Commodore Free issue 31.pdf - 3002 KB
Commodore Free issue 31.pdf - 3002 KB
Commodore Free issue 31.pdf - 3002 KB
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BERZERK REDUX<br />
INTERVIEW WITH MARTIN PIPER<br />
By Andrew Fisher<br />
http://noname.c64.org/csdb/release/id=80567<br />
www.commodorefree.com<br />
99% of the work used VICE because it has a couple of my hacks<br />
(submitted to the main tree now) to allow it to load labels from<br />
ACME (also with some of my hacks) and show extended register<br />
information in the CPU execution history. This aids development<br />
because it lets me debug easier than a normal C64. The Alt+W warp<br />
speed feature in VICE also helps improve development time because<br />
I no longer had to wait for decompression or loading when testing<br />
each new code iteration. The downside of such development is that<br />
now sometimes I find myself pressing Alt+W when I am web<br />
browsing or waiting for a large C++ project compilation to finish...<br />
Only when I wanted to check everything really works, like the<br />
updated VIC collision register code, did I test on a real machine. I<br />
also tested on Hoxs64 and CCS64 just to be sure.<br />
Q. What other utilities did you use to create the game<br />
2009 has seen two fantastic game releases based on early 1980s<br />
games – Fortress of Narzod was converted from the Vectrex, and<br />
now the arcade classic Berzerk has made the jump to the C64.<br />
<strong>Commodore</strong> <strong>Free</strong> talks to programmer Martin Piper.<br />
Q. How did you become interested in converting Berzerk to the<br />
C64<br />
I'm relatively old, so I can remember the arcade machines. So when<br />
Trip6 started this thread<br />
http://noname.c64.org/csdb/forums/roomid=11&topicid=58028&sh<br />
owallposts=1 I was interested to see what he had actually got. When<br />
it turned out to be C sources it became obvious it wasn't really the<br />
arcade version of Berzerk which uses Z80(ish). So I looked for the<br />
6502 Atari version instead and did a really quick hack to get it to<br />
partially run on the C64. But the Atari code spent most of its time in<br />
a video update loop so it was too slow on the C64. Also the Atari<br />
version lacked speech and game play aspects from the arcade<br />
version so I shelved it.<br />
Then when nobody else came up with a version I thought to myself<br />
that I would quickly test out the basic technical requirements to get a<br />
feel for how long it would take to do a new version. Chiefly these<br />
were:<br />
1) Getting NMI samples working with the multiplexor.<br />
2) Then seeing how many segments of speech could be squeezed<br />
into realistic memory conditions.<br />
3) Maze generation that did not produce a blocked route for the<br />
player.<br />
4) Pixel accurate collision detection or background and sprites (just<br />
like the arcade) using the VIC registers.<br />
That went surprisingly quickly and the game play then naturally<br />
came along.<br />
The polish of the game, adding Zeldin's excellent artwork with<br />
sound effects music and hi-score saving, actually took longer to code<br />
than the main game. :)<br />
Q. Did you make use of the source code from other machines<br />
In this version no, it's all coded from scratch or using existing<br />
libraries such as the multiplexor, sound etc.<br />
Q. Did you program it on a real machine or emulator<br />
ACME (with some label producing hacks), my compression utility<br />
(on codebase64), CharPad and SpritePad. I gather Zeldin used Koala<br />
Paint.<br />
Q. How did you transfer the speech samples and play them in the<br />
game<br />
I found the samples from the old MAME version at 22kHz 8 bit<br />
mono, down converted them to 6kHz and then converted them to 4<br />
bit samples using a quick hack custom tool.<br />
Q. Have you played a real Berzerk arcade machine in the past<br />
Yes, once or twice in the dim past. Mostly I used MAME to check<br />
the game play with this conversion.<br />
Q. Will you be trying to create an "enhanced" version as some<br />
people have suggested<br />
Yes. Much better graphics are planned. I also want to try to improve<br />
the speech a bit more by getting closer to the raw data using the LPC<br />
decompression that MAME now uses. Game play will be changed a<br />
bit as well. With better graphics the "bullet proof bow tie" might<br />
have to go as there won't be a gap between the head and shoulders<br />
for the bullet to pass through. :( I'm half thinking of having some<br />
boss robots every few rooms as well, maybe locked doors that only<br />
open after several waves of robots are cleared, two player, etc. We<br />
will see. :)<br />
Q. Why did you decide to give the bounty to pay for CSDb's hosting<br />
costs<br />
I like to be able to help the community when I can and this version<br />
was only really a few days hacking around on something I found<br />
interesting. It is a welcome rest from my normal heavy duty C++<br />
programming. :)<br />
Q. Are you working on any other C64 projects at the moment<br />
Mainly tweaking common libraries here and there which are all<br />
available for anyone to use<br />
http://codebase64.org/doku.phpid=projects:resurrection<br />
I'm trying to find sources to resurrect a couple of old projects I was<br />
working on many years ago. But my work disks from back then are<br />
sadly not well documented.<br />
Thanks to Martin for answering my questions, and for all his coding<br />
efforts on Berzerk.<br />
Issue 31 June 2009 Page 8