intimidated enough to pre-sign my Champus payment forms without dates on them, saying he'd fill the dates in before he submitted them. Well I later learned he had billed Champus for the max. 70 visits per year, though I only saw him once a week. I never fully trusted him, and I was right.
i had a mental breakdown, when i called Kaiser, the soonest appointment was in 3 weeks. I called Edwin and he got me in that very day. In time he became my rock. 10 years and counting
After visiting with a number of doctors, I couldn't find one that I felt comfortable with. Dr Schwartz was my final attempt, and boy am I glad I met him. I felt an immediate connection with him and in the last 4 years of therapy, I have come a long way. He is very professional and I have never had a bad experience with him.
This guy is a perv. All he talks about is sex. I saw him once a week for awhile and he couldn't remember what we discussed the week before. I would be expressing myself and trying to deal with my issues and he would somehow relay it to sex. I told him I was having trouble sleeping and he suggested I "manually stimulate" myself before bed. I told him I really didn't feel like doing that as I just lost a loved one. He said I should force myself to do because it would make me feel better.
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The National Youth Organisation has unveiled an online course to educate the Islamic republic's overwhelmingly young population on how to find Mr or Mrs Right, pop the question and live happily ever after.
Interactive and lasting three months, the course designed by academics and clerics requires pupils seeking the diploma to sit for weekly tests.
Iran's hardline leaders condemn dating and relationships out of wedlock and like to see men and women married off ideally in their early 20s in a country where traditionalists frown upon singles in their 30s.
But according to official estimates, the average age of marriage has risen to 29, mainly due to economic hardship and a change in priorities and values, especially for women who outnumber men at college.
Since rising to power five years ago, conservatives in the parliament and the government have made a mantra of "facilitating marriage for young people" in Iran, where about 60 per cent of the 70 million population is under 30.
The concept of a "marriage diploma" has already unleashed a torrent of jokes on the internet, but officials insist that Iranians need awareness without revealing much about the content of the course.
"Marriage needs hundreds of hours of education," said Mehrdad Bazrpash, a deputy to President Mahmoud Ahmadinejad and head of the National Youth Organisation, as he inaugurated the programme in Tehran on Saturday.
Ahmad Borjali, a psychologist and adviser to the initiative, said that the divorce rate has gone up steadily since 2006, rising by 15.7 per cent in 2009 compared with the previous year, against a 2.1 per cent increase in marriages.
One in every four marriages ends in divorce in Tehran alone, he said, citing research by social workers as blaming "sexual" and "communication troubles" among main reasons for the problem nationwide.
"Divorce is taboo and against values, but educational work does not cost much," he said in a speech. "Face-to-face education is much more important and this can be a start given the size of the country."
Despite its lofty goals the new initiative has been met with scepticism among government critics and academics.
"Awareness is fine but the question is what kind of a family they are seeking to promote," said Shahla Ezazi, a prominent sociologist .
"Our society is confused between tradition and modernity, there are both traditional arranged marriages and modern love marriages. But most propaganda is focused on reinforcing men's leadership and women's obedience," she said.
Publicity material for the course suggested a very conservative approach by authorities, shunning unmarried romantic relationships and encouraging traditional match-making.
"It is wiser to have different relationships ... I will hang out with a few and then choose one," a boy with a Westernised appearance is depicted as saying in a booklet mocking such lifestyles.
It was contrasted by a bearded, pious-looking young man who says "short-term illegitimate relationships harm dignity, but God has left the halal (religiously correct) path open".
Ezazi said the current authorities only favour traditional, arranged marriages and "consider giving men and women equal rights a terrible feminist thing".
"But people do not live as advised by the government and changes do not happen based on its orders," she said.
Since the 1979 Islamic revolution, Iran has been under conservative clerical rule which favours segregation of the sexes and penalises "illegitimate relationships" such as adultery punished by death.
But this has not prevented mainly urban youths from dating and mingling under the regime's beady eyes, although moving in and living with a partner out of marriage is almost unheard of.
Some among the authorities have for years sought to promote an Islamic substitute for dating in the form of "Sigheh", or temporary marriage, a Shia practice that allows a man and a woman to be married for even an hour.
But it is generally frowned upon by Iranians.
The authorities have also urged young people and their families to rein in their ambitions, avoid lavish weddings and drop materialistic goals in a bid to boost marriage.
Ahmadinejad has also vowed to create jobs and provide cheap housing for young couples but it is unclear how well he has delivered on his promises as critics accuse his government of fiddling with statistics.
But all that 27-year-old Mina, a dentist's assistant, wants is to live under the same roof with her fiancé of two years.
Her fiancé, a civil engineer of the same age, has just been laid off.
"We know everything that there is to know about each other and we get along great," she said. "But we have to postpone the wedding yet again."


text:
Saturday 26 December 1936
It was Saturday, under the sign of Capricorn. The US president was Franklin D. Roosevelt (Democratic).
Famous people born on this day include Kitty Dukakis and Peep Jänes.
After the Thin Man, directed by W.S. Van Dyke, was one of the most viewed movies released in 1936
On TV people were watching The Composer at the Piano.
But much more happened that day: find out below..
You can also have a look at the whole 1936 or at December 26 across the years.
Old Newspapers
Have a look at the old newspapers from 26 December 1936 and get them!
Which were the most popular movies released in the last months ?
TV Series
Which were the most popular TV series released this week ?
Find out your future
Get a FREE Numerology report based on the digits of 26 December 1936!
Wish him/her..
Historical Events
Which were the important events of 26 December 1936 ?
- Australia - Proclamation Day (South Australian public holiday), for the foundation of the Australian state of South Australia on December 28, 1836 but commemorated on this day.
- Wrenboys celebrate Wren in Ireland
- Period of Ursids meteor shower ends about this day
- Indonesia, Thailand, Malaysia - Tsunami Awareness Day/Tsunami Memorial (or Remembrance) Day
- Mandala Pooja at Sabarimala in Kerala, India
- First day of Kwanzaa
- First day of Junkanoo street parade in the Bahamas (the second day is on the New Year's Day)
- Wren day in Ireland and the Isle of Man.
- Boxing Day in the Commonwealth of Nations.
- The first day of Christmas in Western Christianity.
- St. Stephen's Day, a public holiday in Catalonia, Croatia, Czech Republic, and the Republic of Ireland.
- R.C. Saints - Saint Stephen
- South Africa - Day of Goodwill, a public holiday
- Slovenia - Independence and Unity Day (1990)
Famous Birthdays:
- Kitty Dukakis: American political wife of Michael Dukakis; three kids.
- Peep Jänes: Estonian architect.
- Trevor Taylor: English race car driver (d. 2010).
- Israel Philarmonic Orchestra forms
Music Charts
Which were the top hits in that special week of December 1936 ?
Top #6 songs in the USA
- There's Something in the Air - Shep Fields & His Rippling Rhythm Orchestra
- The Night is Young and You're So Beautiful - George Hall & His Orchestra
- Serenade in the Night - Mantovani & His Orchestra
- Jeanette MacDonald & Nelson Eddy - Indian Love Call
- T'aint Good (Like a Nickel Made of Wood) - Fats Waller
- Goodnight, My Love - Hal Kemp & His Orchestra
Search For Your Ancestors
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...and if 26 December 1936 was your Birth Date then Join our Birthday Club!
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Which were the most popular books released in the last weeks ?
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tag:blogger.com,1999:blog-40215621881754483592017-06-27T13:17:17.305+01:00Richard's C64 blog!General blog about C64 activities, and other kind of fun/strange events.Richard_of_TNDhttp://firstname.lastname@example.com:blogger.com,1999:blog-4021562188175448359.post-84303627595578134132017-06-24T13:09:00.001+01:002017-06-24T13:09:50.837+01:00Cruiser X-79 - Update #820th-24th June 2017

It has been too hot this week, apart from yesterday and today. Despite the really hot UK weather I had recently, still that hasn't stopped  me from doing more on this game project. Quite a big update as well.

So then what has been happening this time round. For a start off I continued from a couple of weeks ago. This was where code was based on sprite / background collision. I originally worked on a subroutine where the player crashed should it hit a deadly character. Now this time I focused on the player bullet shooting to deadly background. I tried doing the bullet/background table read method, but that didn't quite work out. There were times where the player bullet kept on missing the deadly background and the bullet just flew over. A bit of additional hard work was required to this. I created a large listing to compare to a certain character to the bullet object position. If the central bullet reaches the deadly background, the bullet will disappear. Thus allowing the player to fire again. After testing this phase, things looked much better.

The next step was to do a little something different. I worked on the new title music for the game, using GoatTracker. I was unable to combine the title music with the other sounds, as there was a memory overlap. So I trimmed out the title music and placed it into a separate position and put it in the temporary preview title screen. I also programmed built in option where using a joystick in port 2 selects the sound mode (Music + SFX, Music Only, SFX Only, Silence).

