Welcome to my new homepage!
Here you'll find several games, fun stuff and other programs. |
![]() Add: Support for $01 for VICE binary interface Add: petcat compatiblity at BASIC file import Fix: reverted errornous DPI adjusting of dialogs Add: Alternative spelling of {RGHT} Fix: Crash with warnings without compile config Fix: Import of lower case BASIC files Add: Renaming file hides extension Add: Add display offset to column in hex display Add: Partial support for concattenated labels (LABEL##VALUE) Add: DPI awareness Fix: Crash if solution was closed and one of the add item buttons was clicked Fix: Charset screen editor: potential selection crash when going outside Add: Allow editing of disk name/ID in File Manager Fix: Display Char number in charseteditor Add: Hack option to allow .byte/.word additionally Add: Charset editor, import from BASIC (Hex) Data add second unit test for virtual segments Add: Virtual values (!byte ?, !word ?) Fix: Graphic screen editor: Full Paste button of graphic screen offers size adjustment Fix: Adjust !byte values also when following a label Add: Display type of undo as tooltip text Add: Clear screen option to charscreen editor Fix: start charset editor with default uppercase charset Fix: Description of regular letters for BASIC key map setting dialog Fix: Literal 16bit value watches now default to one byte (not two) Fix: Multiplying watch entries if you have more than one project in a solution Add: Copy debug watch lines/values to clipboard Add: Recalculate !byte, !word, etc. values on right click in assembler editor Add: Binary display of X, Y, A registers in Debug window Potential crash fix in Undo after Replace all Add: Map Editor Up/Down to sort maps Add more info to kernal.asm Fix: Potential crash in File Manager when deleting files Add: BASIC Replace ? with PRINT Fix: Tooltip text for add new file in File Manager Add: Show Selection length in BASIC editor (useful for PRINTs) Fix: Allow Ctrl-I in BASIC Fix: Crash if deleting folder with content in Solution Explorer Fix: right pad file name with Shift-Space instead of space on import in File Manager Add: Support for Simons BASIC Add: missing response type to VICE debugger for binary interface Fix: Rename bug when file inside sub folder Add: DASM incdir directive Add: !realign pseudo op Fix: Text screen editor, graphic errors if in selection mode, inserting a floating selection and dragging the mouse Fix: Renumber in BASIC not working if selection was upside down Fix: FileManager properly move dir entries with duplicate names Add: File Manager with PETSCII table Fix: TLS1.2 hack for .NET 3.5 for update check Click here to get it! |
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![]() Fix: Update URL for version check Fix: Allow {, }, _ as valid keys for BASIC (to access assembly symbols) Add: Binary Editor - remove nth byte option Fix: Macro with squiggly braces inside inactive scope would not be properly parsed Fix: Replace tool list with arrangeditemlist Add: Allow clone for arranged item lists (sprite editor, grapic screen editor, value table editor, library paths, build chains) Add: Binary editor, wrap data output (ASM) Fix: BASIC Renumber modified Ctrl-N in string literals Add/Fix: Export sprite to BASIC now obeys the wrap-at-x-bytes setting Fix: Crash when copylinedown is used in bottom most line Fix: Theming, set BASIC editor fore color to CODE, not CONTROL_TEXT Fix: Remove "GO" BASIC token once again, messes up syntax coloring for GOSUB and GOTO Fix: Only auto-add truedrive options for VICE Add: Auto-Add local baselib path for Kernal.asm Fix: Tiny theming issue with labels WIP: Decent sample projects Tiny cleanup of sample projects, needs major overhaul! Fix: Rename BASIC line number for exports consistently Add: !fill expression method Add: Keybindings for bookmarks Fix: Scaling bug in sprite editor Add: Allow font styles WIP: New binary monitor interface to GTK Vice Fix: typo in doc Fix: autodetection for zeropage addressing failed for value $ff (facepalm) Fix/Add: Allow adding of .chr binary to solution Fix: Allow breakpoints working with non-project files Fix: Export to Koala, added missing BG color byte Fix: Proper wait for executed output during build Add: Dependencies and symbols from other projects Add: Charset control in charset screen Add: Export to binary charset from map project Fix: charset screen size change only sets modified if it really changes Click here to get it! |
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![]() This game is a nod towards Epyx' Games series of old. Boasting 5 tracks with either Free Style or Slalom or even both categories racing. Think it's easy? Think again! Arriving at the goal is no easy feat! Pick your country, your name and off you go! Up to four players can ski it out on your beloved bread bin! Click here to get the game. |
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![]() You are Lucy, a FedUp Excess delivery gal. Your last parcel for today is for a Mr. Jones at TechCorp, Inc. Deliver it to Mr. Jones and you're done for today! Click here to get the game. |
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![]() Fix: Let Black Jack for CBM Prg Studio compile (allow * counter for macros) Fix: Up text length for binary editor import Fix: Crash in Charset screen editor when floating selection was placed outside the screen Fix: Add missing extension to C64Ass.exe (ouch!) Fix: BASIC shifted characters A-Z, properly place in PETSCII range Fix: Speedup of symbol transfer after full assembly Fix: Remove selection borders in char screen after changing mode Fix BASIC line length check warning Fix: initial break point set via project properties is not temporary Add: Macro File, RunFile Fix: Remove 2049 default setting from new projects Add: Charscreen import from Marc's PETSCII editor Add: BASIC source context menu Add: Partial renumbering of BASIC code Add: Clone tile for map editor Add: MediaTool support for map project (currently MAPDATA only) Fix: !hex pseudo op Add: media tool map project mapdataasm Fix: Wrong type inserted in map editor Fix: true drive icon was showing in wrong state Fix: Crash in Preferences when no baselib path was added Fix: Reloaded-documents not set as modified Add/Fix: Files opened are opened as project members if they're added in there Add: Support for C64Debugger (passing labels and program) Add: Map Editor: Delete all selected tiles at once Fix: Crash when opening file without solution. Add: Auto-save and -restart with any changes (non