Skip to content
Kick assembler based SEUCK enhancement framework, that allows you to add your own new front end hi-score with music to your game. This version has NO in game enhancements. This can be useful for those of you who may wish to start from scratch enhancing your own SEUCK games
Assembly
Branch: master
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Permalink
Type Name Latest commit message Commit time
Failed to load latest commit information.
README.md
framework.asm
fraweworkv2.prg
hiscore.asm
ingameenhancements.asm
onetime.asm
scrolltext.txt
seuck_framework_with_no_in_game_enhancements_except_music.zip
seuckframework_raw.zip
squibbliesend.ctm
squibbliesfrontend.ctm
titlescreen.asm

README.md

SEUCK_RAW_FRAMEWORK

Kick assembler based SEUCK enhancement framework, that allows you to add your own new front end hi-score table with music to your game. This version doesn't include additional in game enhancements or install those, apart from in game music option and display score on NTSC commodore 64's. This framework also works on SIDEWAYS SEUCK games as well.

You will need the following:

JAVA RUNTIME KICK ASSEMBLER V4 or higher CHARPAD V2.0 VICE or C64 hardware with ACTION REPLAY / RETRO REPLAY cartridge D64 EDITOR or DIR MASTER EXOMIZER V2.0.3 or higher RELAUNCH64 or any specific ASM/text editor

HOW TO ASSEMBLE:

java -jar "path:\dirwithkickass\kickass.jar" framework.asm

My little example: java -jar "c:\kickassembler\kickass.jar" framework.asm

HOW TO CRUNCH

exomizer sfx $jump_address sourcename.prg -o targetname.prg -x3 (Sets depacker to flash border. Use -n if you want no effect)

My little example: exomizer sfx $0800 framework.prg -o squibblies3.prg -x3

The code is fully documented and should help you out. Still here are some quick simple steps on getting your creation active with a new front end and hi score table.

  1. Grab your SEUCK game, use VICE or use your C64 with an Action Replay M/C monitor to split your SEUCK game. To do this, simply press the FREEZE button on your cartridge. Then type in the following command:

S "MYGAMEPT1",8,0900,6580 S "MYGAMEPT2",8,B6C0,FFFA

After saving, safely remove the D64 from VICE (1541Ultimate, Ultimate 64, or whatever) and use Style's Dir Master to export two files into the C64 folder in the SEUCK framework directory.

  1. Create 2 tunes or use 2 existing SID tunes and relocate those in place. Where:

$9000-$9FFF is the range for the title music $A000-$AFFF is the range for the in game music

You may use SIDReloc if you are to move specific demo scene tunes to those desired address - although I strongly recommend you use Goat Tracker, DMC, JCH, SidWizard or any music editor that has its own relocator available. Also place the music into to C64 directory.

  1. Design your own front end layout, using CharPad V2.0 or higher. Tile mode should be disabled and the max no. of chars =256 Map size should be 40x25 (40 columns, 25 rows). Load in the Squibblies3FrontEnd.ctm as an example, so you know which chars should be used. Once you have finished creating your graphics, export the charset, attributes and map to raw binary to the C64 directory in your framework directory.

  2. Edit the scrolltext.txt with your own scroll text message, giving out full credits, instructions, thank yous, greets, etc (if you want to) ... If you don't want a scroll text in your game, you can simply use one space character and put an @ at the end.

  3. Using the framework rename the files which you wish to replace, i.e. music, graphics, etc.

  4. Use titlescreen.asm to edit whatever is necessary.

  5. Use hiscore.asm to edit the hi-score table list

Aditional notes:

framework.asm is the main project source, which allows you to import and link specific files in to specific addresses, to allow enhance your own s.e.u.c.k game i.e. title+in game music files, additional graphics, etc.

onetime.asm is a code installation source, which allows you to create installation of your own SEUCK enhancement features. SEUCK School at http://tnd64.unikat.sk/SEUCK_School.html is a help, if you want to add things like effects such as background animation, object detection, smart bomb features and other bits.

titlescreen.asm is the main code that forms the title screen with in game options, get ready and game over screen. (use /* at the start and / at the end of the area of code, which you don't need. For example, if you don't need GET READY, simply add / at the start of that area, until you reach the end of the GET READY, use / and to re-enable it, simply delete the / and */ :)

ingameenhancements.asm is the main in game enhancements code, which can be expanded to do really cool things to s.e.u.c.k games, but you will need to add installation to some new features in onetime.asm, unless specific code is linked to the enhancements area, just before 'jsr soundsystem'

hiscore.asm is the hi-score code, and full editable hi score list.

ingameenhancements.asm is where you can add extra code to enhance your s.e.u.c.k game with brand new features. use enhancements: to link looping code, such as background animation, and flashing to your game code - before triggering the sound effects, in game music, etc.

scrolltext.txt is the scrolling message, which you can edit. Remember to place an @ at the end of it!

You can’t perform that action at this time.