Today I have been working on fixing some of the bugs in the game, and also adding some additional sprites. The sprites which represented Game Over and Stage Complete. In the stage complete phase, the player ship is automatically central before the Level Complete message appears on screen. During the player moving or the game over scene, all sprites get switched off, then after fitting the Game Over, Well Done screen, only 2 sprites are switched on.

The main game had some problems with the alien formation test. There were aliens that appeared incorrectly on screen while moving. I had forgotten to update offset code to reset the formation counter, so that aliens started in the correct position. After trying the game out, things looked very promising indeed. That was until, I came across the camel head aliens. They were flickering everywhere instead of using a proper formation. I managed to fix this problem by updating the low+hi byte tables for alien formation and properties. I tested the whole thing again and things looked a whole lot better.

As my final task today. I took a look at IRQ source code and tried to implement some subroutines. Reason being - The aliens and laser sprites were still visible over the black raster, that covers the scrolling background. In order to fix this problem, I altered the background colour to black (So no grey raster line could be seen). Then after that, a new subroutine was added to mask existing sprites as blank sprites. The trick worked, and the result was pretty good - although there is a minor glitch inside the score panel raster. It flickers for a split millisecond, but all in all, the game is playable.

Still no selected alien formation for each level yet, but that will be happening some time soon. Enjoy the latest video of what has been resulted this week.

Richard_of_TNDhttp://email@example.com:blogger.com,1999:blog-4021562188175448359.post-60348049387837242752017-06-11T11:30:00.001+01:002017-06-11T11:32:43.822+01:00Cruiser X-79 Update #711th June 2017

Not much time has been spent on this project this week, due to other things, but at least I did put some of my commitment into this game project today. I did have a long weekend, but I have been working on some stuff for the demo scene, also been learning a bit of Unity PC Game development . This won't stop me from continuing C64 game projects. Anyway what has been happening today.

Although it doesn't really sound like much. In fact a lot of work was put into the game code. A new sprite/background collision had to be made, which corresponded to the player's bullet. The idea is basically to allow the player to shoot certain background objects in order to destroy them and score a few more points.

I used a similar approach to the player/background collision, but this time assigned the player bullet's central area to the background object. Should the centre of the player's bullet hit the background object, it should destroy it. I added a few JSR statements to check which background the bullet sprite should read, and then generated a subroutine which transformed the 4 chars of the background into a destroyed object. The player can shoot and destroy shutters, parked ships, stripey buildings and also the glass domes.

This is called by assigning a row+column into a zeropage, check the char co-ords and the char value of the zero page, then modify the charset to an actual new value.

See you Saturday next week (Hopefully) with another blog update to this project, where I update the bullet sprite/background settings to remove the bullet every time it fires at a high deadly background, and maybe setup the first level attack waves.Richard_of_TNDhttp://firstname.lastname@example.com:blogger.com,1999:blog-4021562188175448359.post-32296903603492398732017-06-03T13:56:00.002+01:002017-06-03T13:56:56.067+01:00Cruiser X-64 Update 62nd June 2017

Well things sure are turning out quite nicely. Although this week hasn't been a very nice week on a personal side. Still, the weekend arrived yesterday and I decided to plod on with my shoot 'em up project.

So what has happened recently? Well, I have found a C64 graphics designer to design and create the level background graphics and sprites. The speed of the graphics and sprites developed was really fast. The result was very impressive. Saul Cross has joined this game project. The game sprites were pretty awesome, and some of the game sprites were improved versions of some of my original sprites. The game background was very breath-taking. Much better than what I originally created. :) Absolutely stunning.

I implemented the new graphics into the game project, but I also had to re-write the sequence table for the game sprites. That didn't really cause any trouble. The animation for all of the aliens and explosion turned out how I expected. Excellent.

The next task was to re-write some of the sprite/background collision. I asked Saul if he could send me a snippet of which tiles should be shot and which tiles should represent the killer chars. He e-mailed me back the amended charpad file, which revealed the killer chars and shootable chars. These were marked with material values in charpad. Now that was much helpful. However, I had to add the markers for the collectable tiles, so that when the ship flies over that tile, it should get a power up or activate.

3rd June 2017

Today's session has been only a morning session. Yesterday I was fixing up the new sprite animation tables. Today was something else. Working on the sprite to background collision. There were a lot of killer chars indicated in the Char Pad material char. Writing a very long routine to compare the sprite to background collision could write up a lot of memory. So in order to fix this problem, I decided to cheat a bit. There are 32 chars that represent killer chars. To make the collision code shorter for the killer chars, I decided to put the 32 values into 8 tables, and call a loop which rolls each value at a very fast pace. This is so that every time a collision char is read and the player is anywhere on it, the player will explode. I called a continuous loop that cycles 8 tables, which consist of 4 bytes (32 bytes overall), and added a compare value of the player's X/Y hit co-ordinates to check for a collision. After the 4th byte has been read, the subroutine resets the killer character pointer and cycles through the process again. The IRQ control is very fast, and a collision to the player worked out quite nicely.

The next task was to implement the new power up tiles to the sprite/background collision subroutine. At first I had problems where I tried to read the correct value characters to disappear and reward the player. Unfortunately that didn't quite work. Why was that? Simple, I extracted the incorrect background charset, tile and map data. So I corrected that one.

Over the next week or so, I will be restoring the player bullet to background collision. Should the player shoot some of the background, it should get destroyed. Here's a snapshot of the game's new graphics. This really is looking nice. Time for me to backup the data and source code.

Richard_of_TNDhttp://email@example.com:blogger.com,1999:blog-4021562188175448359.post-30948916251889226322017-05-26T14:58:00.004+01:002017-06-03T10:46:45.714+01:00Cruiser X-79 Update #514th May - 26th May 2017

Lots of things have been going on over the past couple of weeks or so. I have such little time to put a lot of info about what has been happening into this blog. Also I don't have a video this time round. Anyway, here's what has been happening behind the scenes this time round:

First of I wanted to make some slight improvements to the background graphics, although some glitches still existed inside the background graphics. This was because I was only doing rough ideas, not actually implementing the proper games graphics. I will be looking for a C64 buddy to do this.

As well as this, I have been putting in pointers in which should call the low/hi-byte values of the alien formation tables. This also involved manually creating, drawing and testing enemy sprites for each formation. The idea is to later on, on each level call different alien formation to the game. A couple weeks before I created the patterns for the alien formation. After testing all of the formation today. I was happy with most aliens, but there were a couple of formation patterns that might need to be altered in the future. One pattern was very buggy.

Finally the player now has fully working power ups. Every time it picks up a rocket tile, a power up gets rewarded to the player. The player cannot fire a new power up / default bullet until after the last bullet has moved offset.

So far I am very pleased with the result. It looks as if the main game framework could be finished soon. Just some debugging to the interrupts, bullet firing and of course replacing tacky alien formation movement with a better custom formation. Also of course there is the alien firing bug, which needs to be fixed, to avoid bullets firing where you cannot see the aliens.

The background snapshot below looks entirely messy, but I'm hoping that there will be someone available to help me work on the in game graphics and game sprites.

Richard_of_TNDhttp://firstname.lastname@example.com:blogger.com,1999:blog-4021562188175448359.post-74908289735280695532017-04-29T18:11:00.000+01:002017-04-29T18:12:55.999+01:00Cruiser X-79 - Update #4

Saturday 29th April 2017

Here comes yet more progress made with this great Commodore 64 game project. The game is starting to work out much better. The player / enemy bullet collision finally got implemented. I did have a few issues with the sprite/charset collision subroutine, so it was time to take a look at that. There were some missing values, so those got fixed in. This took some time and I felt quite frustrated with the sprite/background collision subroutine. I decided to take a look at the source code of X-Force to see where I actually went wrong. Sometimes it is always good to have backups of older game projects, when in doubt :)

After fixing those. I decided to work on a few additional background tiles, also swapped colour attributes. This is so that on later levels, all 3 colours of the background ($d021, $d022, $d023) can be different. The additional tiles build are power up tiles. The tiles got exported into the source code. The tiles made were a shield for player's invincibility – for a temporary moment of time, rocket tile – for increasing the player's laser speed and a bomb – for a press space bar smart bomb feature (not implemented into the source yet). I tried reading the player ship to background collision, it read fine for the shield and laser. Strangely enough however when I tried to call the collision test to the bomb tiles, the code seemed to have read the wrong part of the background, which caused a wrong area disappear. This will be looked at some time next week.

You may also remember last week I added a player death subroutine. There wasn't a lives indicator. So that got implemented today. The yellow diamond characters represent the number of lives (including zero) which the player has. After the player explodes, the yellow diamond becomes red. The player has 4 lives at the start of the game, and will eventually be able to get extra lives later on in the game – Not implemented yet. A Game Over jingle was produced for the game.

I also implemented a STAGE CLEAR message at the end of the level. Before the message appears on screen, I made it so that the player moves up.