blocking shutdown) Fix: Step into after run to cursor after first auto break point might trigger additional break point adding Fix: use 0xa871 as intermediate break point (RUN command), so it also works with Inject to RAM Fix: Default extension for map export as new charscreen Add: Option for auto toggling BASIC entry mode Fix: Better error message on wrong method for !mediasrc pseudo op Add: Export to image for charscreens Add: option to strip trailing spaces Fix: exception for marking check in BASIC files Fix: Length check for BASIC file was off by one Add: Error marking in BASIC Add: BASIC strip REM, skip line if empty, but only if not referenced Fix: Layout restore now works for all dialogs Add: Close Solution to main menu Add: Show the exact match in AutoComplete as well (not on top yet) Add: AutoComplete sorted by relevance Fix: No popup for completion if a comma is to the left Fix: No popup if only match is exact search fragment Fix: Crash on macro insertion by label Add: label insertion as macro in hex mode (prefix with 0x) Add: Directly open .ctm files as map projects Add: Setting for max MRU entry count Add: character editing in map project Add: Copy map to image in clipboard Add: manual "check for update" menu item Add: Charset shifting to Character Editor Add: Option to treat warnings as errors Click here to get it! |
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![]() This series ran for 100 steps until 2013 and created a full game, which later became Guns'n'Ghosts. Go here to start the journey! |
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![]() Fix: Shortcut keys in charset and graphic editor only apply on focused editor Fix: Debugging start address properly used now Add: Ultimax cartridge support plus special debug behaviour for cart startup racing condition Add: !hex pseudo op to line up with ACME Add: Secondary key bindings Fix: Crash on find all with no open file or selected project Add: Mediatool support for graphic screen and binary files Fix: Bitmap export color clashes Fix: Bug in zone detection (stored zone was used instead of local one) Add: Binary editor gets upsize (8 to 16 bit) Add: Display and toggle button for string entry mode Fix: Hotkey for debug step out was not working Fix: Token scan for BASIC V2 Fix: Predefines from build chains now really work Add: BASIC casing button shows current setting Add: Support for Laser BASIC Add: Display offset for binary display to help align memory views Add: Remove all watches Add: Solution Explorer: highlight one node per project, not one globally Add: Mark build as dirty if build events are modified Fix: Unwanted userappdata path usage Add: File Manager rename file via F2 Fix: BASIC tokens with two byte opcodes Fix: Exception with invalid regular expression in Find/Replace Click here to get it! |
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![]() It is kind of a Metroidvania, you find items which provide access to new areas, or new abilities. There are no enemies, but lots of holes to fall into :) Tuck is on his way to Vokuhilon to the big snail farm auction. But unfortunately the engine fails and he has to emergency land on Meta. Stranded he now has to find a space ship repair kit (a very rare item!). Help Tuck find his way about and fix up his space ship in time! Click here to get the game. Have fun! |
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![]() Add: WIP support of XVIC and X128 emulators (debugging works) Fix: Allow fatal errors to still write preprocessed file Fix: Fatal errors abort error message collecting so no followup errors are shown Fix: macro with local arguments now work when called from different zones Add: Tooltip with full file path on tab Add: BASIC symbol mode replaces with multipliers Fix: Keyboard shortcut in sprite editor only if focused Add: BASIC Hex import/export (C128) Fix: Charset mode toggling in Debug Memory view Add: BASIC version selection Add: D84 choice in element properties Add: Reverse mode to char screen editor Fix: Major speedup in replace all Add: GTK Vice detection and repeated debugger connection attempt Click here to get it! |
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![]() Fix: PETSCII dialog is now optimized (major speedup) Add: Auto-Center text in charscreen editor Fix/Add: Way better PDS support Fix: Auto correct alpha on syntax coloring settings (the dreaded everything's white problem) Add: Keyboard shortcuts for mirror/rotate/shift in charset, sprite and graphic screen editor Fix: BASIC insert/replace now properly inserts/replaces Fix: BASIC renumber now also renumbers line numbers directly after THEN Fix: Custom build step uses configured target file name/type Add: All kernal functions to kernal.asm Fix: Autocomplete filling would override detailled info Fix: Properly start empty BASIC file with start address 2049 Fix: Crash in Find/Replace when RangeFromSearchLocation returned null Fix: Pasting in graphic screen editor now updates editor window Fix: Sprite editor export/import as .spr properly uses the multi color flag Fix: Sprite editor deleting also updates editor view Fix: Copy/Paste selection ranges work again for charset, graphic screen and sprite editor Fix: Disassembler, export to assembly now does not insert the assembled bytes in front Fix: Crash if cheap label in front of macro call Add: Function of graphic screen editor green buttons Add: WIP of multiple memory views Add: filewatcher to non-code documents Add: Toggle endianness in Debug Watch Add: File watcher messages now collected in one dialog to auto-reload all Add: External dependencies Fix: Crash if settings folder was not existing on startup Click here to get it! |
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![]() Add: Graphic screen editor paint tools Add: BASIC editor 80 char pos line Add: Allow changing of start address for BASIC Add: Save to File Manager Add: Real version number to properties/details Fix: Crash when deleting folder in Solution Explorer Add: Prepare file opened via context menu on !source PO Fix: Crash when unknown character encountered Fix: caret color detection Add: Support for alternative Debug.Log viewers Fix: Different post build commands for Win/Unix Fix: Resource leak in Hex sprite viewer Fix: Crash in sprite viewer Fix: Crash in macro viewer without active project Add: Support for GTK Vice' console window Fix: BASIC renumber bug (first token after line number went missing) Add: Opening of base libs via context menu Fix: Default graphic screen start size 320x200 Add: Debug Views (memory/register) color adjustable Click here to get it! |
