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Groupie


Joined: 26 Jul 2009 Age: 34 Posts: 210 Location: Norway
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Posted: Fri May 11, 2012 8:08 pm Post subject: |
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I remember reading a two page ad for the Domark 3D construction kit in some magazine back in the late 80's but I never bought it or have ever done any work with it. But, reading through this post I would like to know more. Downloaded the manual and reading it, but I also would like to own the original software. I remember the picture of the package, with the VHS casette and everything.
But I found this on ebay: http://www.ebay.co.uk/itm/3D-C...619wt_1304 and just to be sure; this post here is referring to the Domark version, right? What is the ebay item I have located? _________________ NUMBERS; Blood's clones. There are 5 of them: Number 1, Number 2, Number 3, Number 4 and that son of a bitch Number 5... |
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C64 Enthusiast


Joined: 05 Jul 2011 Posts: 604 Location: Sunny Donny, up t' north, UK
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Posted: Fri May 11, 2012 9:10 pm Post subject: |
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This is the same tape version as I have, by Incentive (maybe Domark published it?) it looks genuine anyway. I haven't used it much myself but the different Freescape editors are on each of the tape sides, and if I remember right you also needed OCP Art Studio to import graphics to the status panel/border. |
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Groupie


Joined: 26 Jul 2009 Age: 34 Posts: 210 Location: Norway
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Posted: Fri May 11, 2012 9:50 pm Post subject: |
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Thank you for the information. Yes, a visit to http://www.3dconstructionkit.co.uk (nice site) told me it was developed by Icentive and published by Domark. Was the OCP Art Studio the only graphic editor you could use for import? If you can recall at all. . . _________________ NUMBERS; Blood's clones. There are 5 of them: Number 1, Number 2, Number 3, Number 4 and that son of a bitch Number 5... |
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Groupie


Joined: 26 Jul 2009 Age: 34 Posts: 210 Location: Norway
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Posted: Fri May 11, 2012 9:51 pm Post subject: |
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Hey, the last post was my 100th post...
 Wooo _________________ NUMBERS; Blood's clones. There are 5 of them: Number 1, Number 2, Number 3, Number 4 and that son of a bitch Number 5... |
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C64 Enthusiast


Joined: 05 Jul 2011 Posts: 604 Location: Sunny Donny, up t' north, UK
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Posted: Fri May 11, 2012 10:58 pm Post subject: |
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| Borough Medley wrote: | | Was the OCP Art Studio the only graphic editor you could use for import? If you can recall at all. . . |
Freezing a bitmap screen from a different editor with an Action Replay and saving it as Adv. Art Studio format looks like another way:
| flanimal wrote: | All we need is for the border bitmap file to be compatible. The file type supported by the C64 3DCK is the OCP Art Studio format....
....Obtaining the border bitmap files are no problem we either already have them or can easily generate them using an Action Replay cartridge. |
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Sun May 13, 2012 11:34 pm Post subject: |
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So Borough Medley, did you win the auction...?
The original release of 3DCK was in an enormous black box which contained the video VHS cassette guide.
Later on, they rereleased the 3DCK in this blue box, without the video cassette. The software itself will be identical.
Like Retroid said, the 3DCK requires the border graphic to be in Advanced OCP Art Studio format, and any screen can be saved in this format using the Action Replay cartridge.
The 3DCK tape/disk itself comes with two such example border files.
One is called KITSCR and is the border graphic that is used for the KitGame. The other is called DRILLSCR and is based on the Driller border.
Here are screenshots that I made of these two sample border files that come with 3DCK:
Bear in mind that if you wish to load either of these two files into the Advanced OCT Art Studio, then they would need to be renamed to the OCP file format of 123456789012MPIC, e.g. KITSCR------MPIC  |
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Groupie


Joined: 26 Jul 2009 Age: 34 Posts: 210 Location: Norway
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Thu May 17, 2012 8:52 pm Post subject: |
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| Borough Medley wrote: | No, actually I "forgot" to bid.. I was rather, well, computer free for the weekend. . But I have another possibility once I get my hands on some more cash. .  |
Congrats on the 100th pose Borough Medley. I remember reading the C64 double or triple page previews of the 3D Construction kit in the old C64 magazines (either Zzap! or Commodore Format). It was those previews that convinced me to start saving up for the hefty £25 price tag. I bought the disk version, which was the same price as the cassette version, so I was grateful that they weren't asking for £5 more.
Here's another C64 3DCK auction on ebay:
http://www.ebay.co.uk/itm/Comm..._500wt_949
I also remember the preview of Castle Master in the C64 mags. That too had me determined to buy Castle Master before it was even released. Blimey, I was a sucker for hype! But seriously, those previews were great. |
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Groupie