Anyway, time to backup this project and show you yet another video preview. Yet some more bugs in the code, but this is still a WIP anyhow :)

Richard_of_TNDhttp://email@example.com:blogger.com,1999:blog-4021562188175448359.post-69776469799417238332017-04-22T18:14:00.001+01:002017-04-22T18:36:13.521+01:00Cruiser X-79 Update #322nd April 2017

It has been quite a while since I last blogged something in. This time I have no video to show you, but a few snapshots, to prove more work has been done on the project.

Anyway what has been happening this week. Well, today in fact. Some more game sprites were drawn, and another 2 alien formation tables were set up. Although no path movement tables have yet been set. This will happen occasionally. Some new space ships were created to make alien waves move downwards, and diagonal through a table. There's also another downwards formation, where circular robotic ships move in different speeds. They appear in more than just one go.

I also focused on scoring. A score subroutine was added and linked to the enemy death subroutines, so that the player scores points per alien shot.

Then came the sprite/background collision. I referred to the source in Trance Sector Ultimate, to try and get a 2x2 char sprite/background collision, and even implemented one on the 2x3 characters. I wanted to give this game a Uridium/Warhawk type of feeling, so made it possible that the player can destroy background objects to boost the score. The other sprite/background collision resembles to the player / wall collision.

After adding the collision subroutines, the player was missing something vitally important. A shield counter - to give the player chance to escape collision, when in re-spawn mode. Also an explosion animation to the player. So that every time the player hit an enemy, when the shields are out it explodes.

Now here's the latest WIP video of the work that has been done so far on this project.

Tune in next time for another project update :)Richard_of_TNDhttp://email@example.com:blogger.com,1999:blog-4021562188175448359.post-22999737478925822052017-04-01T18:54:00.001+01:002017-04-01T18:54:15.664+01:00Cruiser X-79 Update #21st April 2017

Okay, just a quick update in the blog. Well, today was quite a hard going session. More work has been done in the game project, and seems to be going quite well. I programmed some additional 1-way alien formation patterns. Although I do intend to create path formations in the near future. Also added are some newer enemies, and also a parallax effect in some parts of the space station. I won't say any more, check out this video below :)

Richard_of_TNDhttp://firstname.lastname@example.com:blogger.com,1999:blog-4021562188175448359.post-58743310067875132322017-03-25T20:42:00.000+00:002017-03-25T21:23:54.444+00:00Zenox Attack is now Cruiser X-7925th March 2017

It has been a very long time since the last time I was working on this space shoot 'em up. Probably due to the long term lack in motivation to code a new game. Also due to getting sidetracked with other tasks as well. Not, to mention the organizing of the SEUCK Compo 2016/17, and getting the prizes done quickly before my holiday ended last week.

Now finally I have returned to this game project. Also I have migrated this game project over to Arthur Jordison's CBMPRGStudio V3.10.0, a great C64 programming suite on the PC. Come BASIC or assembly. :). I have renamed the game project Cruiser X-79.

A lot of changes to the code and also music has been made, although I don't really have anything specifically new to show you at the moment. The same graphics, and also the same sprites are currently used. However the game features new music, which I think works quite well with this game project so far.

So then, what things have been going on this week. Well, for a start off, after the migration of the code and data into CBMPRGSTUDIO V3.10.0 (As I promised Arthur, I create something using his C64 development suite). I created some subroutines, which perform a check when is the best time to spawn aliens. Only a small simple test has been made to test the alien spawning. Basically, check to see if any aliens are offset in the game. If so, then wait until all aliens are out of the screen (or dead). Then set the timer to wait for new aliens to spawn.

Another subroutine created, linked to enemies, are based on enemy movement. I created some checks to see which direction the last alien movement should be, and also which part of the screen should the alien exit. Should an alien leave the screen going a certain direction, the subroutine automatically kills that particular alien.

The video below shows the latest ongoing progress of this game project, which will be released at The New Dimension games division on the downloads page - for absolutely nothing. The game design isn't all that exciting at the moment. No change to graphics or sprites at the moment, but eventually it will happen. Aliens only move straight formation, but I will do better ones in the future. Enjoy the video of the preview and expect to see more progress during the times ahead :)

Richard_of_TNDhttp://firstname.lastname@example.com:blogger.com,1999:blog-4021562188175448359.post-39000014096772626642017-01-28T17:58:00.002+00:002017-01-28T17:58:20.234+00:00And the name of the game is ... Zenox Attack27th - 28th January 2017

My week's holiday has come to an end, and things are back to normal once again. Most of the holiday was mainly composing music, and also starting on a C64 game project, formerly known as an unnamed shoot 'em up. Well,guess what? The game now has a name. I have decided to call it Zenox Attack.

Yesterday I made a start on the new in game graphics, which gives a sort of a Denarius feeling to it. If you look at the video carefully, you'll notice how much hard work I spent on creating the very first level.

On the alien sprites front. I designed some test alien sprites, which haven't been animated. Also I programmed in some in game sound effects, which could be used when mixed with in game music through my GoatTracker tunes. The player can play sounds when firing lasers. The aliens now have a box sprite/sprite collision detection. The enemy movement isn't very exciting, and the aliens cannot fire. This will be changed next time I work on this project, sometime next week (As well as Precinct 20 - Dead Strange, a SEUCK Redux creation by Alf Yngve). For now, enjoy this second WIP video with remnants of the game in action.

Richard_of_TNDhttp://firstname.lastname@example.com:blogger.com,1999:blog-4021562188175448359.post-35178622624737050002017-01-25T16:39:00.000+00:002017-01-25T16:39:42.710+00:00Scrolling without S.E.U.C.K25th January 2016

 Flipping heck. This week has been a SEUCK marathon. Anyway, time for a little change. Back in 2015, I mentioned to some people in the past that I'd love to attempt to create a vertical scrolling shoot 'em up game, without the aid of SEUCK. I examined the code in Codebase64 and I managed to get a rough map scroller. However getting a soft scroll to work right was a plain in the backside. So I left the code for a couple of years or so backed up.

However last week, I attempted to continue achieve my goal. Basically by getting the soft scroll to work much better. There were a few mistakes left in the scrolling code last time. It turned out that I wasn't copying the last row, and pasting it inside a subroutine. Also the score panel at the bottom of the screen was flickering like hell. In order to solve the problem, I examined some code in an old TND Contributor's C64 game, to see how the status panel stayed static while a vertical scrolling map was scrolling down. I noticed something very interesting. A stack inside an interrupt, had a control over the VIC2 Screen vertical position, which made the status panel more still. I attempted to place a similar routine, and that trick worked. The VSP scroll worked a treat.

This week, I have been making some more alterations to the scroller framework, and started a little game project. At the moment it is an Unnamed Shoot Em Up, (which the video below will show you). However I'm feeling ambitious to make a sort of a onward scrolling Denarius/Warhawk style futuristic shoot 'em up, without the aid of SEUCK. I created some test sprites and a little test panel in order to get the player moving and blasting. The asteroids that move constantly cannot be shot, and will not be the only thing in the game. This is just the start of a fresh new C64 game project I am willing to produce this year :)

Richard_of_TNDhttp://email@example.com:blogger.com,1999:blog-4021562188175448359.post-66099516926068816352016-12-31T21:46:00.001+00:002016-12-31T22:15:52.704+00:002016 - A look back into the past31st December 2016

2016, what roller coaster of a year it has been, and the end of 2016 has come so quickly. I'm taking a look back at some of the moments of TND's activity in the C64 Scene. Warning, this is a very long blog...

TOOLS

Tape Master Pro V3.0

Following on from the previous tape master pro. I wanted to make a version that could allow the user to add a presentable IRQ loader, with nice effect and also create a custom table for colour cycling. Also the program was able to create professional THIN STRIPE single colour loaders. The downside to the mastering program was that there was no OCEAN style bitmap drawing effect,  but the tape master was good overall. It supported larger files, and allowed to do a basic RUN on Exomizer compressed files. The only disadvantage I found when I mastered a couple of games, was that the tape loader crashed on some kernal keyboard input subroutines.

I remember mastering Barnsley the Badger in the original source code and discovered that some of the loader pages interfered with the code, thus causing a fatal crash. In the end I ended up having to do an Retro Replay freeze of the program then remastered it.

Alien Formation Maker V1.0+

I wanted to make a game called XForce. In order to have done that, I created my very own alien formation tables, which controlled X+Y tables of the alien objects. Rather than kept the program for myself, I decided to be kind and release the program into the public domain. This was a very handy tool for me, and I also used it for Zap Zone. Which will be released with Scene World issue 27.

NEW C64 GAMES

The Vortex Crystals (16KB Version)
The first proper non-SEUCK release on the TND front was a game called "The Vortex Crystals". It was produced in 2015, and was finished as a 16KB cartridge. It didn't get released until after the deadline of the RGCD compo submissions had expired (after a few extensions). This was a platform game which I wrote in co-op with Alf Yngve. The result turned out pretty good, and Alf Yngve was quite impressed with the overall result. There were some elements missing that I could not cram into that particular game. So I decided to concentrate on a newer and final version of the game. The game is not yet 100% finished yet, although I have added the missing elements in to the production.