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![]() Fix: issue where local labels inside bracketed zones were not properly recognized inside macros Fix: improper token offset during macro call relabeling Fix: Set default debug start address label (was empty on first creation) Fix: ifdef issue that was present in ifndef (defines evaluating to zero) Fix: bug with config values outside 0 to 0xffff which were silently swallowed Fix: !ifndef also checking if value was not zero Fix: BASIC, several renumber bugs (on gosub/goto) empty lines were removed {space} was inserted for blanks Fix: Fixed scoping bug with !zone inside inactive zone Add: missing BASIC macros, RVS, OFF, SPACE, SPACES, ARROW UP, ARROW LEFT Fix: Fixed renumber bug for BASIC, when macros were inside string literals Add: Allow late evaluation of symbols in !basic pseudo op Add: Added support for several statements for !basic pseudo op Add: theming shenanigans (new color entry "control background"), should allow for "dark themes" Fix: Fixed wrong label zone info (local line index was not set properly) for labels in lines with separating colons Add: Allowed debug start address setting per config instead of global Allow debug start address also to use a label Fix: Fixed early evaluation of ifndef inside macros Fix: allow negative values automatically Fix: Disable "unused label" message for local labels inside a !for loop Add: added missing petcat macros (swlc, swuc, ensh, dish) Fix: Fixed bug in local label uniquification inside loops. Fix: Fixed potential cross-thread-invocation of method Add: grid for map editor Fix: Fixed several sprite editor issues (off by one on sprite index, layer re-sorting/removing was not properly saved) Add: added jump to line Fix: Fixed errornous collapsing of - with literal number when a subtraction was intended Fix: Fixed wrong duplicate Y mapping for BASIC in english defaults Fix: Fixed int +/- off by one edge case Fix: Fixed file not properly opening on dragging drop Fix: Allow emulator run without productversion (would bail before) Fix: Outline sorting totally borked, labels/constants were not added in their zone depending on sorting Fix: Potentially fixed Compyx' crash problem Fix: Fixed line separator issue, separators where fused into labels Fix: Fixed !addr scope check if inside inactive scope Click here to get it! |
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![]() Clear every screen of all dots. Be sure to fight back enemies, as they drop nice extras. Pickup 9 of a kind to activate a particular powerup. Once all dots are collected grab the key and unlock the exit! Careful though, the enemies will get faster and tougher as the stages advance. So you have to be on your toes and be sure to grab enough powerups to keep up with them. Randomized stages allow for high replayability as no two games are alike! Play alone or team up. Both players play with one score and one pool of lives. The one who activates an powerup is the only one to receive it though. Click here to get the game. |
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![]() Add: Reload functionality for disassembler Fix: Over zealous check on compiled file > $ffff Fix: Import of Charpad file Fix: Missing ASM settings in settings dialog restored Add: Allow tabs with more than 9 spaces Fix: Bug in non 40x25 sized char screens Add: Line address display Add: Context menu to jump to memory view from label Add: Proper support for !addr pseudo op Add: XOR as operator Add: Now line separators (:) work properly Add: Sample projects to release folder Add/Fix: BASIC editor entry now does normal keyboard for normal entry, only positional mode in string enter mode Add: Separated MRU in projects/files Add: Import from ASM/BASIC to sprite editor Fix: Memory block output display for BASIC Fix: Running BASIC files with debugging enabled Fix: Copy/Paste for Find/Replace Add: GMOD2 cartridge support Fix: Bug in macro evaluation, else if was evaluated Add: Delta values in value table Add: Set default key binding if no binding is set Add: Allow reordering of tools Add: BASIC macro multiplicator {4 down} now works Fix: Totally broken if else chains Fix: Endless loop if macro calls itself Click here to get it! |
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![]() Since the last version didn't work anymore on Windows XP I've fixed that particular problem. Thanks on for testing, you know who you are! A big thanks go out to all fans who still build and upload sets! Have fun! Click here to get the game. |
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![]() This DOS game is one of my favourite projects and was created with several great gals and guys and lots of love. As a bonus the speech is fully functional! Due to the market back then it's only available in german though. This packet is available for download with kind permission of the DVS Media GmbH. The download contains the DOS emulator DOS-Box, to start the game simply double click the batch file "Iron Willy.bat". The game itself is an adventure in 3 acts, an pure adventure part, a puzzle part with lots of welding and a short action part near the end. Have fun! Click here to get it! |
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![]() Fix: easyflash, RGCD and magic desk cart generation was borked Add: BASIC upper/lowercase toggle Add: Library paths Fix: Bug in !media for graphicscreen not being full width Add: Simple up to date check Fix: Unfolding of folded blocks during compiling Add: Enhanced disassembly and preprocessed file output Fix: Late breakpoints not working at all Fix: several bugs in loops inside macros, nested macros Fix: D64/D81 disk image BAM check for free space Add: Graphic screen editor allows export to Koala Fix: Binary import for charset screen if color bytes are > 15 Fix: Set filename in container media to outer filename (not HURZ anymore) Add: Grid in charset screen editor Add: Import charset and charset screen from assembly Add: Key binding for collapsing/expaning all folded blocks Add: Export to charset screen from map editor Fix: Local labels in macros were not properly localized Add: Option to move range of charset in charset screen editor with automatic screen adjustment Add: Override charset display mode in charset screen editor Click here to get it! |
