Unexpected game's releases are the sceners best friends!
We wanna thank marcos64 for the advice, we would never be aware of this juicy conversion in BASIC of a classic Taito coinop's milestone. Actually, Galaxy Wars is a conversion of this arcade machine developed by Universal Co. Ltd. and distributed by the Japanese publisher in the year 1979.
Daniel Crespo Andrés (aka dancresp), a Spanish ZX Spectrum coder (which doesn't hide his interest for other machines too!), has decided to try out the capabilities of the BASIC V3.5, as he found it much more comfortable than the most famous V2.0, and the result is this sweet'n'neat conversion which also seems to be quite enjoyable to play with!
We hope that dancresp would have a long experiencing on the C16, and right now we're looking forward for further software from him!
Contributors FTW!! This community simply shine, when we call and you promptly react! You all know we tagged all the know-but-missing stuff with the "WANTED" word in the notes, in order to have an easy searching for anyone that can help us in feeding our/your prefer archive. Well, our little advice in the forum has been enough for MIK to push him in a loooong session of tapes dumping and covers scanning. And this is the fantastic result he got!
Surprises are not over! gc841, alias Gary Cooper (his Sabre Wulf conversion has just been reviewed, see the forum!) did a great work to spread worldwide a rare gem: Plus Graph by David W. Johnson, released in Christmas 1984 both as a standalone utility and as an integration to the Plus/4 3-Plus-1 software! Thanks to Gary, now we have the disk, the additional material and the whole manual for it!
Further updates of the High Voltage TED Collection, aka HVTC, have been procrastinated several times, just because the near future of the whole project is closely related to the development of .C8M as the proper format for TED tunes. Why releasing new files with custom code for multiple tunes, if all this effort will be trashed out once .C8M will be here on this earth?
Well, an answer exists, and it sounds like topsy-turvy: a conversion to .C8M has to be done anyway, meanwhile let's make the collection grow. And that's why a new version of HVTC is out today!
We've reached the notable number of 330 single files overall, as usual both "pure as they are" and straight runnable to play, plus some fixes here and there (i.e.: added the missing jingle in Harvey Headbanger's file). Csabo offered all his files in both formats, completing his own folder, Braintron's folder is now completed too, and several new authors have been added, with some very hard hacks succesfully included (Oszkár A Lovag, Oblido...). Metamerism's tune is still missing, but Degauss has promised to release a standalone prg for it quite soon, and that'll become the first file to store for the next update ;)
Don't forget to completely delete the whole previous collection (that's the way to do at any new update!), then download/unzip the new one!
UPDATE: sorry for the mistake, the right link to the ZIP file is on now!
Ok, maybe here in the Plus/4 scene, we're not exactly used to release one production a week, have to admit... But what we do for sure is listen people and quickly match their needings.
In this forum's thread, Yerzmyey/H-PRG has complained about the high grade of difficulty of certain classic games, which nonetheless he would play further to see what lies more into it, and he cited Robo Knight with that intent. And, yes, Robo Knight is a classic game for real, a C16 milestone in the commercial games, with its wide map, competent usage of software sprite's techique, a gameplay extremely polished and calibrated properly. The only pity is that it's a unique opera of its coder!
May your superheroes stay blind and deaf to the neat request of a trainer? Here comes Luca of the FIRE crew, to save the day and your nerves too, releasing Robo Knight +4M, a trainer with four features you can activate and deactivate while the game is running, pickin'up shields here and there has never been that easy! As for previous trainers, the whole stuff is absolutely C16 compliant, perfectly running in any 264 series machine, and it runs again the cracktro with music by Csabo/LOD.
And so, Yerzmyey, what do you say about? Does it is a much more easier shields'harvest or not? ;)
And after some weeks of silence, here we are, ready to start again our ride into the games'endings we've never seen in past years. Yes, in the usual mix of C16 classics, converted games and original ones.
Exomizer, the widely used packing tool which crunches your 8bit files starting from your own PC, improves again!
This brand new version (2.0.7) includes fixes and new features exclusively dedicated to 264 machines'users, and it's a straight consequence of a feedback to the author Magnus Lind from Luca of the FIRE crew, after his recent dealing with stuff that have to work on C16 too.