 Blap & Bash Revisited

HeavyStylus/RGCD contacted me regarding lack of 16KB cartridge compo entries. He saw Blap 'n Bash (The first version I released in late 2015) and suggested that I should do a 16KB cartridge version of the game. Since I had a good relationship with the 16KB cartridge compo. I decided to make an enhanced version of the crazy breakout game. All the levels were redesigned, and produced the game with a brand new look. It featured the same power ups as the old Blap 'n Bash, but the game looked a whole lot more professional and smart. The disadvantage to the game was the ball control, the ball used 45 degrees bounce all the time. Good news was that people seemed to have liked the game, despite that particular issue.

Honey Bee

The buzzy bee finally got released in the summer of 2016. This was a fun co-op production I did with Wayne / Art Ravers, and Steven Day. This is a little game in which you controlled Buzzy the clumsy bee. He has a little quest in which was to pick up pollen from plants. After pollen was picked up, he can drop the pollen from any height into the bee hive on that particular stage. Out to slow him down was the wildlife and other hazards. If he bumped into anything he would have lost a life.

Let's Invade

This was probably one of my MOST favorite projects of 2016. Let's Invade was a 40 level Space Invaders style game, with a twist. The aliens behave in a different kind of way. The game uses a sprite multiplexer, using multiple rasters. You had to shoot aliens of different colours. The darker colours the aliens were, (RGB) the weaker they were. The lighter colours the aliens were, the harder they were to be destroyed. The game took a few months to create. There were some major and minor disasters coding the project, but I managed to pick up the pieces. The game featured an original front end, and original game style. The scrolling grid was used, and flashed in sync to the in game trance music or sound effects. There were loads of great reactions with this game. Also Errazking did a nice loading picture for this game. So the game was put together in both D64 and TAP format.

Granny's Teeth

Well, I just couldn't resist making a little game for the C64 crap game compo. I did a co-op game production with SaulC to make a funny platform game. It was inspired by the Games Creator/Creations by Mastertronic/The Codies. I have the original Codies tape for my C64, and I do find it a poor game maker. Granny's Teeth is a 4K platform game, which looks a bit like one of those games creator games - although I coded THIS game, myself in C64 studio - rather than use a GAME MAKER. You play the role of Granny Hegarty, who has to climb up the stairs and pick up her teeth out of the fishbowl. Each level progresses with some new enemies appearing. Also later levels got faster, and the game got much more difficult. The funniest part of making this game was programming the music ust for fun. I used a very low pitch single sound for the music, to make it sound EXACTLY what you would have expected in a 1984 games creator game :D

Zap Zone (Not released until Scene World 27)
A tutorial game, in which you blast aliens formation, after formation over an animated screen. The game was split into 2 versions. V1 was the basic tutorial game and source code. The second part was a complete game, which you have to complete all 20 waves, and try to achieve a high score. I decided to NOT produce a screenshot for this baby :)

SEUCK Enhancements

Hover Raider

In 2015, I did a SEUCK Redux enhancement of the incredible  Flying Cobra by Alf Yngve. This game feature a lot of explosive action, and some fast paced blasting. Now earlier on in 2016, I decided to try something completely different to Alf Yngve's classic SEUCK game (Originally from the Binary Zone PD collection) Hover Raider. I worked on adding some enemy AI into the game, so all enemies which used random firing could just aim for the player in order to try and destroy it. I created a new front end, and music for the game. The game also featured (which no SEUCK game ever had before) a custom charset status panel. The overall result looked pretty much professional.

Alf found the game to be too difficult due to the high speed smooth scroller, so I created two different versions of the same game. An easy mode, and also a hard mode. The game ended up on Reset magazine's Mix-I-Disk.

Shoot 'Em Destruction Set 4
Alf Yngve and I worked together on some brand new SEUCK and SEUCK Redux games for the next Shoot Em Up Destruction Set. Originally it was planned to be the FINAL SEUDS in the series. The final compilation gave a huge variety in game ideas. The games all feature new front ends, and in game enhancements. My highlight of the SEUDS 4, and favorite game for the compilation was:

- Zap Fight 2 - Special Edition:
Although Zap Fight 2 did get released on the Kung Fu Maniacs trilogy. Alf and I agreed to make the final improvements and enhancements to this game. Now Zap Fight 2 is even better than its prequel. It is a SEUCK redux homage to, take a guess which arcade classic :)

The game also featured plenty of explosive action, and mean bosses. Smooth scrolling, and plenty of in game background animation. Not to mention, like with Zap Fight, this version had in game trance music.

Dark Destroyer 2117 (Not released until Scene World Issue 27)

This is a new game I wrote exclusively for Scene World magazine during September/October 2016. It did not use SEUCK Redux, but I did push the game slightly to add some optional in game enhancements. Should the user want to have selected the in game option :). Dark Destroyer 2117 was yet another SEUCK game I did alone on my C64. I submitted it to Scene World, and the group is happy to release on issue 27 of Scene World magazine. It is a vertical scrolling shoot 'em up. You enter an alien planet and you must destroy it. Maybe some time in the future I could update/enhance this game even more, with use of the SEUCK Redux framework, but that can wait until later on in the year. The game features some pumping music (not trance this time), including a familiar Amiga tune. You'll have to wait until the game has been released with Scene World 27, some time in 2017. I also managed to do a PAL/NTSC fix of this SEUCK game as well. The gamers can see the score panel on both PAL+NTSC :)

... and finally a REAL BREAKTHROUGH with SEUCK !!!

Super Silverfish

Alf Yngve had some great ideas for some of his game creations, but he could only use SEUCK / Sideways SEUCK. However with Martin/Element114 and myself at hand, we decided that it would ever so nice to end 2016 with a final SEUCK game for that year. This one ended up as a real stunner, and made the year end with a bang ... and plenty of explosive action ... Yes, Super Silverfish by Alf Yngve pushed the limitations of SEUCK to its limits even further. The game was created the Sideways Scrolling LEFT, SEUCK and was enhanced with a new status panel (Partially from Expendable army), and also with amazingly breathtaking enhancements ... The game featured a parallax scrolling screen, with a wide range of aliens, plenty of explosive action and brilliant power ups. The game also featured Matt Gray inspired tunes, which I composed in Martin's own music player routine. The result was really awesome.

Demos and intros

Not only did I do enhancements for SEUCK games, some new games. I also did a few small demos or intros. They can be found on TND (linked to some of the games I made/or enhanced with the authors). I entered the 2016 Intro Creation compo with 3 different TND intros, which looked something like this:

Time Traveller Intro

A TND intro based in time and space, scrolling across a multiplexer star field. Features a really powerful tune, inspired by some of the classic demo tunes I heard in the past. The introduction of the tune would remind you of the game Time Traveller by Marex/Mindscape games.

 TND Jack Alien Style

A windowed intro, inspired by the classic 1990's intros Alpha Flight 1970 and Avantgarde intros. The TND intro started with a square sliding on to the screen, then the patterns and the whole screen appears. The result was quite pleasing, but not many people liked the 1x1 charset. Oh well. :)

TND ECM Raster Upscroller intro

The third and final entry for the ICC2016 was the ECM upscroller raster intro. I always used the horizontal scrolling text, so I wanted to do something completely different for a change. This time by the way of a vertical scrolling intro with animated charsets. I also added some nice raster effects behind the logo, which was painted by Axis/Demons, back in 2010. Result ended up quite good.

Mix Box 1 + 2

Mix Box 1 and 2 were small music demos, which feature a choice of 5 different tunes to select from. The layout of the demo was inspired by the ACP music demos, which were featured on the Zzap64 mega tape back in the late 1980's / early 1990's. There were plenty of raster rolling in this demo, and also plenty of quality tunes as well.

...and finally:

Where to get my stuff from...

Easy: Visit "THE NEW DIMENSION" web site, and download our own productions / contributors releases, etc. I'm sure you'll be looking forward to those.

That ends 2016.

have a
HAPPY NEW YEAR and see you in 2017!

Richard_of_TNDhttp://firstname.lastname@example.com:blogger.com,1999:blog-4021562188175448359.post-17426333030442059252016-12-23T12:00:00.000+00:002016-12-23T12:01:44.023+00:00Christmas Treats coming 25/12/2016Friday 23rd December 2016

Things have been quiet on the TND blog, apart from releasing 4 new intros for inside/outside the Intro Creation Compo 2016. However I can reveal that I have actually been very busy the past 2 or 3 weeks working on some C64 projects, which will be launched on Christmas Day in the morning hopefully before 12:00pm UK time. Should everything go according to plan that is. :)

First of all, there is a horizontal scrolling SEUCK Redux game by Alf Yngve. One game, which will probably knock your socks off. It will be packed full of explosive action, some awesome power ups, and no longer looks SEUCK like. Of course scrolling is from left - to the right. The game also features a loading screen, which Alf constructed himself, and also my own front end, some action packed tunes and in game music with SFX option. That will be one game to look forward to.