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![]() A real fan sat down and created his own manual for Joe Gunn. The manual comes with hints towards the first puzzle, is provided as PDF and really shows it was made with passion. Therefor I'm putting the file up for download (with kind permission by the author, Andy Haywood) from here. Maybe the chance to undust Joe Gunn once more? ;) Find the manual and the game here. |
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![]() Fix: Macro source info was using file name at calling location, not of the macro source location Fix: Fixed loading bug in ValueTableEditor, table with values was refilled but automatically cleared when loading tables without formula Add: making !media accept startindex/count optionally for value tables Fix: fixed source export of map editor column by column. Add: Added MAP_DATA binary export to MapEditor also fixed row by row and column by column where it was the wrong way around Add: Enhanced !basic pseudo op to allow line number and text comment Add: Added text entry mode for char screen designer Add: Added delta info to relative-jump-too-far Fix: Corrected stupid bug in !basic pseudo op, pointer to basic file end was totally wrong Add: Enabled including of assembly symbols in BASIC files (and subsequently debugging the called assembly) Add: BASIC macros now allow hex values (prefixed with $) Fix: Fixed autocomplete for enabled tabs (hopefully not breaking everything else with tabs) Add: support for V5 of charpad ctm files Add: a include map sample project with charset Add: added binary editor to "Window" menu as well Fix: save all now also saves documents which are not part of the solution Add: Added value table editor to Window menu as well Fix: selection highlighting now also works in BASIC Fix: added missing BASIC macro symbols Fix: total rewrite of syntax coloring for BASIC Add: double click selection in BASIC now selects the token beneath Fix: Fixed operator precedence, hi-/lo-byte operators had lower prio than comparison Fix: Fixed renumber issue: Non-existing target line numbers were set to zero, now they stay unchanged Fix: BASIC: Renumber does not mess up spaces anymore BASIC: Renumbering does not at new line at the end BASIC: Renumbering does not mess up control codes Fix: Importing image in charset editor now used the import dialog. Import dialog checks does not bitch about hires chars anymore if they have a valid custom color Fix: Fixed crash when shortcutkeys in toolbarstrip doesn't like the short cut Fix: Shortcut tooltips are now adjusted when app state changes (debug toolbar shortcuts) Add: Option to hide auto complete Add: Experimental auto-adjusting of moved symbols (editing will move symbol infos accordingly) Add: Added export for charscreen projects Add: Made miniview toggle-able via context menu Add: added spritepad support (*.spd), Importing in sprite editor and reading via !media Add: better color selection for manual drawing in graphic screen editor Click here to get it! |
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![]() Have fun! Click for Birdie's Revenge and/or GD Missile Command to get the game. |
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![]() Add: Value Table editor Fix: dc.b for PDS assembler Add: Koala import support courtesy SouIstealer Add: Cheap local labels Add: Charscreen editor now has char/color only options Add: Debug Memory allows toggling upper/lower case in PETSCII view Fix: Crash if line number in search out of bounds Add: Shortcuts displayed on toolbar/menu, courtesy SouIstealer Add: Missing exchange color options for charsets/sprites plus undo Fix: Code ordering for nested macros could get off by one Add: Ctrl-H and Ctrl-N now properly "compiled" for BASIC editor Fix: Potential endless loop in find/search Click here to get it! |
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![]() Add: Assembler system label ASSEMBLER_C64STUDIO Fix: Crash in "import file" for text screen editor without solution Add: Better error marking in code Fix: Branches in zero page now assemble Add: Binary export "To BASIC" now supports line start and delta Add: Export for map data from selection now selects all if no selection exists on the map Fix: Export in map editor now only adds prefix if selected Add: Missing undo for default charsets in charset editor Add: Delete option to Media Manager Fix: Register display for $01 (off by one error) Fix: Map project now properly builds charset selector from loaded charset Add: BASIC macro variants for "gray" with a and numeric PETSCII {147} equals clrscr Add: tiledata option to !mediasrc pseudo op Fix: crash bug in BASIC compiler Fix: Panels activate now without stealing focus, updates .NET framework to 3.5 (for latest DockPanelSuite) Add: Syntax coloring updates in current line right away (instead of delayed as the rest of the file) Add: Direct paint option for tiles in map editor Add: More missing undo steps for map editor Add: Export to BASIC to sprite and graphic screen editor Fix: invalidoperation bug in MC export Add: Manual color mapping in graphic screen editor Fix: Search string not found it at very end of file Add: Sector error info support for D64/D81 to File Manager Fix: Crash in find next when target document was not open or previously closed Fix: No error if opcode with immediate addressing and late evaluation was out of bounds Add: Additional output of start address and size after successful compile Add: Changed tab support to also work without TabsAllowed enabled Fix: Removed "apply functionality" in tool settings Add: Portable mode (has to be chosen once in settings dialog) Click here to get it! |
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![]() This ended in a little 3d climb/sneak game named Assassins'r'Us. Find the game here. |
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![]() Add: Intellisense now shows entries which contain the typed string instead of only starting with Fix: Mediatool and Mediamanager paths are now properly in apostrophes for paths with spaces Add: Added debugger interface to decouple VICE remote debugger Add: simple emulator framework (capable of running up to the BASIC startup screen) Add: Watches can now be moved up/down via context menu Fix: !if inside !macros didn't work properly Fix: Bug in watches due to VICEs binary mem dump when only one byte is wanted Add: Undo for default upper/lower case charsets in charset screen Add: Custom colors for sprite/charset display in memory view Fix: Uncommenting now works with mixed tabs/spaces Click here to get it! |