Here follow the changes'list since the previous version:
- bugfixed commodore sfx targets to automatically disable irq when decrunching over system areas. This was reported for the plus4 target by Luca/FIRE. This fix together with moving the decrunch table to zero-page, -Di_table_addr=0x2, allows decrunching $0200- without corruption for all commodore targets except for the vic20-configs that have a memory hole at $0400-$1000; - bugfixed z80 decrunchers from Metalbrain; - bugfixed sfx c16/plus4 target where the default decrunch effect could corrupt memory while decrunching data that covers $0be7, reported by Luca/FIRE; - added feature to sfx-mode that complains if the data it too big to fit in the available memory of the selected target, suggested by Luca/FIRE; - added c16 target, -t 16, like -t4 but with smaller memory, suggested by Luca/FIRE; - bug fixed in the z80 decruncher.
See how much new matter for us? Hence, you have no excuses and must update your Exomizer right today! We respect Magnus Lind once again, thank you bud for keeping this essential tool clean and running!
"Let's resume the tradition of cracks and trainers on Plus/4 too!" we said just a couple of weeks ago, and you all know that the scene doesn't like vapourware. So, let's go back in time, to fully exploit the games we'd loved so much, which sometimes we'd desired to win by breaking the toy to see how it's made inside.
First in row to fall is Liberator, the widely appreciated horizontal shoot'em up with softsprites, smooth scrolling great sfx; somewhat prejudiced due to various flaws and unrewarded no ending, its strong points are the Uridium-esque graphics and the great fun playing against the mothership's generator.
It's now time for revenge: Luca/FIRE takes to you Liberator +5MD, a jewel version implementing ingame modifications, and a useful autofire feature in order to blow up generators easy way! As any respectable crack deserves, a classy intro with game's docs precedes the game itself: all coded by the cracker himself, and supplied with a sweety tune composed ad hoc by Csabo/LOD.
Ok for the cutey tune, but Csabo did more than you can see on the surface, occupying $1ED (493) bytes only for that tune! Why this effort? Well, simple: what has been thought to run on C16, must continue to run on C16! Yes, this cracked game lies into the C16 memory limitation, and can be run on any machine in the 264 series!
Time to scatter some generator's debris in the deep space, we shall meet again in other forthcoming cracks.
When the community asks, the community promptly answers loud and clear!
We asked for some missing tapes since months, moreover the famous case about the two different versions of Xargon Wars raised up again. This has moved MIK to save the day, under the motto:"It's saturday, let's dump some damn tapes!". Once copied as TAP images, the whole pack of four was ready to be spreaded, and that's how we've got the TAP files for Joey, the very rare Room Ten, Xargon Wars first version without turbo loader, and...ohoooo Aliens as one of the super rare tapes around!
Big bash MIK, we thank you so much! And we hope that many other buddies shall move their 1531 cables to join in and enrich the TAP archive, 'coz many many other missing files await to be crossed out from the list.
It's the day! Today is the 28th of March, hence all together in one voice we say: happy birthday TCFS, you're 39 now!
Does exist a better way to celebrate one of the most notable personalities ever in the Plus/4 scene, than release a celebration trainer of Exploding Fist +4 as one of his most loved converted games? Download Exploding Fist +5MD!, and enjoy cheating against your opponent, reaching the ranking of Master in a snap of fingers! That's the surprise present that Luca and all the FIRE crew wanna give to TCFS and to all the Plus/4 aficionados all over the world! Wah-tchaaaa!
Don't believe in lazy saturdays so close to a new spring time, when anybody thinks nothing notable can really happen! That's the right time to expect the unexpected to happens!
Norbert Kehrer is not a n00b into the emulation field, it's not for a coincidence his own site is named Norbert's Emulators. He thought that the Atari coinop game classic Asteroids that hit in the arcades in 1979, all in all, is based on a 6502 CPU, a proper video generator for vectors and some circuitry for the audio output. In the very end, machines like C64 and Plus/4 work with a similar heart, so why don't emulate that old fashioned vector game in all its charming elegance?
Asteroids is the pretty cool result Norbert has achieved: a very playable version of the Atari's ancient gem, even at higher levels, when the vector objects on screen are so many to move. The Plus/4 version runs faster than the C64 one, due to the advantage of the automatic doubleclocking that occurs when the Plus/4 raster draws on the borders.
Polished, playable, unforeseen. The only thing we can ask is: more of those surprises. Thanks Norbert!