I had used the C64 for learning the
computer programming, so I had done many little programs in the past using
basic and assembler languages.
In 1987 I saw the simulation of a grave fall down motion in a PC. I wrote
a Basic program that give the same results in the C64.
Probably in 1986/87 I write my first SID tune for the C64. The music
engine used was the Basic/assembler of A. Colin published in a Commodore book.
The engine only gives 3 fixed instrument voices, but the data are inserted
in Basic instructions. I don't remember the exactly year I did this tune,
but I studied music from '84 to '86 and studied assembler language after '87,
so 1986-87 is the correct time point.
The music uses this scheme: AABBC that's like a symphony or something like
this (I don't remember the exactly music definition). It is based onto the
first 9 music measure published in the book, so it was called "The return
of Sheba" because the books music was the "Arrival of the queen of Sheba"
of G. F. Handel.
It took me a saturday and a sunday to insert all the music data into the
program, so I had no control if I putted invalid data respect my music partition.
If the music seems out of sync or has some strange notes, these only means
that I'm not a good musician.
Well, I recently found the original music partition, so I insert the notes
in a Midi file and I look that there's a timing error in the partition (in
C section). However I find the Sid tune more beautiful respect the Midi version!!!!
Finally, in January 2001 I have converted the tune to use only machine code,
so a SID file version is available.
You can find more about sid my tune looking at the
SID section on this site.
In 2001 I wrote two mini games for the first
minigame competition.
I wrote a 510b snake for the 512b cathegory:
The second top line with barriers was not planned, but was added to hidden
a bug due to a strange kernal rules about cursor position. It take me 2 days
to code and some other days to test and fix the bugs.
Then I wrote a 1940b improved version for the 2K cathegory:
This version include better graphic with 2D snake, music and hidden features
(try to found or look in the source, or ask me). Unfortunatly I can't test
the music in my real C64 (I develope the games with VICE), so I insert the
music from the Petch game (well, I test the game in the C64 after the end
of the competition: goes as in VICE!!).
I had more byte to increase the quality of the game (and even more using
compression), but due to the impossibility to test to the C64 I prefere to
not insert more code (like a real queue to the snake and a more better quality
music).
In 2002 I wrote 3 1KB games for the second
minigame competition
The first is AP: a simple western based games with the monument valley in the
upper of the screen.
The seconds is Elicoph: a indipendence day based games with music in
it
The last is bulderJones a mix of Bulderdash and Lazy Jones.
This Silent Night demo was develoup for testing a full screen routine
I'm coding for an Italian Demo and was release at the
Christmas 2002 compo
As the routine is missing the sprites managing, I simple put some equals sprites
in the left/right borter that seems some columns that changes color with the music
being played (Silent Night). In upper and bottom border, flash sprites show
"Buon Natale".
This hires images was released at the
Pixel compo 2003 and was made with Hires-Editor 1.5
It is nothing of special, but I want try, so now I can know ho difficult is made such images pixel by pixel.
However I prefere use my automatic conversion tools for made images and then modify them pixel by pixel if needed
In 2003 I wrote this 1KB game for the 3 minigame competition Haras is a simple Oil's Well clone:
And here the most beutyful game I code: MArkanoid
It is a 4KB game for the 3 minigame competition
There is a very long story about this game that you can read into the README file into the game pack!.