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![]() Fix: Crash if "rebuild" with non project was clicked in toolbar Fix: 40 track .d64 images can now be opened in File Manager Add/Fix: Background worker to speed up general behaviour (switching docs, etc.) Fix: Proper support for VICE 3.1 Add: 1bit image import Add: quick hacked CBMPrgStudio support Fix: Fixed bug in !pet, @ was compiled to $00 instead of $40 (increases ACME compatiblity) Fix: Allow key mapped actions to work even if no document is currently active Click here to get it! |
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![]() Add: Action to jump to next warning/error message Add: Support for VICE 3.0 remote debugger, now works with binary mem dump => way faster memory reads! Add/Fix: Total rewrite of BASIC key mapping, now it should do what's on the tin. Add/Fix: Replace all now works with selection, open documents and whole solution Add: !media supports spritedata for sprite files Fix: Build chain dependency building properly now Fix: Random crash at !macro with expression parameter replacing Fix: BASIC label mode could mess up if commands were used following ON GOTO,GOSUB Fix: Several crashes with drag & drop in Solution Explorer Click here to get it! |
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![]() The editor has a new tile fill mode. As new feature block groups can be copied and pasted for faster reuse. A big thanks go out to all fans who still build and upload sets! Have fun! Click here to get the game. |
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![]() It seems Mother Russia is falling behind in the arcade stakes. So this must be rectified immediately. So I have had a note from a Mr V. Putin saying he needs your input. Now being Russia they dont want flashy graphics and that ... See Tetris none of that high resolution stuff. Make Russia great again with such games as Tsar Wars, Hunt for Pink Oktober and such other great games... Thus the comrades from Retro Remakes let us know, and I followed their call. My entry, "Super Putin Bear Rider". Have fun! Click here to get the game. |
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![]() Lost in ancient ruins an explorer tries to escape. His only weapon is his trusty oil lamp. Can he escape alive? Have fun! Click here to get the game. |
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![]() Add: Highlight of other occurrances of current selected text Add: Display of memory content optionally as sprites/chars Add: Exchange colors methods to sprite editor Fix: Key mapping for BASIC should now be really functional Fix: Pi constant for BASIC was mapped to wrong value Fix: Lots of smaller fixes and added errors for compilation and opcode detection Click here to get it! |
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![]() Add: Label file for VICE (run and debug mode) Add: Outline allows for showing/hiding local/shortcut labels Add: BASIC - Short cut of commands automatically replaced with full command Add: !macros now also work with {} brackets similar to ACME Add: Code folding, also saved Add: MediaTool for simple pre/post build processing Click here to get it! |
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![]() As a kind of bonus there are three new achievements. A huge thanks go to the people still creating and uploading new sets! Have fun! Click here to get the game. |
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![]() Add: Byte and cycle display in left border Add: Fastscroll display on the right border Add: Change marker on left border Add: Group modification of selected chars in charset editor Add: Segments now build properly Fix: Display memory view with Commodore font Add: Check for HiRes bitmap mode in graphic editor Fix: Several bugs in import dialog format checks Click here to get it! |
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![]() Fix: Search/replace with tabs enabled now places selection properly Fix: Color preferences now really don't mess up the settings anymore Add: Sprite Preview now allows expand h/v Add: Charset can clear selected chars Add: Enhanced Character Mode (ECM) in charset, charset screen and map editor (not for paste detection yet though) Add: !addr/!address as pseudo pseudo ops for ACME compatibility (they are ignored for now and do not trigger a "unknown pseudo op" warning anymore) Click here to get it! |
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![]() Fix: Import of 4-bit images now works Fix: symbols are now distributed to files in sub folders correctly Add: Direct calculation to Calculator (allows all variants just like in assembly) Add: Mem-Dump update put in idle queue (debug memory view now scrolls smoothly), downside, update takes a bit Add: Open last session as option Add: Setting colors, keybinding, fonts to defaults per button Add: Tool Windows visibility is now saved for edit and debug perspectives Nothing essential changes, lots of smaller features and bug fixes. Click here to get it! |
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![]() Gather all carrots, but you may have to bring sacrifices. Have fun! Click here to get the game. |
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![]() Thanks to some feedback I was able to fix a bug when testing duel sets. Also now there's a restart level key, defaulting to R. Level sets may now be renamed from the level selection screen, simply click on the set property button. Have fun! Click here to get the game. |
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![]() Fix: Colors on startup with new settings are now set to sensible values Fix: Replaced Scintilla in most places with a pure .NET control. A big step towards better cross platform. Also better syntax coloring Fix: !ifs inside macro definitions now work Fix: Big speed up on preparsing when opening multi file projects Click here to get it! |
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![]() Fix: Import File in Media Manager now refreshes the file view Fix: Nested for loops now really work as intended Fix: Crash with combined binary complements Fix: Bitmap export now properly uses actual size (not forced to 320x200) Fix: Crash yet again in projectless mode (using files without project/solution) Add: !BASIC pseudo op Add: Sprite editor effects (shift, rotate, mirror, etc.) now work on whole selection Add: Undo for charset and graphic screens Add. Graphic screen now directly resizable Click here to get it! |