On the SEUCK front ... The second treat will be a SEUCK School special on the SEUCK Redux. How YOU can get involved in making a SEUCK Redux production.

Finally as the final production, will be Mix Box #2. The second in a series of mini music collections, that will consist of different tunes. There are 2 days until Christmas but sadly no other productions of mine will be made in time for the festive period. Although two small games are already done, but have been reserved for Scene World disk mag.Richard_of_TNDhttp://email@example.com:blogger.com,1999:blog-4021562188175448359.post-16339820844295557922016-10-28T12:26:00.001+01:002016-10-28T12:26:38.954+01:00RUN - RUN - THE INVASION HAS STARTED28th October 2016

It is currently my second, but last day of my holiday, and things will start to quieten down even more from next week, due to even less free time. Although C64 activities will occasionally continue. Now today, you had better run (To the TND web site) as the invasion has just started.

Yes, indeed. The New Dimension finally launches 'Let's Invade'. A souped up Space Invaders style game with a major twist of audio and psychedelic visual. If you would like to check the full game out, in VICE, CCS64, Micro64 or your own C64 with 1541Ultimate, SDIEC or whatever. The game is best played on a CRT monitor, rather than an LED TV. Although I use an LED TV to save space, and no longer use a CRT. I set my C64 to a HDMI S-Video to HDMI convertor, and set my 19" TV to PC mode. That's where the best picture comes from my TV SET.

In this game, you have been transported into a vortex, where you will encounter some of the meanest invaders. In order to save planet Earth, you have to battle over 40 different waves of alien invasion. Luckily for you, you can pick up power ups, simply by blasting the orange aliens. However, power ups are timed, unless you have picked up a speed / firepower speed power up. Those of which only get lost if a mischievous invader gives you DEFAULT or you lose a life, by hitting their bomb, or an Invade occurs.

The game consists of psychedelic void scrolling visual effects, with strobe flashing and optional thumping in game trance SID music. The strobe effects also be disabled on the red startup screen. There's also assorted level setup, where more aliens will require more than 1 hit to be destroyed. The game is based on shaded colour, where the dark coloured aliens are weaker, compared to their counterparts. The brightest aliens will require even more hits before they can be eliminated. Alien behaviour is also different. The more aliens shot, the aliens will move a different way. Making this game slightly more original.

Full documentation on the game has also been included in the zip archive.

Should you wish to save the world from alien invasion, then why not DOWNLOAD "Let's Invade" for absolutely nothing, and then install it on your Commodore 64, VICE or whatever.

Let's Invade at The New Dimension

The game is produced on disk and tape.

Sadly there is no 16KB cartridge version of the game, due to the size of the overall production exceeding it.Richard_of_TNDhttp://email@example.com:blogger.com,1999:blog-4021562188175448359.post-77968868679036396222016-10-15T12:47:00.001+01:002016-10-15T12:47:14.742+01:00The Invasion is Coming15th September 2016

Well finally the wait is nearly over. Over the past week ahead and myself and the rest of the testers have been testing through the whole game. There were only some tiny alterations that were needed to be make. Unfortunately, due to the size of the game being slightly over, the game doesn't fit on a 16KB cartridge image. So I have decided to leave that out for the time being.

A digital disk (with a brand new TND intro) and tape version (minus the intro) of the game has been built, and I have also worked hard on the instructions manual, final proof reading. Now everything is ready, I have set an official date of INVASION. That will be Friday 28th October 2016.

Let's Invade is now COMPLETE....Keep an eye out for news on the game release (and free download) at http://tnd64.unikat.sk in the late morning of the official release date :)

Richard_of_TNDhttp://email@example.com:blogger.com,1999:blog-4021562188175448359.post-16151633492583409252016-10-08T17:28:00.001+01:002016-10-08T17:28:34.265+01:00Let The Invasion Commence [Part 10]1st October - 8th October

The week was really quiet on the Let's Invade, project. Apart from the weekend, where a lot of activity has been made in this game. I was pondering for some handy information on generating random bullet firing for the aliens. Well, it turned out very bad last week, where I really got stuck. This week however was a completely different kettle of fish ... for better it was too :)

I was thinking in my head that the way I did the alien bullet random position subroutine shouldn't be based on wrapping in memory the low and hi-bytes of the alien colour, position, and sprite X position. Instead, it would have been better to generate a 256 byte table of values ranging from 1 to 25. So I generated a simple BASIC listing, to place a series of random tables in memory $1000-$1100. Then saved the table and then I extracted the random generated table file to the KickAssembler project folder. Next I created a command to open C64 the file (RandTable.PRG) for assembling.

The file imported into the source okay, however I needed to generate some more code, to set a looping value of 1 to 25. So a couple of subroutines were called in. One for moving to the NEXT value read from the random pointers (RandTable.PRG). Then store to the value of the actual pointer. Then a subroutine that calls the fetch table and check for which alien the bullet should be placed on. I also created a check in which commands an alien to not drop a bullet, if it is dead. I had a better result, but for some strange reason, the bullets appeared from the upper border. I played around with the subroutine, to work out what was causing this problem. Then set up a boundary for the bullet. Basically if the bullet tries to leave the top border and enter the screen, zero position the X + Y value of it. That helped me solve the problem.

Another small bug occurred in the game. After finishing playing the first game. I tested the pause/quit function to ensure the game works as it should. Unfortunately the game didn't quit, but made a CPU JAM in vice (A crash). So I did a little bug fix to sort out the problem. The game then seems to have been working okay. It looks as if now, the game could be finished. But I'll see what the testers find, that will cause problems to the game.

While I'm was waiting for a result. I have been composing some loading music for the game's tape loader system (Thunderload). Since the theme of the game is a 'Trance' based theme. The loading music ended up with pumping speed. The drums however didn't use the filtered kick and snare. Instead I set a different waveform to use a filter. The result turned out quite nicely. I have been working on making a tape master for the game. I am hoping that the result will turn out pretty good at the end. There was a slight error with the tape mastering, where I placed the loading text in the wrong place, but everything else worked quite nicely. That bug can easily be fixed no problem. :)

I'm not ready to release the game just yet. Hopefully SOON!

Richard_of_TNDhttp://firstname.lastname@example.com:blogger.com,1999:blog-4021562188175448359.post-27564479969148034132016-10-01T14:16:00.002+01:002016-10-01T14:18:07.689+01:00Let the Invasion Commence [Part 9]25th September - 1st October 2016

Let's Invade was currently in the testing phase. Unfortunately not everything is quite ready yet although I do feel confident about an Autumn release of this game. Parts of the game code needed to be tweaked, the Health and Safety notice needed to be updated, and also the game char set needed a quick change. So I fixed those, however, I came across another obstacle. The alien bullet firing isn't random enough, and it seems the same alien shoots the bullet. Sadly this is still the obstacle I haven't got over with this week.

During that obstacle, I felt slightly demotivated, and decided to code a little something else. That was of course a mini music demo called 'Mix Box 1'. Featuring 5 new unreleased tunes, and some oldschool look, despite the raster timing issues. I've never really liked timing raster bars.

Thirdly a disk menu for Reset's Craptastic was programmed, near complete, but requires raster bar timing.

Today, I got back to Let's Invade and once again, it was another frustrating session. I did some how manage to get the enemies to drop bullets randomly, by creating the wrapping round routine, but after a while, the same aliens were dropping the bullets. Yet again, I didn't manage to get over this obstacle yet. One day climb over the wall that blocks me, but it is a matter of when....

Richard_of_TNDhttp://firstname.lastname@example.com:blogger.com,1999:blog-4021562188175448359.post-24831971373386150992016-09-24T14:58:00.001+01:002016-09-24T15:13:13.013+01:00Let the Invasion Commence [Part 8]18th - 24th September 2016

Earlier on this week, I did an upscroll for the high score table and also the end sequence. This time I wanted to add a little more code to make a much better ending. After all, I don't want the gamers to play the game to the end and be rewarded just an upward scrolling message, saying well done. Instead I wanted a scenario for the ending. So I drew two single screens, using CharPad, and then setup the attributes.I also drew some new sprites for the ending as well.

After the 2 screens were finished, it was time to code an ending, as a reward for the player to finish the game. I programmed the first scene, and set an interval before the next scene went on to the game. After the second scene was drawn on to the screen, I worked on getting the sprites animated and leave the screen, when required to do so. Then linked the overall thing before the end scroll.

I was very happy with the result so far, but noticed that the upscroll didn't work 100% on NTSC, although it worked will with PAL. After a quick fix, the game got submitted to two of my testers who tested and helped me with Honey Bee. :) One of the testers emailed me about the in game flashing feature. He suggested I should add a health and safety notice, like I did with Sheepoid. Also add an option to the notice to be able to disable the strobe effects. The front end also had a minor adjustment, where the squares around the logo was replaced by Asterisk stars, and flash. Apart from that, the game is now being tested.

