I see you were an original customer, I came across the E-BAY list while redoing the source code. Though the sound files and sound effects for the second SID are lost, I did manage to find almost all the source code. I did find some earlier sidplayer 128 stuff I wrote, but, it sounds pretty lame in 2020, so, I will probably just do something digital on a keyboard.
I guess when I recompiled back in 2007, I had left out an equates file related to the (fake) sprites and that is what caused the problems. ACME never should have compiled it, but, it did. I found this out by compilng with SBASM and it came back with errors for missing labels.
If you look on your disk, if your .arc file (meant to make it easy to put onto a PC under VICE) is marked 0430.arc, that was an old one, if it is marked 070609.arc that was the latest released (missing an equates file when compiled), BUT, it still plays okay under VICE128/Ubuntu. I just finished playing that version to the final 11th level. The biggest thing is the sound for the laser sticks once in a while.
I did redo that version into a .zip file I was going to post, but, decided to wait a few weeks while I re-compile into the original version and add back the sound and graphics. If you want that one, I can post it on one of my websites or just send it directly to you by e-mail. Your choice.
I am going to fix a few things and just make sure it works fine on VICE128 and work around the VICE $d600 bug. I need to buy a PC joystick, I do not have one for my PC because I have not played games on a PC since about 2004. I see VICE supports networking, if it does not take too long I will add the 2nd player support with a 2nd C-128D, the code is designed for it, just never implemented it because I did not have 2 extra Commodore monitors.
The Paint program to design the screens/characters runs on two screens, 80 for the output and the 40 in split screen for the input. Basically draw on the 40 and see the results at the same time on the 80. I need to see if I can get BASIC 128 to run under VICE so I can re-compile the program. I was not able to find the original, but, I did find an earlier .bas copy and it works. The compiled BASIC 128 M- version does not under VICE and it keeps jamming-crashing VICE.
I did not forget the earlier post, I just had other things more pressing, and it took a while to recover some stuff from the 1581 disks without owning a C-128D any more. I am about half way through changing all my source files so they work on the new compiler. Maybe another 10 or so hours and I might be able to compile a working version for testing.
You are welcome and thank you too for the support.
the keys (if you have enough credits)
1 - add to your life 2 - add missiles 3 - add bombs new feature - you need it for the newer levels and I fixed a bug on the old version that did not kill/erase hit objects. a - up z - down s - drop bomb x - fire missile c - cancel missile d - turn on autofire j - load game k - saves game
I forget at the moment the keypresses to turn on and off SID 1 and SID 2.
It does work with the keypad as a joystick under VICE128. I have no joystick for my Ubuntu machine (I do not enjoy the newer PC games), I assume the joystick works okay on a real 128.
I moved all the ML to bank 1 and recompiled so I can use bank 0/15 if I decide to do the two player game. Basically, I had hit the 12K limit available in Bank 15 before hitting ROM and needed more room. It is coded for two player. Plus, I needed the space to redo my game level editor. Though the game itself is entirely in ML/Assembly until it drops out to BASIC for loading-saving levels and the high score, it used BASIC to decompress loaded levels. I rewrote in Assembly. Transfer to the VDC is almost instant once loaded.
You said there was no break between finishing a level and loading a level, so, I added a 2 second SLEEP after finishing a level and some text. The original idea was to load as quick as possible (especially from a ramlink) to make it seem you were going on one continuous level instead of 10-20 waves.
Each level is (12) 80x25 screens that you scroll through left to right. If you fire a missile and it does not hit anything, it wiil fly through all 12 screens and hit you in the behind if you let it.
I think I fixed the collision problem you mentioned.
I gave a better indicator of getting hit by using the screen reverse. I will add better sound effects later.
I added the smooth scroll as requested. I had no big problems with the flashing on my C-128D, but, it had so many hardware mods, who knows. Plus, I used a PC multi-scan, that might have made a difference, But, it does scroll slower this way. As long as it works properly on a real 128 and looks better to YOU, then I will make it faster scrolling.
You can send the file to whoever you want, just do not offer it as a download. I will offer the new version free (probably at cloneimals.com) once I know smooth scroll actually works on your C128, all I have for testing at the moment is VICE128.
One thing I have to add is the ability to delete text when inputting your name for high score. For whatever reason when reading the keyboard buffer in VICE after the game ends, it pops extra characters when dropping to BASIC. Probably my code is at fault since I do not see it mentioned on VICE. If you have the 128 set for 80 columns and do the stop/restore it places a 1 at the top corner of the VDC screen.
For the next release which is soon, I am adding more levels and tougher characters. There are actually 20+ fake sprites active at once , but, since they are spread over 12 screen it does not seem it. I saved two spots that do nothing except soak cycles in case I wanted to add things later.
I found my source code for the music, but, no SID/BASIC music or sound effects. So, I am doing them over for the 2nd SID.I guess I wrote something back in 1989 using digital sound files with BASIC 8, so, I am just going to port that over.-I found my game graphics, I will be adding those to the new release. Which brings me too ...
I have over 21000 CBM disk blocks of BASIC 8 pictures from the RURU2 game I never released. I looked high and low for a real Basic 8 picture viewer and BASIC directory lister for either the C-64 or C-128. I could not find one. So, I wrote one. You can post that anywhere you like. I was going to upload it to Lemon, since someone was looking for it years ago, but, I couldn't get past the captcha thing. So ... I ended up adding the BASIC 8 stuff to it. If someone wants to add it to the C-64, just delete all the BASIC 8 stuff at the end (lines begun with @). I could have written it using the C-128 VAL$ , but, I did it the way I did it so it could easily be ported to any CBM. Only tested on a C-128 using a 1581.
It works using both the 40 and 80 column screens at the same time. BASICALLY it will mass convert a 1581 disk full of compressed PICT. files to uncompressed pict. files. That way I can compress them for the game without doing 1 by 1 in BASIC paint. Though I added easy to use renaming and displaying by single or batch to share it. Only supports 640x200 8x2 cell because that is what my 100s of pictures are in. Easy enough for anyone to list it and change, to make them brus. readers, etc. Output is always #8. Just list it if it does not suit you.
ANYWAY, someone can take it and use it in their own BASIC program. I am pretty sure with some tweaks it would compile under BLITZ! for BASIC 8. My BASIC 128 compiler by ABACUS is nuked and the .d64 I found does not work. But, for anyone that wants to attempt to compile under BASIC 128, add this at the beginning.
I was going through files to delete off my hard drive to clean up and I was wondering if you ever did anything with that comgen64 I sold you ? I did not see much mention of it.
BTW: Game is almost finished, I went to play it on a flat 128 and found out the power supply blew from a resistor that gave it up. I just need to test the game on a real machine since I had a hard time getting the digi files to work on vice128 under Linux. I made it way faster with the attacking enemies and added bonus screens and such.