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![]() Add: alternative BG color to map editor Add: True drive toggleable Add: Emulator choice Add: Undo for map editor, charset editor, sprite editor Fix: Easyflash creation would crash for files bigger than 65536 bytes Fix: Way better PETSCII table dialog Fix: Set tiles could visually disappear when changing to other tool (but were actually set) Fix: Dependency during chained build now also rebuilds dependant element if it has been rebuilt during the same build cycle Click here to get it! |
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![]() Fix: Several crashes with out of bounds selection in charset and charset screen editor Fix: Several crashes when pasting out of bounds in sprite and charset editor Fix: Loops nested in macros now work properly Fix: PETSCII Table now works on single click Fix: BASIC toggling between label/non label mode doesn't add spaces everywhere Fix: BASIC macros now work case insensitive Fix: BASIC source fonts correctly use for every part Add: DASM pseudo op ALIGN Add: alternative multicolors in map editor Add: Proper creation of project and non-project documents Add: BASIC files compile file name default to file name plus .prg Add: Color exchange for charsets Add: Allow BASIC font to be different than C64 font Click here to get it! |
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![]() And unfortunately a few new bug fixes: Major one: I re-added a few known behaviour bugs, which some user level sets relied upon. Now all sets should be solvable again. Once you win a set you should no be able to return to the main menu. No more crashes in levels with many objects. Speedup for levels with many objects Speedup for the level selection screen, huge levels caused quite a slowdown for the preview. Have fun! Click here to get the game. |
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![]() Add: Tools (rect, box, selection, fill) for charset screen editor Add: Tools (rect, box, selection, fill) for map editor Add: Store/show comment info for labels, display in tooltip (continuous and after line comments are considered) Add: Newer Scintilla control Add: Better disassembler, now allows to modify binary, jump addresses and save/load project settings Fix: Crash when "find all" in non opened files was used Fix: Run to cursor from context menu could use wrong address Fix: Exporting graphic screen into existing charscreen project did not honour multicolor setting Fix: Moving tiles up/down in map editor could mess up tile indices in editor Fix: Pseudo op !CT could modify previously used custom conv table Click here to get it! |
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![]() Fixed a crash in a user level with custom script. Additionally the short cuts to modify the game difficulty on the fly did not work quite right. There's a new extra easy difficulty setting for those extra mean stages. With the proper short cut keys the game difficulty can be changed while playing, makes beating those nasty stages easier. Some user levels were unsolvable, because they either used accidental features which I fixed; or they really were broken. These features are restored (like moving boxes over one way blocks), other stages have been adjusted. Have fun! Click here to get the game. |
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![]() Help the toy kingdom! Guide the tin soldiers to their exits. Several building blocks are at your disposal. 10 stages come with the game, an editor is inside to create more puzzles. Find the game here. |
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![]() Fix: Comments with non ASCII characters could break macro insertion Fix: Several DASM pseudo ops have been added and/or fixed Fix: Adding new item could overwrite existing file Fix: !error, !warn and !message pseudo op now properly evaluate expressions as text Fix: Dependencies can now be compiled without opening the file Fix: Running external commands with spaces in path now finally really works (ouch!) Fix: Import of paletted images now works (didn't show up in the preview dialog) Add: Symbols/tokens of dependencies and included files are now also updated after successful compile Add: !warn pseudo op Add: binary not operator (!) Add: Methods CHARVERT, COLORVERT, CHARCOLORVERT, COLORCHARVERT, CHARSET to !media and !mediasrc for character screen projects Add: Tab Context menu to close, or close all but this |
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![]() A little action puzzle game. Connect planets with a cable for better interner access. Cables must not be crossed! The game plus (ugly) code can be found here. |
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![]() Just as written by Jörn HitBlock Deluxe 1.5 crashes during start if the PC doesn't have a sound card or no speakers attached. Please get the new download to have the problem fixed. I apologize! |
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![]() The setup will update an older installation, no settings or levels will get lost! Here's the game. Sorry, and have fun! |
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![]() Fix: Charpad .ctm import could have wrong colours Add: Dependencies allow to include symbols (useful for multiparters) Add: Add existing item asks to copy file if not inside project folder Add: Better range export for sprites Add: Symbol import for dependencies Fix: !media did not work right for spritesets Fix: potential hang with !for pseudo op if step values did not add up to end value exactly |
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![]() Add: Extra data per map in map editor Add: License information Add: Finally, IDE layout saving Add: !convtab, !ct allows now spreading custom mappings over several lines Add: Charpad .ctm import (charset and map editor) Add: !media and !mediasrc pseudo op (direct or assembly import of charset/spriteset/screens/maps) Fix: Several bugs in map editor (only last map saved, update name) Fix: Pseudo breakpoints (Ctrl-F10) would only work twice Fix: Import existing file in sub folder would not properly build file hierarchy Doc: Added !RAW |
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![]() Add: BASIC renumber function Add: !PET pseudo op Add: elseif for !if, } else { pseudo op Add: !TRACE pseudo op Add: Watches are saved/restored with a solution Add: Ctrl-A works now in export assembly controls Add: Preliminary graphic import dialog (not fully functional yet) Add: range and block selection in sprite/charset editor (Shift-Click = range, Alt-Click = block) Fix: Expression evaluator could miscalculate when both division and multiplication were in an expression without parenthesis |
