Commodore 64 (C64) Forum Index
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
3D Construction Kit
Goto page Previous  1, 2, 3, 4  Next
 
Post new topic   Reply to topic    Commodore 64 (C64) Forum Index -> Scene
View previous topic :: View next topic  
Author Message
Borough Medley
Groupie
Groupie


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

PostPosted: Fri May 11, 2012 8:08 pm    Post subject: Reply with quote

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...
Back to top
View user's profile Send private message
Mase
C64 Enthusiast
C64 Enthusiast


Joined: 05 Jul 2011
Posts: 603
Location: Sunny Donny, up t' north, UK

PostPosted: Fri May 11, 2012 9:10 pm    Post subject: Reply with quote

Borough Medley wrote:
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?

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.
Back to top
View user's profile Send private message
Borough Medley
Groupie
Groupie


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

PostPosted: Fri May 11, 2012 9:50 pm    Post subject: Reply with quote

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...
Back to top
View user's profile Send private message
Borough Medley
Groupie
Groupie


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

PostPosted: Fri May 11, 2012 9:51 pm    Post subject: Reply with quote

Hey, the last post was my 100th post...

Very Happy Very Happy Very Happy 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...
Back to top
View user's profile Send private message
Mase
C64 Enthusiast
C64 Enthusiast


Joined: 05 Jul 2011
Posts: 603
Location: Sunny Donny, up t' north, UK

PostPosted: Fri May 11, 2012 10:58 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
flanimal
Groupie
Groupie


Joined: 31 May 2010
Posts: 216
Location: England

PostPosted: Sun May 13, 2012 11:34 pm    Post subject: Reply with quote

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 Very Happy
Back to top
View user's profile Send private message
Borough Medley
Groupie
Groupie


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

PostPosted: Mon May 14, 2012 6:55 am    Post subject: Reply with quote

Flanimal wrote:
Quote:
So Borough Medley, did you win the auction...?

No, actually I "forgot" to bid.. I was rather, well, computer free for the weekend. . But I have another possibillity once I get my hands on some more cash. . Very Happy
_________________
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...
Back to top
View user's profile Send private message
flanimal
Groupie
Groupie


Joined: 31 May 2010
Posts: 216
Location: England

PostPosted: Thu May 17, 2012 8:52 pm    Post subject: Reply with quote

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. . Very Happy

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.
Back to top
View user's profile Send private message
Borough Medley
Groupie
Groupie


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

PostPosted: Sun May 20, 2012 10:34 am    Post subject: Reply with quote

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...
Back to top
View user's profile Send private message
flanimal
Groupie
Groupie


Joined: 31 May 2010
Posts: 216
Location: England

PostPosted: Sun May 20, 2012 10:46 am    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
PhilEdBoyce
Groupie
Groupie


Joined: 01 May 2012
Age: 35
Posts: 186
Location: Belfast, Northern Ireland

PostPosted: Wed May 23, 2012 2:20 pm    Post subject: Reply with quote

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 Smile

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! Very Happy
Back to top
View user's profile Send private message
NostalgicAlgorithms
Newbie


Joined: 28 May 2012
Posts: 8

PostPosted: Mon May 28, 2012 8:33 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
Richard of TND
C64 Games Programmer
C64 Games Programmer


Joined: 11 Feb 2002
Age: 34
Posts: 3147

PostPosted: Tue Jun 12, 2012 8:31 pm    Post subject: Reply with quote

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. Smile
Back to top
View user's profile Send private message Visit poster's website
flanimal
Groupie
Groupie


Joined: 31 May 2010
Posts: 216
Location: England

PostPosted: Tue Jun 12, 2012 11:24 pm    Post subject: Reply with quote

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?
Back to top
View user's profile Send private message
Richard of TND
C64 Games Programmer
C64 Games Programmer


Joined: 11 Feb 2002
Age: 34
Posts: 3147

PostPosted: Wed Jun 13, 2012 7:47 am    Post subject: Reply with quote

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. Wink
_________________
The New Dimension

I love C64 tape loaders and try to come up with new fun things using them. Smile
Back to top
View user's profile Send private message Visit poster's website
flanimal
Groupie
Groupie


