Coders never go on holiday, and they need safe and versatile tools for their tasks! That's the reason why Gaia just released YAPE version 1.0.10 in the season of sundowns over the sea and fires on the shore at midnight.
This time, some of the most ancient bugs have to say bye forever:
- show subfolders as type CBM in IEC/filesystem mode; - implemented monitor watchpoint/breakpoint ranges; - watchpoint context displayed when hit; - improved speedometer to cater for non-standard, longer frames; - occasionally stuck joystick states when emulated thru the keyboard fixed (long outstanding bug!); - uninitialized variable in a newly optimized part of SID engine patched; - digitized palette in non-CRT mode fixed; - rasterline counter overflow fix; - weird and random save PRG dialog crash fixed.
Assassins crew brightens up our summer with their brand new just-released game called Pac-Pac. It's a Pac Man clone, coded by game developer veteran Skoro. Guide your dot-eating hero through 64 different screens. Smooth gameplay, beautiful colours and overall attention to detail: it's a fun game that's totally worth checking out and playing! Be sure to check out the YouTube video as well.
Just few days before the first publishing of his long awaited book about the history of Gremlin Graphics, Mark Hardisty has launched a dedicated blog full of memorabilia, pictures, stories, whatever, about the famous software house. Among all, there are some source files (click to download!) nested in few D64s donated by Anthony J. Clarke, mostly regarding C16/Plus4 games developed under the Micro Projects label. We managed to handle those disk images, just to see if something of our interest would have jumped out...and that's really the way it went!
The weird or just known material that has been discarded is: final versions of some C16 games just as we know (Tycoon Tex), some chars and sprites editors for C64 coded for personal usage, a slice of code about "Thing on a Spring" on C64 and one uselessly single uncompiled text regarding Sword Of Destiny. Let's go on with the juicy stuff, then. There are some early stages versions of games from Anthony J. Clarke and Micro Projects in general to add to our archive with some notes where needed: Dork's Dilemma, Xargon Wars (a sort of gameplay testing one), Xargon's Revenge and Kung-fu Kid (with missing animation for the big boss at the end, and different sfx). Again regarding Xargon's Revenge, two different disk versions have popped out from the disks, built up in distinct ways, one with PETSCII loading screen.
Apart of the interesting older versions of the games we just know, two other programs has been saved from the dusts of time. Micro Projects Sales is a really interesting document about sales and revenues regarding all the Micro Projects games which have been sold in 1985. And the author's personal Dork's Dilemma Editor has come to the light too, revealing that those 24x24 chars rooms are actually stored as Y-mirrored 12x24 chars ones!
At the same time, two surprises were asleep into those D64s. Here come the C64 test versions of Dork's Dilemma and Tycoon Tex, arguably coded before being passed to the C16, in order to have quite comprehensive assembler and compiler which were available on C64 only at that time: though the games have badly implemented or missing sound, it's clear that the code is absolutely the same as for the C16 version. Luca has managed to release the both of them on the C64 related sites under the label of his buddies in Hokuto Force, with trainers: Dork's Dilemma Preview +2 and Tycoon Tex Preview +2.