Joined: 26 Jul 2009 Age: 34 Posts: 210 Location: Norway
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Posted: Sun May 20, 2012 10:34 am Post subject: |
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So. . reading around on the internet and old Zzap! reviews I came across a game by Ocean called Battle Command. I was impressed with the review, the not too sophisticated POLYGON graphic and the talk of glorious solid 3D graphics. What engine was used for this? Was it the result of the Freescape engine, together with some reu from the cartridge? Anyone know something about this?
This is a 128k game, sacrificing some levels (there is just eight of them) for speed (the review states it's FAST) and making me think what couldn't be done with the SuperCPU together with some REU.
And then there is this quote:
| Quote: | On May-16-12 at 17:48:39 PDT, seller added the following information:
NOTE: This is the only bare SuperCPU circuit board that I will be selling. I have some more but need to save them for building complete units. |
_________________
NUMBERS; Blood's clones. There are 5 of them: Number 1, Number 2, Number 3, Number 4 and that son of a bitch Number 5... |
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Sun May 20, 2012 10:46 am Post subject: |
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I had Battle Command. It definitely wasn't freescape. I had the cartridge version, and I believed they used a trick of storing precalculated trigernomatry in the accessible cartridge memory, so that the 3D was really fast. The 3D was impressively fast, faster than Freescape. The game itself was good, and very polished, but it was a bit lacking of substance, and it was frustratingly difficult. I don't know if the disk version had the fast 3D speed of the cartridge version. |
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Groupie


Joined: 01 May 2012 Age: 35 Posts: 186 Location: Belfast, Northern Ireland
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Posted: Wed May 23, 2012 2:20 pm Post subject: |
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And so it begins!
Recently I've been reacquainting myself with the 3DCK as I've wanted for some time now to create a new game, using my actual C64 rather than an emulator or any other tech. I'm going to be keeping things quite close to my chest for now but thought I'd let you see the first drawing I did in my designs, as I don't think it gives anything away.
This is just the initial drawing for what will be an "overworld", as much of the game will take place in underground caverns. It's been refined somewhat since for both scale (the hedges on either side are wwaayy too big here) and to take into consideration the need to simplify some parts for it to run smoothly on the 64.
flanimal, our resident expert in all things 3DCK, has been on hand too offering expert tips and I'd like to thank him now for his advice and emails
In addition to this, thanks to sparx my data files for my 90s 3DCK game, The Time Crystal, are on their way to me as I'd like to go back and redo it partly too.
Excited about getting stuck in again!  |
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Newbie
Joined: 28 May 2012 Posts: 8
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Posted: Mon May 28, 2012 8:33 pm Post subject: |
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This is a bit off topic but its still about Domarks Freescape engine. I have two sealed copies of the rare 2nd release for PC. Anyone interested? I even may have an old version of 3dsmax somewhere which may be able to import export models from it. Freescape chugs a bit on the commodore but is still a remarkable feat of programing. |
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C64 Games Programmer


Joined: 11 Feb 2002 Age: 34 Posts: 3147
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Posted: Tue Jun 12, 2012 8:31 pm Post subject: |
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I have some 3DConstKit work, I'd like to donate. Back in 2010/2011 I was thinking about playing around with the 3D Construction Kit, to try and write some epic adventure called "Escape from Zaphod". It was to feature a title picture with an atmospheric tune by Senoverde. Unfortunately this game never got finished, and is still festering on the hard drive. The environment has been built. It's just the conditions I will need to work out.
 _________________ The New Dimension
I love C64 tape loaders and try to come up with new fun things using them.  |
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Tue Jun 12, 2012 11:24 pm Post subject: |
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Hi Richard,
If I had more time and wasn't moving house then I'd be jumping at the opportunity to flesh out your creation using the condition editor! But alas, it is not possible at the moment. Perhaps in the future...
I would be very interested in wandering around your creation though. The best place to send your files to is Stuart's 3dconstuctionkit.co.uk website, (which seems to be down at the moment). Anyway, the site email address for contributions to Stuart is stuart@stu-wilson.com. I would recommend that you send your datafile and any other files to him via that email address, and your creations will be available on his website for all to view and enjoy.
Did you ever think about modifying the standalone program to play music? I always imagined it would be possible - I imagine the interrupt vector could be pointed to a small interrupt driven small music program, and at the end it could jmp back to the original 3DCK interrupt address. I never tried it myself and I'm not a C64 programming guru like yourself, but the idea is feasible, do you think? |
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C64 Games Programmer