Joined: 31 May 2010
Posts: 216
Location: England

PostPosted: Wed Jun 13, 2012 11:07 pm    Post subject: Reply with quote

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. Wink

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. Smile

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. Smile Smile


Last edited by flanimal on Thu Jun 14, 2012 9:28 pm; edited 1 time in total
Back to top
View user's profile Send private message
merman
Lemon64 Game Champion
Lemon64 Game Champion


Joined: 29 Jan 2003
Age: 38
Posts: 3876
Location: Skegness, UK Fave game: The Sentinel

PostPosted: Thu Jun 14, 2012 10:30 am    Post subject: Reply with quote

I'm sure we've discussed an IRQ routine in 3DCK before, it may also have been in one of the Club newsletters...
_________________
Back to top
View user's profile Send private message Send e-mail Visit poster's website Yahoo Messenger MSN Messenger
flanimal
Groupie
Groupie


Joined: 31 May 2010
Posts: 216
Location: England

PostPosted: Thu Jun 14, 2012 11:25 am    Post subject: Reply with quote

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! Surprised

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. Cool
Back to top
View user's profile Send private message
flanimal
Groupie
Groupie


Joined: 31 May 2010
Posts: 216
Location: England

PostPosted: Thu Jun 14, 2012 9:52 pm    Post subject: Reply with quote

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?
Back to top
View user's profile Send private message
Neo-Rio
C64 Enthusiast
C64 Enthusiast


Joined: 21 Oct 2003
Posts: 705

PostPosted: Fri Jun 15, 2012 12:57 am    Post subject: Reply with quote

4K is enough for a decent sized sid. Lots of sids in the HVSC that would fit in that space.
Back to top
View user's profile Send private message
spider-j
Über Groupie
Über Groupie


Joined: 12 Jun 2012
Posts: 310
Location: Wuppertal, FRG

PostPosted: Fri Jun 15, 2012 8:55 am    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
Richard of TND
C64 Games Programmer
C64 Games Programmer


Joined: 11 Feb 2002
Age: 34
Posts: 3147

PostPosted: Fri Jun 15, 2012 8:59 am    Post subject: Reply with quote

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 Wink

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


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. Smile
Back to top
View user's profile Send private message Visit poster's website
flanimal
Groupie
Groupie


Joined: 31 May 2010
Posts: 216
Location: England

PostPosted: Fri Jun 15, 2012 9:30 pm    Post subject: Reply with quote

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 Smile
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... Smile
Back to top
View user's profile Send private message
malcontent
C64 Enthusiast
C64 Enthusiast


Joined: 25 Feb 2010
Age: 29
Posts: 769
Location: :noitacoL

PostPosted: Fri Jun 15, 2012 10:11 pm    Post subject: Reply with quote

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.
_________________
Back to top
View user's profile Send private message Visit poster's website
Richard of TND
C64 Games Programmer
C64 Games Programmer


Joined: 11 Feb 2002
Age: 34
Posts: 3147

PostPosted: Sat Jun 16, 2012 9:58 am    Post subject: Reply with quote

flanimal wrote:
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.

Yes, that's ok to use this music. The music was made a couple of years ago for a ROLE demo. The tune was called "The Cauldron", which I composed using DMC V5.0+. Music sounds sort of Matt Gray(ish). I felt that this tune fitted the themed atmosphere for A Chance in Hell. ... Gripping and chilling Wink

I heard you had problems adding music to The Time Crystal. Here's a version with music for you. A different tune has been added to this game. It's one of my old tunes I wrote back in 1999. Seems to fit the theme quite well Smile

http://tnd64.unikat.sk/temp/timecrystal.zip

By the way. I have been doing a little more work on my Escape from Zaphod freescape game yesterday. I have 1 room working so far, as it takes time to work out what the objects are and what to shoot. Good job I'm using the note pad to note down which objects are the exits, and deadly objects. Wink

Escape from Zaphod's main conditions are nearly finished. I just have some final touches to add to it. (Hopefully will be some time tomorrow afternoon). Then it'll be on to the border design for the game.
_________________
The New Dimension

I love C64 tape loaders and try to come up with new fun things using them. Smile
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Commodore 64 (C64) Forum Index -> Scene All times are GMT
Goto page Previous  1, 2, 3, 4  Next
Page 3 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
Tip: Get C64 Forever for super-comfy C64 emulation with pre-installed games, demos and other goodies!


Powered by phpBB © 2001, 2005 phpBB Group