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![]() New entries are Soulless, Guns'n'Ghosts and Get ´em DX. The C64 page is here. |
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![]() At its heart it's a Frogger variant. Granny must reach the other side without getting killed by traffic. I personally never managed to do so. If you do, please be not disappointed. :) The game can be found here. In other news I'm working on a Rogue like named Dawn. Base is a nifty graphic tile set. The game will try to combine Final Fantasy strategic fights with Rogue tactics. A WIP thread can be found at TIGSource |
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![]() Levels with a few hundred enemies would bog down the computer Followers can be escaped by keeping to walls on the left The global level set list can now be sorted by clicking on the header Bug fix for "The lost Mazes - level 5" Another huge Thank You! for the feedback! Click here to get the game. |
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![]() Fix: local labels in macros Fix: Replace all in selections Fix: Keyboard shortcuts mode based Add: Commenting/Uncommenting selection Add: Solutions, support for more than one project Add: Folders in solutions/projects Add: Included aay64 documentation Add: Context help (currently only for opcodes) |
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![]() Uploading bigger sets didn't work On some notebooks fullscreen would not work No more blocking delete-level dialog in the editor Short cuts in the editor And another huge Thank You! for the feedback! Click here to get the game. |
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![]() -color thieves now block again -teleports work as previous -done and exit blocks work as previous Simply re-download the setup and install over the old version. All your settings, achievements and scores will stay intact. Thanks again for telling me about the mistakes! Click here to get the game. |
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![]() Here comes HitBlock Deluxe, the completely overhauled version. Click here to get the game. Since some features were added last minute please let me know if you run into any issues. Have fun! |
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![]() Add: Ignore warning settings Add: Modifiable constants (instead of redefinition error) Add: Way better PDS and a little better DASM support Fix: overlapping segments are now properly written to the final result Fix: Temporary breakpoint did not work, if a store breakpoint was set Fix: Find in selection Fix: Crash in Find/Replace |
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I hope nobody got scared by the Donate button on the menu bar.
Nobody should feel forced to anything. Still, there are some costs for hosting the site and also creating new games. If you want to support new development, I'd be really happy and thankful. And don't worry, everything is and will stay free! In other news HitBlock is perfectly stable. The last touches are set to new stages, a few new features and most of all, compatibility to older stages. All existing stages from the online level database will work fine! |
![]() Fix: Pasting image in graphic editor does not check for validity Add: Binary editor (File->New->Binary Editor) Fix: Deleting live breakpoints while in broken state might delete wrong breakpoint Add: Better PDS assembler support, DH, DL, CBM, EQU, proper local labels Fix: Major speedup on longer warning/error list Fix: Media Manager: Rewrote file handling (load address was getting messed up again) Fix: Assembler type auto detect now really working |
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![]() Esp. stages for the new game modes. And I want to double check with older level sets so they're still solvable. Plus the levels with the tight gap should get playable again. |
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![]() Fix: Search All had off by one line numbers Fix: Replace all could run into endless loops if the replaced text contained the search text Add: Search All now brings search result list to foreground Add: Search All now shows proper line numbers for currently closed documents Add: Debugger now jumps to disassembly if cpu pointer is not in code |
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![]() The theme: 10 seconds The magic apocalypse happened. A magic rift is tearing the world apart in ten seconds. The only way to avoid this is to get to the magic source and repair it. But you've only got 10 seconds... |
![]() What if dinosaurs weren't extinct? Then they would herd humans! Drive your herd into their designated goals :) |
![]() Fix: Complete rebuild of BASIC tokenizer according to C64 kernal Add: Support for store/load/exec breakpoint types Add: Focus now shifts to Emulator/IDE during debugging depending on state Add: Find/Replace dialog of Scintilla replaced by self built dialog, now allows search in file and properly holds search/replace history (may be buggy) Add: Button to force hires/multicolor on all characters in Charset Editor |
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![]() HitBlock is going strong GUI wise, and a lot of testing is required now. There are still quite a few bugs hidden away. In a short time a new puzzle game should be available. I had planned it for this update but I just wasn't satisfied with the overall look. |
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![]() Currently I'm working on HitBlock Deluxe for PC and Hyperion for C64. Since I'm also working over the uploaded level database I'd be happy to hear your thoughts. A new feature will be a download count. Maybe also level voting but only if I can keep misuse down. Hyperion will be a metroid like game with scrolling, lots of aliens and a dark background story. To see a few mockups head over to Lemon64. |
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![]() Add: Command line tool MediaManager Add: Renaming files in File Manager Add: !for macro Add: !macro macro Fix: Disassembler would abort if jumps were out of bounds, relative addresses were calculated wrong Fix: lo/hi-byte operator now works properly also inside an expression Fix: Exception when !source-ing empty file Fix: Adding Watch of local label now works Breaking Change: Fixing the lo/hi-byte operator now makes expression like # |
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The provider change is done, the site has moved.