Joined: 11 Feb 2002 Age: 34 Posts: 3147
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Posted: Wed Jun 13, 2012 7:47 am Post subject: |
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It would have been nice to add music to a 3D construction Kit game, but a lot of memory seems to be used for other things. If anyone can tell me where the music can be put into the code, and where I can put an IRQ music player / link music to the IRQ. Then I might as well give that a try.  _________________ The New Dimension
I love C64 tape loaders and try to come up with new fun things using them.  |
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Wed Jun 13, 2012 11:07 pm Post subject: |
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| Richard of TND wrote: | It would have been nice to add music to a 3D construction Kit game, but a lot of memory seems to be used for other things. If anyone can tell me where the music can be put into the code, and where I can put an IRQ music player / link music to the IRQ. Then I might as well give that a try.  |
Richard,
This is very exciting, as I have had a look through the memory of a standalone 3DCK title, and a LOT of memory is unused. I winced when I saw that zero page is barely used - Freescape missed a trick there!
Anyway I have so far 100% confirmed that the following memory ranges are not used at all by standalone 3DCK games:
EDIT: addresses updated for more unused memory locations:
2f9a-3474 (=1.2K)
3828-49ff (=4.5K)
d030-dfff (=4K)
So these are definitely available for music code. How much memory would you recommend for a bit of music?
I reckon that with more searching and experimentation, I will be able to find good deal more unused memory, maybe as much as 10K.
I will have to look up the IRQ address so that I can determine where the interrupt normally goes to in a 3DCK standalone game.
Richard, I would be really grateful if you could assist in this quest for 3DCK music with your expert knowledge. I would be happy to 'compile' your 3DCK creation into a standalone d64 file and send it to you, and they you could try adding the music to your very own creation. I'll provide the 3DCK legwork such as finding the available memory, and the interrupt vector.
So I guess the main questions to you would be:
1. Do you fancy giving this a go?
2. Do you have a bit of C64 music in mind to add?
3. How much memory would be needed for this music?
I'll PM you with my email address in case you are as keen as I am.
I would be really happy if some simple music could be added to A Chance In Hell, and I imagine Phil would be similarly happy if The Time Crystal also have some music. If you could make a suggestion for the music, then maybe that could be THE C64 3DCK theme. I imagine we might need to disable any sounds that is made in the game. They would all be easy to remove, except for the sound for shooting and bumping into objects. 
Last edited by flanimal on Thu Jun 14, 2012 9:28 pm; edited 1 time in total |
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Lemon64 Game Champion


Joined: 29 Jan 2003 Age: 38 Posts: 3875 Location: Skegness, UK Fave game: The Sentinel
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Posted: Thu Jun 14, 2012 10:30 am Post subject: |
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I'm sure we've discussed an IRQ routine in 3DCK before, it may also have been in one of the Club newsletters... _________________ |
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Thu Jun 14, 2012 11:25 am Post subject: |
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| merman wrote: | | I'm sure we've discussed an IRQ routine in 3DCK before, it may also have been in one of the Club newsletters... |
Indeed, that was me! I wrote into the fanzine after I learned that there are interrupt driven music playing routines for the C64. The player ran the music in the background during BASIC programming by simply utilising the 50Hz interrupt to call the music routine periodically, which ended by jumping the the standard interrupt address.
I thought to myself: if I can find spare memory in 3DCK games, then surely the same technique could be used...
And I have been dreaming of it ever since, for twenty years!
Unfortunately I don't quite have the expertise to pull it off, but Lemon 64 has no shortage of C64 experts, so hopefully we can get this idea working.  |
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Thu Jun 14, 2012 9:52 pm Post subject: |
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I've refined my search of 100% unused, usable memory in all standalone C64 3DCK games to the following address ranges:
2f9a-3474 (=1.2K)
3828-49ff (=4.5K)
d030-dfff (=4K)
Is enough for a bit of IRQ driven music?
Can anyone help me try this out? I am familiar with the Action Replay monitor so I envisage loading some (relocatable?) music code and data into, say the 4.5K slot, and then fiddle the IRQ vector to wedge it in? I would then use the Action Replay to save the flash of the memory to make a runnable disk for a 3DCK game.
Any type of music would do. Can anyone provide advice? |
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C64 Enthusiast