Let's Invade is planned to be released in Autumn 2016, but not until it is 100% ready. The BETA testing is now in session. :)Richard_of_TNDhttp://email@example.com:blogger.com,1999:blog-4021562188175448359.post-12233515882055337462016-09-17T18:51:00.001+01:002016-09-17T18:56:05.985+01:00Let the Invasion Commence [Part 7] - Are we there yet?12th - 17th September 2016

Last week ended in disaster. It was time to pick up the pieces and continue from the previous source which was backed up. If you may have remembered, I managed to get the aliens move the full screen, like normal space invaders would, using sprites. Unfortunately that also caused major problems with the movement of the player.The code then got unstable. Since I had major difficulties with this last week. I decided to roll back to the previous source code and have aliens moving their limited position. This actually makes this Space Invaders style game unique. Get yourself for a bumpy ride as it is episode 7 of:

Let's Invade!

Earlier on this week, I had a bit of a surprise from Errazking. He worked on a loading picture for the game. I didn't really expect to have a loading picture, since I was originally going to create a unique tape loader system which animated aliens and had both border and background loading stripes using the EOR 2-coloured loader with loading noise. Although a loading picture was done. It doesn't mean I cannot use the loading picture, for the sake of the tape loader idea. I can easily implement a subroutine to blank out the flashing $D021 stripes then play loading music. The disk loader will just be what I usually do. Display a picture, load via IRQ turbo or non IRQ kernal loader and display the 'Press Space' flashing sprites. ... but I'm not quite ready for that part of the project yet :)

This week however, after restoring a previous save of the game (before the mess was made last week). I had to re-copy/paste the rest of the levels into the source code. I was very lucky to have had the new source with the 40 levels also stored on the hard disk drive. As soon as this was done, I decided to work on something else... Power Ups. Yes, most of this week was based on in game power ups.Before I did that however, I created a subroutine that morphed the player bullet into an explosion for every alien killed.

I started creating and testing power ups manually. The power ups should take place when an alien has been shot. The power ups should also be random. This took me a few days to sort out some power ups for the game, but it sure was worth the effort. I made some power ups to be quite special, and some power ups timed. I implemented subroutines that gave the player ability to fire faster bullets, or move at a faster pace. Unless a life was lost.There's also a feature called DEFAULT, which the player loses all power ups.

Orange aliens could also award the player SPECIAL limited features, such as:

- Alien Trance - Freezes the aliens for a short period of time - except for their bombs, they can still drop those respectably.

- Super Shield - Protects the player from alien bullets for a short period of time. Although the player can be protected from bullets, it should not be protected from the aliens themselves.

- Smart Bomb - Allows the player to destroy the whole group of aliens, by pressing DOWN on the joystick. It fades out all of the aliens and moves on to the next level. Just like with the Super Shield. I have decided to make this power up very limited against time.

- Blackout - Sometimes having a rotating grid behind the aliens can be quite distracting, so as a special power up (like with the smart bomb feature), a timed Blackout feature removes the rotating background and makes the screen black. It also removes the trance beats from the score panel at times.

When I tried out the power ups, and set their timers, they all worked a treat and the result was quite rewarding. However, the player would have needed to know which power up is carried. In order to solve this issue. I created a timed text display over the score panel. Should an event occur, the text should display a message. As soon as this was working well, I worked on some extra tunes for the hi-score table and game ending.

After being very happy with the result with the music. I worked on the high score table. Unlike a normal 5 list high score table. I decided to use a list of 20 names. I had this idea in my head, which was to generate a 2x2 char upscroller for displaying the list. I programmed a new routine that would do exactly that job. I also added the hi-score trance music into the code, and tested it. Looks great, but wouldn't it be better if I actually added the invaders going down on the hi-score list?. This now got implemented.

The next task was to actually getting the high-score position detected. In the hi-score listing source file. I added some more code, in which allows the user to enter his/her initials for a place in the high score table, and then get the score and name placed into the hi-score hall of fame. Finally, I implemented a hi-score saver subroutine, in order to write the high scores on to a .d64 should the game be running through a disk image. A hi-score loader on boot-up also got implemented.

Next I wasn't too happy with some of the in game sound effects, so I made some major tweaks to the sound effects to make then sound more 8-bit Commodore 64 arcade style. Although I was happy with alien movement sound. Which of course that stays. Some new sound effects were created for alien destroyed, alien hit (and changes colour), and also the player death.

Finally to end the day with the project. I created an ending. Once again an up scroll with well done text. There is still room for some more sprites and code for the ending, so maybe next week I could implement something quite special.

Overall this week was probably the BEST week for me on this project so far. A lot of work has been done on the game. I have been really impressed with the results of the game so far. I look forward to next week to create an additional ending to accompany the end up scroll. After all I don't think people would want just a simple up scroll for an ending, straight after completing the game. There should be a scenario for the end after all. Besides I don't think I'd want a very low score for a game ending. Heheheheh. :)

You won't be able to play the game yet. However to tease you, here's a video of the latest progress (minus the end screen) - Well, I am not that good at playing C64 games, never mind programming them. :D

Richard_of_TNDhttp://firstname.lastname@example.com:blogger.com,1999:blog-4021562188175448359.post-5293896730016827472016-09-10T16:28:00.000+01:002016-09-10T16:32:51.604+01:00Let the Invasion Commence [Part 6]5th September - 10th September 2016

Quite a lot of hard work has been done with Let's Invade during the week or so. Most of this week, I have been concentrating on getting the rest of the levels in place into the game code, and finally got that finished. I was very pleased with the result, but some more work needs to be done on the invaders.

The invaders were not being able to use the full screen to move across during each level. If 5 rows of aliens were shot at either end, the other aliens would NOT stop moving to the end. So I made loads of macros to get the aliens to move how the Space Invaders would have moved in the first place. Once they got to a certain stopping position. The invaders move down 4 pixels. Unfortunately, there were loads of flickers over the aliens, due to sprites being called inside a raster split. I then move the sprites up each raster about 20 pixels. That was much better. Although there were still flickering aliens.

Next I generated some macros for the collision for each alien sprite. An alien should get shot according to which position the player's bullet is located, and the raster beam of where the alien sits. It resulted quite nicely, but after so much code had been produced. While I was still tweaking bits of the code, an unknown bug had occurred. Sadly the player sprite and the bullets no longer use the ASL ROR $D010 sprite expansion. I couldn't work out why this happened, when the synchronized loop in the game code calls for Sprite0, 1 and 2 to expand its MSB X position. The aliens MSB expanded okay. Maybe one day I may find the solution. If not, then I'll have to just go back to the previous backup of the code, and just work on the power ups instead, and leave the invader's movement to how it was before. We'll just have to wait and see.

Sadly not a good result :(Richard_of_TNDhttp://email@example.com:blogger.com,1999:blog-4021562188175448359.post-28552756151236809372016-09-03T17:16:00.002+01:002016-09-04T08:57:53.263+01:00Let the Invasion Commence [PART 5]

3rd September 2016 - On a terribly rainy day

Yesterday I mainly worked on the title screen, and I got it working (apart from the hi-score table, which has not yet been implemented - that will be last thing). The game has got in game music working, and there are 23 levels. Making more levels will commence perhaps next week.

Today, I worked mainly on the 2x2 void effect inside the game. The feature only scrolled one direction, which was upwards. I decided to add a special feature to the void scrolling, so that it uses a timer which will scroll the void clockwise after a certain amount of time. The next trick I wanted to do was add the in game 'Trance' music's beat to flash the void. In order to do this, I had to hunt for the correct bytes in the Goat Tracker music player, using a native C64 tool. Who, in the demo scene remembers 'Music Wizard' by Faces?. I managed to find the byte that made the drums kick in. Then I implemented a value check equalizer subroutine. It checks for the drum sounds, and then flashes the grid through a timer. I was really pleased with this.

The result was quite pleasing, but there was still more to be done to the void. New colour tables were set for the levels, so that you don't get the same grey flashing scheme on all levels. After each level progresses, a different colour flash was called, and made things more interesting. That still wasn't all for this.

The game was missing a variety of different voids for each level. So I loaded up the charpad V1.8 , and generated some 2x2 void chars. After 10 different voids were done, I exported the chars to binary form, added some more tables and subroutines, then had a good result ... Well, sort of ... The void chars needed quite a bit of altering, to get right. I was happy with the final void chars. Only one problem came by with this. The colour flashing is TOO light, which made it hard for me to see the transparent invaders. So, in order to solve this problem I decided to mix mostly dark colours inside the flash. The result went quite well. I'm very happy with the scrolling void, and also the music kicking in to flash it as well.

