The .T64 and .D64 files below are in the standard emulator tape and disk formats. The .PRG files are in the C64 native format. For details on these file formats, and info on how to get them onto your 64 floppies, read the comp.sys.cbm FAQ.
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These are just a few prg's I've coded. They're nothing terribly special but what the hey, I certainly have the time to upload them. And as always, I'll take any feedback I can get.
This is a one level game I wrote a while back to test some fledgling character scrolling routines. I'm warning you, it's pretty rough around the edges, with very little entertainment value.
This microsizes your basic "desktop". It's pretty useless, but at the same time... strangely intriguing. I coded this to get some experience with the C64's bitmapping abilities.
This is twice, if not three times, as useless as the shrinking basic program. Enjoy.
We've been coding the fox game with CASM, my "full-featured" cross-assembler for the C64. We type the stuff up in a text editor on the IBM, assemble it with CASM, and then test it using an emulator (I recommend Miha Peternel's C64S, an excellent shareware emulator that is well worth registering). The final code is then downloaded to the real Commodore using an X1541 cable.
There is actually a much newer version 1.49b of CASM which fixes many bugs, but there is no documentation for it. (This is a bad thing, since it's not entirely backwards compatible with version 1.3.) The reason I haven't bothered with the docs is that I've started writing a new 32-bit CASM which will be much, much better.
[ON HOLD - SEE BELOW]
If you think cross-development is for lamers who can't handle the real '64, perhaps you'll be interested in G-MON, a native C64 debugger.
[ON HOLD - SEE BELOW]
We are currently working on a platform-based adventure game for the Commodore. It involves the exploits of the hero (a fox) as he tries to save his fellow woodland creatures from a sinister plan to control their minds. We should have finished the game a long time ago (February '96), but unless you're a software company, deadlines are next to impossible to determine.
The reason for all the recent delays is that in July 1998 we started a company developing video games for the PC. All current projects are on hold until this business gets off the ground. (We'll probably transfer the fox game to new maintainers.) Check out the web page for our new company here.
Last updated: 1/17/99