Joined: 21 Oct 2003 Posts: 705
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Posted: Fri Jun 15, 2012 12:57 am Post subject: |
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4K is enough for a decent sized sid. Lots of sids in the HVSC that would fit in that space. |
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Über Groupie


Joined: 12 Jun 2012 Posts: 310 Location: Wuppertal, FRG
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Posted: Fri Jun 15, 2012 8:55 am Post subject: |
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I would take a look at the goattracker example tunes, if one of them fits into one of the free memory areas. In goattracker you can export the tune then to a suitable memory location. |
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C64 Games Programmer


Joined: 11 Feb 2002 Age: 34 Posts: 3147
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Posted: Fri Jun 15, 2012 8:59 am Post subject: |
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3828-49ff (=4.5K)
That area should be fine for me to add music. Most tunes I do or use are less than 4.5K. Will try this out later on today
I have tried adding music on A Chance in Hell and successfully added some music into the game. Here's how I did it.
Load the music using a m/c monitor in the Action Replay cartridge
At $06BB, you normally get a stored raster command (STA $D012) in this area. Change that to JSR $4600.
At $4600 enter
| Code: |
. 4600 lda $45ff
. 4603 cmp #$00 ;Alter this if the speed of your tune is too fast
. 4605 beq $460b
. 4607 inc $45ff
. 460a rts
. 460b lda #$00
. 460d sta $45ff
. 4610 jsr $3903 ;Relocated DMC tune play
. 4613 rts
;Initialize music then restart game
. 4614 lda #$00
. 4616 jsr $3900
. 4619 jmp $0400
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Saving the code is a challenge, but possible with use of an Action Replay / Retro Replay cartridge + MC/Monitor.
First save data from $0800-$fffa using
S "main2",8,0800,fffa
Then transfer the data from $0400 - $0800 to $4000 using
T 0400 0800 4000
and save
S "main1",8,4000,4400
then extract both files into Exomizer and enter:
exomizer sfx $4614 main1.prg,$0400 main2.prg,$0800 -o savename.prg -n
The result's here:
http://tnd64.unikat.sk/temp/chance.zip _________________
The New Dimension
I love C64 tape loaders and try to come up with new fun things using them.  |
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Fri Jun 15, 2012 9:30 pm Post subject: |
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Thanks guys for all your suggestions.
And many thanks to you Richard for achieving my long awaited holy grail of music in 3DCK games! You have even selected a very appropriate atmospheric piece of music. Did you create this music? I should check with you that it's ok to use this music for 3DCK games.
The music has no visible impact on the frame rate, which is so cool.
Thanks for posting the instructions. The CMP instruction for controlling the speed of the music is genius as I can also apply the music to the Xtreme version which I made for 2000% CPU emulation (or SuperCPU).
Now that you have done all the hard work once, I performed a quick bodge job to get the same music working with The Time Crystal. My bodge job technique involved loading TTC and running the following Action Replay Monitor commands to save the game data an the border data:
S"DATA",8,4A00,6000
S"BORD",8,E000,FFFF
I then loaded up the musical ACIH that you created, and ran the following Action Replay Monitor commands to load up the TTC data:
L “DATA”,8,4A00
L “BORD”,8,E000
I then used the AR BACKUP to save the lot to disk, and that gave a working version of The Time Crystal with music
My bodge job isn't quite up to the standards of Richard's work: The bitmap copy didn't capture the colour attributes of the screen, so the colours a bit messed up, and the music begins mid way through, plus you have to type run to start.
One other thing that I will begin investigating is the amount of zero page memory that is not used - it already looks to be al least 120 bytes.
Then I'll see if I can find the most iterated sequence of code, which if I ported to zero page, should hopefully give a small performance improvement...  |
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C64 Enthusiast


Joined: 25 Feb 2010 Age: 29 Posts: 768 Location: :noitacoL
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Posted: Fri Jun 15, 2012 10:11 pm Post subject: |
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If you use ICU64 you can quickly see what parts of the ZP are used.
http://icu64.blogspot.com/
The program is buggy as hell, but very useful. Read last comment of latest blog post if you use 64bit windows. _________________ |
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C64 Games Programmer


Joined: 11 Feb 2002 Age: 34 Posts: 3147
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Posted: Sat Jun 16, 2012 9:58 am Post subject: |
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