Next week, I will be ready to implement some more levels, and maybe add some power up into the game next week as well. Richard_of_TNDhttp://firstname.lastname@example.com:blogger.com,1999:blog-4021562188175448359.post-14802007340015187822016-09-02T20:13:00.000+01:002016-09-02T20:20:28.771+01:00Let the Invasion Commence [PART 4]29th August - 2nd September 2016

This probably has been the most active week on this game project. So far now. Last week I managed to get 11 levels done so far in the game. Well this week, I wanted to do some more this week. I managed to get 23 levels done. However, most of this week I decided to take a little break from working on levels, and I decided to do some other things with this game, during my spare time.

First up, for a couple of days or so, I wanted a little break from game programming, so I decided to boot up Goat Tracker and compose some in game music. The music turned out very trance like, but when I imported the tune a day later into the game. Suits the theme quite well. I may have added a scrolling 2x2 tile behind the invaders, but I have another trick to add to it. Wouldn't it be better if the grid flashed any time the trance drums kicked in? Maybe next week.

For now ... I decided to re-design the character set for the game, and title, to make it slightly more modern. I was tempted to create a new front end for the game, as I was just bored with the game preview title screen. Well, I got carried away and made a more presentable title screen. It features a char-scroller inside the logo (Where 2 multicolours are mixed together), a scroll text and also the alien scoring. I also added an alien scoring display, and also the music/sfx options. (The charsets at the top of the front end will reveal those). I also created a new 2x2 charset for the main game, itself to make it look quite modern as well.

More work is to be done on the game project in the near future, but I am very happy with the work done on it so far. After adding all of the levels into the game, the power ups will be next on the agenda, and also the flashing grid for the trance music (and different grid tiles for each level). I also have the high-score table/name entry to add to the game as well. Richard_of_TNDhttp://firstname.lastname@example.com:blogger.com,1999:blog-4021562188175448359.post-530776956283116742016-08-27T17:50:00.002+01:002016-08-27T18:04:14.161+01:00Let the Invasion commence [Part 3]20th August 2016 - 27th August 2016

You may have remembered that back in July 2016, I had started on a few games, and ended up releasing a playable preview of Let's Invade. Well good news is that, although I am still at the early stages of the game project, things are starting to shape up quite nicely. THIS WEEK in fact. 11 levels have been placed into the game code, a couple of extra alien colours have been added. A built in 'transparent and solid' mode option also got built into the code. Finally animated background replaces the background scheme (due to colour clashing - aliens were too hard to see at times). Each level should have a different background tile scheme in the near future.

Most of this week's session was basically working on getting each level set up. 11 levels have been done so far. Early levels have a few aliens, then as each level advances, more aliens will appear on to the screen. After five levels, Aliens appear in lighter colours. Those aliens will require more than just one hit. Levels 5 - 10 use this method, and the game sorts of intensifies a little. Should I get round to adding more levels to the game, the plans are that levels 11 - 15 will require aliens that need 3 hits to kill ... 16-20 is planned to intensify the game even more where the 1x,2x,3x aliens to hit are mixed. Later levels will lower the position of the aliens, and probably speed them up. I added couple of extra colours (purple and orange) in the macro source, where a purple alien will give the player an extra life, and the orange gives a power up or a power down. (Not implemented yet, only changes the border colour for the timebeing).

After the levels are complete, I aim to focus on the 2x2 scrolling tile graphics, and make the scrolling of each tile move according to a timer (Remember the TND Intro 2014 intro I did for Dark Force, during February 2014?). Also there's in game trance music, power ups and presentation to focus on.

Keep an eye on my next blog to find out the next update with this project. :)

Looks a bit like something in the early 1980's with that border eh? Well, things will be modern in this game project sooner or later :)

Richard_of_TNDhttp://email@example.com:blogger.com,1999:blog-4021562188175448359.post-36965440263307690382016-07-11T21:32:00.000+01:002016-07-11T21:37:52.501+01:00Let the INVASION Commence [PART 2]8th-12th July 2016

Last time when I was working on this little game project I was working on the main game framework. Well, now, a little more work has been done over the previous 2 or 3 days during my spare time. Unfortunately things will go pretty much quiet for just over 2 weeks or so (That cannot really be helped!). Anyway, here's what has happened this time round.

After testing the main game engine, and felt much more happier with it. I decided to do a spot of music and SFX composing. So in order to do this. I used Goat Tracker. As the music editor can also support sound effects with music. Considering that when I produce the title screen in the near future. I will want 3 different options, the player can choose for sound (and music). They are: Music, Music + SFX, or SFX Only. It took me a couple of hours or so to think and compose a tune I wanted to make for the game. I decided to stick to the melodic trance type of theme, and ended up with a pretty stunning result. Sound effects were created and converted to source code. Then I generated the byte tables for each sound effect in order to implement into the game's code.
The next job was to sort out the scoring system. So I implemented the score in a multiple of 10 points. Aliens of a certain type will score 10 points, some 20, and also some 30 points. I also been working on subroutines, in which will fade alien colours to a darker RGB, before it can be killed. This will be taking effect on later levels. Earlier levels will start with the basics, from having less aliens, to having them all on screen. The idea for each level is to eventually have alien colours lighter on some aliens - Making the player have to shoot more than just one shot at the alien. I am also considering to so something like a 'Special Power Up' alien. In which an alien appears in an unusual colour. Should it get shot, the player could have faster firepower, or even faster movement. This idea is currently on the drawing board, but should it happen. Then it would probably make things a whole lot better. Levels should have varied alien speed - where later levels are much more faster. I will also need to vary the bullet speed.

Finally, graphics ... A background has been designed and created, although it isn't really a final background design. There are still some minor issues, but yet again, it is still just for testing. The score charset also has some minor pixel bugs, which will be fixed at the end of the main game. Here is a preview snapshot of the game's progress.

Things to do next:

Probably in about just over 2 weeks time, I intend to tidy up the code, and get those aliens moving the full screen, rather than part screen (Although sprites are being used for this). The trick will be to check if an alien at each end is alive or not. If an alien on the very left or right on all 5 rows dead, then the next alien sprite should be able to reach the edge of the screen before moving downwards.

Also there is the front end with game options to work on. The idea for the new front end will be to do something pretty much spectacular. Also give out the scoring system for each alien shot.

Then there are also the levels to setup as well. In which the invaders will appear on different lines, and perhaps as different colours as well. This idea is to give some variety into this game.

I might even do an option where the player can choose between a solid sprites, or checkered sprites. Richard_of_TNDhttp://email@example.com:blogger.com,1999:blog-4021562188175448359.post-55503294860792651262016-07-09T11:59:00.003+01:002016-07-09T12:27:06.215+01:00Let the INVASION commence [PART 1]4th July 2016 - 9th July 2016

This week, has been quite an active week. Especially after wondering what to do for a small future game project. During my childhood, through to now. I always enjoyed Retro Games, and 'Space Invaders' was one of my all time favourite games in the arcades. Well, that's it. I'll code my own 'Space Invaders' type of game. ... BUT WITH A DIFFERENCE. :).

Many C64 Space invaders games used either 1X2 or 2X2 char sets. There were some great classic remakes of this game. Take for example 'Invaders 64' by LiveWire, for example. It used 1x2 char sets for the invaders, but the game was pretty much slow and too easy. There was also Firebird Software's "Arcade Classics". Another stunning collection of simple arcade classics, by Ubik. The Space Invaders game was great. It used 3x2 charsets (if I worked that out right). What about my Space Invaders? ... I always hated coding charset movements and got into loads of scrapes with it. So, as an alternative. I decided to go with SPRITES.

Behold the beginning of a new C64 project called:

LET'S INVADE

First steps: Sprites

For the first part of the little project, I booted up Sprite Pad. I drew some sprites for the player ship, the player's bullet, 2 frames for the aliens and also the player and alien explosion sprites. I also created the GAME OVER text using sprites as well. I generated .PRG files for the game project.

Next step: Charsets

For the main game, I want to be able to use a 2x2 charset for the text and scoring panel. So, I loaded up Cuneiform, and designed a hires-character set.

Big leap: Coding

The next step was to program the game. For this little project, I decided to use Notepad++ with KickAssembler and Exomizer plugins. This would make my game development a whole lot easier. The user of MACRO commands inside KickAssembler, also makes my C64 coding life a whole lot better as well. I programmed the game by generating multiple interrupts that can display 1 sprite for the player, bullet and alien bullets. As you know the Commodore 64 can limit itself to 8 sprites by default. If I had just 8 sprites in this game, it would have been too boring :). I wanted 25 sprites for the aliens. In order to do this, I had to use multiple rasters through an interrupt. Basically the so-called 'Fake-Multiplexor'.

After getting all of the sprites to display, the next task was to get the aliens moving. In order to get the aliens moving, I created a timer in which controls a delay of the alien movement. Then after the delay timer has reached a set interval, a subroutine is called to flip the alien sprite animation. Once an alien reaches the end of the screen area, a raster position moves down 8 pixels, forcing the aliens to move down. Then alien movement swaps direction.

Now aliens were able to move left/right and drop down a row, etc. The next step was to have an active player and bullet moving. The player gets controlled using a joystick plugged into port 2. Eventually, I might also add a keyboard control for player controls. Pressing fire tests the player's bullet. If the player bullet is still active, then another bullet cannot be shot until after the bullet has left the screen.