Now the recurring outages and being-hacked should be a thing of the past. Plus: There will be more and more regular updates. Not every single one will have a download though :) |
![]() On the other hand another C64 project is done, Get ´em DX. It's a polished version of the original game from 2011. This time with spruced up graphics and real music and sound effects. A free download and also buyable media versions for fans and lovers of good old games can be found here or at RGCD. |
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![]() 23.09.2012 - 2.4: Changed ASM parser, now checks for * inside !IF work Fixed saving of charset export file name Proper behaviour for files saved outside of project folder Enabled watches for ,x and ,y (needs to be selected) Fixed Basic bugs: * was resulting in @, PRINTX was not recognized as PRINT Fixed asm bugs: 3 digit hex numbers were treates as single byte Fixed crash for properties of new Basic files that were not saved yet Syntax Coloring customizable (in certain limits) Grid in sprite/charset editor Copy/Paste in sprite/charset editor now doesn't care about image size PETSCII character table |
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![]() On 1st of July Soulless for C64 was released. It can actually bought in two web shops as tape, disk, cartridge or digital download. Poster and companion CD are available as well. Take a look at Psytronik or RGCD :) Also, since it was asked for in the guest book, find a very very work in progress of a 3d puzzle game over here. |
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![]() A little rogue like. Fight monsters, earn experience, grow stronger to finally beat the mighty beast. Find the game here. |
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![]() It's a little simple christmas game for the smaller. Santa brought a few presents to the wrong houses and Rudolph has to sort it out. Land carefully and deliver presents to their rightful owner. You can't really crash, but lose a lot of reindeers. Find the game here. Merry christmas too all out there! |
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![]() This time #20 with the theme "It's dangerous to go alone, take this!" Not really innovative a little Zelda clone was created. The game is rather short, as consolidation there's an editor and even some enemies. Find the game here. |
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![]() Here's a little present. Not a real game, just a small fun toy. Decorate the tree! Listen to the music! And torch the decoration. Find the toy here. |
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![]() A little bit older, fixed up and made ready. It's a funny little puzzle game with editor. To download go this way. |
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![]() This time it's a complete game, rather short though. Imagine a 3d world, folded into a plane. And now, fold at a different spot. This makes it possible to access all kinds of short cuts. Difficult to describe, just give it a try, right here. |
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A long long time ago I tried to start the experiment experiment. It worked for one entry :)
To get things going again here's the download to an older experiment, Gyroscope Plus. To get the download and more info go here. |
![]() This was my entry for the Forum64 Basic competition. It's a little Final Fantasy clone and might even be fun to play! Get the game here. |
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![]() Write a game to a specific theme in 3 hours. This time a puzzle game with the theme "spring". Result is a nice little game that even is not completely easy! In other news HitBlock Deluxe is progressing quite well. Find the game here. |
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![]() Earn money in the chocolate heart factory. Maintain the big machine, keep it going and produce the required number of packaged chocolate hearts. Jump back and forth and repair the broken parts which mess up the production. Find the game here. |
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![]() I couldn't resist participating in yet another programming competition. The result is a fine little game over here. |
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![]() While toying with Windows 7 I noticed that the setup doesn't work right. I've worked it over and it should do its job now. Find the new Setup here. |
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![]() This version doesn't ship with all sets predownloaded, it works fine with Vista (and probably Windows 7) and also received a few bugfixes. Due to the changes this version can not be installed as update of a previous HitBlock installation. More about it here. |
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![]() After moving house I plan to speed up development again. Let's start with a sad little excuse for a game, once more for Ludum Dare! Find more about it here. |
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![]() Since my interest in C# and also SilverLight I participated in yet another programming competition. The following game resulted. Requires SilverLight 2, a browser plugin based on .NET, available for common browsers and OSes. So hurry up into the SilverLight department! |
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![]() Ludum Dare #14: Doom Runner More over here. Since i borked it last time the download link for XOrbit is now available. |
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![]() The cooperative 2 player mode is working, the whole GUI stuff is missing ;) And part 2 of the experiment experiment: XOrbit. Since its WIP it's pretty rough around the edges. Try the "Nasty Puzzle" mode for a little hectic. More about it here. |
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![]() While cleaning up behind the old stuff box in the cellar i found a few gems under heaps of dust. For one, there's my first version of HitBlock for DOS, as well as a few other old games, now conveniently sorted in Other Programs. In other news the work on HitBlock Deluxe is commencing nicely. I'm getting in the working mood again. Have fun! |
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