My version of Space invaders for C64 (2021)

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Mirazulado
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My version of Space invaders for C64 (2021)

Post by Mirazulado »

Hi, friend. My name is Mariano and I would like to share a version of Space Invaders for commodore 64. I developed this version throughout 2020. It is my first assembly development and I would like your opinion about it.


Download: http://pastbytes.com/mkalafatovich/

GamePlay: https://youtu.be/tUHQu4WB4Ss


Image

Image

Image

Cheers! and long life to Commodore 64.
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Mclane
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Post by Mclane »

Its great, the shot sound is odd but the rest is spot on, does it do the 13 shot thing where you count the shots to get a 300 ufo every time?
Mirazulado
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Post by Mirazulado »

Yes! the ufo point table is the same as the original. Also, the appearance of the ufo screen depends on whether your shots were odd or even since the game started. Sound is a problem. The original machine has four channels of analog sounds. It is very difficult to adapt it to the three channels of the c64. MAME uses digitized sounds due to the difficulty of emulating in analog sound. Thank you very much for the opinion!
Mirazulado
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Post by Mirazulado »

the original trigger sound is two generators mixed together. One is a rare sine / square signal mixed with a noise generator. both have a long vibrato and pass through filters, all analog. In the 80s the clones simply changed the sound for a simpler shot. In the 90s sampled sound was used. There are still discussions of what the original sound was because it was analog and there were hundreds of pirate clones.
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Rhialto
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Post by Rhialto »

Looks great! Congrats. Why have you disabled comments on YouTube? Just curious.
Mirazulado
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Post by Mirazulado »

Thanks for the comment, it was my mistake to close the comments on youtube. I created the video as "content created for children". I'm sorry!
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Richard of TND
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Post by Richard of TND »

Wow. That is two or three space invaders games in one season. I saw Sprite Invaders, also mini Invaders. Now this game. Nice conversion. Another for my C64 collection ;)
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ricky006
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Post by ricky006 »

I like it :)
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Neo-Rio
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Post by Neo-Rio »

Very impressive!

So how close is this to a straight port/translation of the Space Invaders assembly code?
Any reason why you chose not to do samples of the sound?
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willasm
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Post by willasm »

Just tried this out. Very nicely done! Great version of a classic.
Thank you for sharing this with us.
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STE'86
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Post by STE'86 »

did you use bitmap or charset for this?
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OneCheekyDevil
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Post by OneCheekyDevil »

I haven't played the original enough to be able to compare this, but I'm impressed with the closeness of the graphics and sounds.

Congrats!
mrr19121970
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Post by mrr19121970 »

STE'86 wrote:did you use bitmap or charset for this?
Video $0400, Charset $3800 (RAM)
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MeneerJansen
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Post by MeneerJansen »

Very nice port to the 64! Thanks man. The sound of the shot on the original Arcade machine sounds to me like noise through a high pass filter. Maybe you can fix that...
Mirazulado
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Post by Mirazulado »

Neo-Rio wrote:Very impressive!

So how close is this to a straight port/translation of the Space Invaders assembly code?
Any reason why you chose not to do samples of the sound?
do not use sampled sound in game as the commodore 64 can only play one channel of sampled sound and the space invaders requires four channels. With a lot of work I could reduce to three channels (SID) but it would be impossible to use only one channel.
Thank you very much Neo-Rio for the comment!
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