The tricky bit was setting up the collision for aliens to player bullet. I needed to set the sprite/alien collision, according to the sprite position, raster position, and check whether or not the alien is dead or not. I didn't want to type in the same code for collision checks 25 times (1 listing per object). So in order to solve this problem, I generated a macro command. After assembling, and running the collision code, it did sort of work, but for some strange reason I had two rows of aliens hit at the same time. It turned out to be a problem with the raster position, and wrong rows set. This problem eventually got solved and the bullets hit the aliens respectively.

The next step was to set the alien bullet drop. For the aliens to be able to drop the bullets, we don't want the aliens to be dead. That would be silly. To solve this problem a small routine was generated in order to check whether or not the alien on a certain raster line is dead. If it is, then keep on randomizing the timer until an active alien is available to drop a bullet.

Nearly getting the main engine of the game sorted out. The aliens need to be able to hit the player ship. Should the aliens hit the player, a life should be lost. At the moment, I just set an infinite loop to completely flash the border while destroying the aliens. There's a bit more work to be done, but here's the first video of the work done so far on this little summer game project.

Note: This version of the game test has player/alien collision disabled. The music featured in this game isn't the final tune either. Since I originally wrote it for the ending of a previous game. The game will have music of the the same style. As well as a charset background behind the aliens in the near future. I think a shadowed city background might be quite nice. Or perhaps a 2x2 tiled style animation? ... Since the game is using 2x2 charsets for text. There should be enough space for some additional characters not needed.

Other things intended for the game and ideas how it could be implemented?

-The player death sequence needs to be implemented into the code.

-Alien death (Remove visible alien sprite). Use bullet sprite for the SPLAT animation, to destroy the alien

- Active scoring and lives system. Aliens should give out different scores, according to the type. (Ranging from 100 - 500 points). Lives should be lost per player hit by alien or bullet

- Levels and variety. Each level will use the standard alien formations, but each level should differ. The concept will be quite different to a standard Space Invaders game. I intend to have aliens use colours in order from LIGHT (Strong aliens) to DARK (Weak Aliens). If an alien turns into a darker colour, it will get destroyed.

- A nice backdrop or animation. It would be nice to add some in game graphics, which could represent a city or maybe some cool effects behind the aliens (2x2 moving tile background animation).

- New music and SFX. Could be trance music. Who knows?

Watch this space for more progress updates and videos.

When is the final game intended to be release?

Since KickAssembler really helps me well with a lot of the code (Generating macros, etc) then it could be possible that this game could be finished BEFORE the end of August. It will be available FREE from the TND web site as soon as the program is finished.
Richard_of_TNDhttp://firstname.lastname@example.com:blogger.com,1999:blog-4021562188175448359.post-21215548621224066352016-01-22T13:14:00.000+00:002016-07-09T12:15:08.827+01:002016, into The future of THE NEW DIMENSION and C64 productions22nd January 2016

Over the past 25 years or so. I have been a very keen Commodore 64 user. I liked to play many Commodore 64 games, played quite well in some as a teen. I also enjoyed watching C64 demos, and checking out the classic C64 utilities. I also ended up composing music for myself - then did tunes for other people in the C64 community as well as for just myself. In the past you saw many games from my C64 label 'THE NEW DIMENSION'. Many of my worthy titles were:

* Sub Hunter
* Bionik Granny Returns
* Sheepoid DX
* X-Force
* Blap 'n Bash
* Invert
* Woolly Jumper
* Tape Master Pro V1.0
* Tape Master Pro V2.0
* Loadergame Tape Master Kit
* Loadergame Tape Master Kit 2

Also was involved with SEUCK enhancements to many SEUCK Compo winners of the past.

2015 saw the launch of a new special feature on the TND web site called "SEUCK School", in which gives the BASICS on how to enhance your own SEUCK games, by giving it some features of your own. There are some explanations on how to do certain features. A framework for use with ACME cross assembler has also been provided.

http://tnd64.unikat.sk/Seuck_School.html

Are there any more C64 releases coming in to the future?

YES

Although my motivation was quite low during the busy productive era in my job. Now things have gone quiet, and some more holidays have been booked. (Currently one the last day of one right now) motivation has been pretty strong to get projects out the way. There will be some more new Commodore 64 games coming in the future. There is to be the launch of the long awaited Honey Bee (Full game), soon to be available on the TND web site for you to download. The game is finished and has been fixed to work on NTSC versions of the C64 as well as PAL.

Commodore 64 Utilities

Soon to be released will be a TAPE MASTER PRO 3.  A fun tape mastering tool. A tool which will allow you to create loading scroll text with picture and music and run programs that use a BASIC SYS start address. The loader system's turbo was made by Martin Piper. However it features additional programming, which I implemented into the loader. So it is a mixture of both Martin and my own piece of work.

I cannot get it to work on BASIC programs on the fly, but it seems to work great on programs that use BASIC SYS addresses (without having to type in any hex addresses), and not screw up zeropages, with thanks to Martin's zeropage, INIT and stack destroyer routine (Will clear the tape loader from memory after loading).

Due to the extra features implemented into the loader system size is slightly bigger, compared to the previous TMP builds.Other new features implemented in the latest loader (NEW: Loading stripes cycle table feature), a choice to whether or not draw the picture like the old ocean loader, or wait until the full picture has loaded. There is also the all new Loading 1-liner bar. The Press SPACEBAR to exit loader (So you can listen to music featured in the loader). In V2.1 The LOAD ERROR feature didn't display a red border in the IRQ tape loader, prompting the user to REWIND tape, any time an error occurs. Maybe some other things in the future as well :)

 Another plan is that It should still feature the loading stripes selector, featured from V2.1, should the cycle table option not be selected.. . No editor has been made yet, but I will be working on this soon. This version was tested on Retro Reto Pan :)

A brand new TND loader tune has also been composed. You'll be hearing this tune in ALL 3 of the enhanced Sideways SEUCK compo entries of yesteryear. A really powerful tune it is as well :)

Commodore 64 Games

In February 2016 will be the launch of the Sideways SEUCK Compo 2015 prizes (New front ends and enhancements) of Retro Reto Pan, Eidothea, and Edge of Time. Here's a preview snapshot of one of the 3 compo entries new front ends to look forward to. :)

Also in April 2016, you should hopefully see two 16KB cartridge compo entries from me. Vortex Crystals and Blap 'n Bash Revisted.

Vortex Crystals

Vortex Crystals is a fun platform game, in which was inspired by some of the classic single screen platform shoot 'em ups. I also liked 'Impossible Mission', but this is NOT another Impossible Mission style game. You play the role of a hero, who must collect all of the crystals from each storage facility. Shoot aliens, pick up the exit card and get out of each zone alive. The 16KB is missing features, such as warp gate animation (Where aliens appear on to the screen). Also some other additional features I would have loved to have added, but due to the 16KB limitation for the compo. I couldn't add these ideas. Good news however is that AFTER the cartridge compo. I will be implementing more features into the game. Including a new front end, an intro sequence, hi-score table, warp gates, maybe smoother animations for some of the aliens.

Blap 'n Bash - Revisited

Blap 'n Bash Revisited is a (and will only be) special 16KB cartridge version of the original 'Blap 'n Bash'. It features 16 brand new re-designed levels. Smart graphics and brand new music. The power up features are exactly the same as they were before, including the 'Trance Feature'. There is a new feature implemented 'today' into the barrier power up. Should the ball hit it once. The barrier will disappear straight away. Like with Vortex Crystals, this game is currently getting NTSC fixed by probably one of the best C64 NTSC fixers around today, Dirk :)

Shoot Em Up Destruction Set 4 - The final edition

Alf Yngve has been making many great SEUCK games in the past, and he is still going strong with those today, with fresh new ideas. He's been sending me some demos of some of the games. There is a 4th SEUDS still under development, for Psytronik which features some great new games. Tau Zero Reloaded, a stunning vertical scrolling futuristic blaster. Spy Rider 2, a SEUCK Overlander style game, with a bit of Operation Wolf . Big Gun No. 1 (One of my favorites in this compilation), a colossal robot style game, featuring HUGE GAME GRAPHICS. Two games (Streets of Fury and Operation Metal Storm) had to be replaced, due to problematic issues. So as an alternative, Edge of Time (Final non compo version - which is under development) and a really nice commando style game called 'Unexpanded Army', a game which wears the shades of cops. 3 games will be SEUCK redux titles. The other two won't be able to fit into this category.

... that's a taster of games... Now ...

Music and the demo scene.

I also have some music projects in the pipeline. Quite recently I composed a brand new TND loader tune. This will be featured on many TND productions / contributors releases, which consist of a taape loading picture. I also intend to restart the in game music for Aviator arcade from scratch. So that the music would suit the game. Not too sure when that will be.Richard_of_TNDhttp://firstname.lastname@example.com


text:
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