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Groupie in Training


Joined: 25 Mar 2010 Age: 35 Posts: 88 Location: Belfast, Northern Ireland
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Posted: Mon Mar 07, 2011 7:01 pm Post subject: 3D Construction Kit |
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My word it's been ages since I've been on here. For one reason or another it's been almost a year since I was here on a regular basis. But thanks to some aspects of my life sorting themselves out I'm finally back at my C64 blog and getting into it the way I wanted when I bought one off eBay last year.
Well, recently after starting up my blog again a fellow by the name of Flanimal on here emailed me out of the blue to tell me he'd made a 3D Construction Kit game called "A Chance In Hell" (he'd read that I'd made one years ago when I had my own 64) and that he'd also discovered two old games created the same way. A few emails later and it turns out one of these was the 3DCK I'd created many moons ago called "The Time Crystal"!
Small world!
Well, playing on my old game on my laptop brought all the old memories back, of endless nights listening to the radio while glued to my portable TV and my 64. (There's still some songs which remind me of that piece of software.) Having finally fixed the broken key on the 64 I now own, along with completing my collection of Commodore Formats, I'm eager to get stuck in to everything I used to do, starting with programming (from scratch! It's been a lloonngg time!!) but also I'm looking to the 3DCK.
Am just wondering if there's anyone else out there at the moment who has either created a 3DCK game or is even creating one now? _________________ |
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Groupie

Joined: 10 Jun 2010 Posts: 260
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Posted: Mon Mar 07, 2011 8:36 pm Post subject: Re: 3D Construction Kit |
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| NintendWho wrote: | | Am just wondering if there's anyone else out there at the moment who has either created a 3DCK game or is even creating one now? |
i'd like to. in the spring, maybe |
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Groupie in Training


Joined: 25 Mar 2010 Age: 35 Posts: 88 Location: Belfast, Northern Ireland
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Posted: Tue Mar 08, 2011 11:00 pm Post subject: Re: 3D Construction Kit |
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| zotz wrote: | | NintendWho wrote: | | Am just wondering if there's anyone else out there at the moment who has either created a 3DCK game or is even creating one now? |
i'd like to. in the spring, maybe |
I'm getting stuck in (finally!) to going through the 64's manual for the first time in about 15-20 years, but a 3DCK project is definitely on the cards.
Have you created any before? Or have any specific plans for your new one? _________________
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Wed Mar 09, 2011 1:10 am Post subject: |
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I would love to create more 3DCK games, but I doubt I can commit the time required.
I created "A Chance in Hell", which has recently been preserved, and also "Eskape" which is probably lost forever.
I'd like to share 3DCK development ideas and tips though, and do anything I can to help 3DCK users. The 3DCK User Group Newsletters, which is a very helpful resource, should be going up online soon.
Last edited by flanimal on Wed Mar 09, 2011 11:02 pm; edited 2 times in total |
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Groupie

Joined: 10 Jun 2010 Posts: 260
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Posted: Wed Mar 09, 2011 4:49 am Post subject: Re: 3D Construction Kit |
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| NintendWho wrote: | | Have you created any before? |
never tried. have the amiga ver., too.
| Quote: | | Or have any specific plans for your new one? |
something based on the text adventure i made in create your adventure[/quote] |
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Newbie

Joined: 04 Jan 2004 Age: 35 Posts: 36 Location: England
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Posted: Wed Mar 09, 2011 9:40 pm Post subject: Re: 3D Construction Kit |
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I also have a project that I hopping to start later in the year (I'm just bugged down with an PC project right now).
| NintendWho wrote: | | I'd created many moons ago called "The Time Crystal"! |
You made Time Crystal! I had that game on my website for some time now, with other Freescape games, plus "A Chance In Hell" just been added. I hope you don't mind me having it on my site
http://www.commodorecheetah.co...escape.htm _________________
thee Commodore CHEETAH..... |
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Groupie in Training


Joined: 20 May 2003 Age: 36 Posts: 70 Location: England
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Posted: Wed Mar 09, 2011 10:18 pm Post subject: |
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I created a few playable games using the 3D kit on the C64 (out of all my fellow C64 friends at the time, I was the only one who was impressed with Freescape), and have quite a large number of unfinished datafiles spread out on quite a few cassettes!
Admittingly those games were made whilst learning the kit - by the time I got to grips with the FCL language, I had already moved on to the Amiga. I made three complete games on that system.
Always good to see any C64 3D kit developments - Flanimal has done a great job locating some 3DKit gems I didn't even know exist! |
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Groupie in Training


Joined: 25 Mar 2010 Age: 35 Posts: 88 Location: Belfast, Northern Ireland
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Posted: Wed Mar 09, 2011 11:24 pm Post subject: Re: 3D Construction Kit |
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| C= Cheetah wrote: | I also have a project that I hopping to start later in the year (I'm just bugged down with an PC project right now).
| NintendWho wrote: | | I'd created many moons ago called "The Time Crystal"! |
You made Time Crystal! I had that game on my website for some time now, with other Freescape games, plus "A Chance In Hell" just been added. I hope you don't mind me having it on my site
http://www.commodorecheetah.co...escape.htm |
Hi Cheetah
Of course I don't mind I'm actually surprised it's found its way onto some of the C64 databases out there to be honest. I only sold about 6 copies (just enough to cover costs of disk/tape/packaging/postage) before I released it into the PD field through my own PD library PLPD (Parallel Logic Public Domain). It's a great feeling to see it preserved online, so thank you! It's been the only way I could play it today as all my old C64 stuff from all those years ago is AWOL. (Had to buy the system again last year.)
Stu, I made The Time Crystal while I was learning the kit too, only I didn't move on to the Amiga, I moved on to SEUCK but never really got to grips with it the way I wanted to. TTC really took a long time but I loved every minute of it. Playing it back now it feels very amateurish to me but I've had some great comments about it online. Maybe I'm just too close to it lol.
Basically, I can see what I wanted to do if I'd planned it out, but I made it all up as I went along. I've already started drawing and designing my new 3DCK game, as I want to do it properly, to create something that'll hopefully please Freescape fans.
Commodore Format reviewed TTC and gave me some really nice comments, but they complained about the speed and knocked a huge chunk off the score because of that. A few years previous it was never a problem, but this was near the end of the C64's commercial life, when homebrew was coming to the fore, so by that time other machines with faster 3D were all the rage.
Zotz, so you're planning a 3D version of a previous text adventure game? Intriguing... _________________
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Master of C64


Joined: 04 May 2002 Posts: 1402 Location: Kent, England
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Posted: Thu Mar 10, 2011 1:54 pm Post subject: |
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Hi Phil,
Good to hear from you!... I remember seeing you guys turn up late in Commodore Format to try and save things along with EBES. Unfortunately was only about 11 and had no money to support all of these start ups and new releases.
I was just wondering on a separate note - but i'm guessing your "1541 Util" tool that was mentioned in Commodore Format is currently missing? ... But did Parallel Logic have plans for any other games which are currently missing compared to The Time Crystal?
I found "The Venus Trail" here: http://www.gamebase64.com/game...18&h=0 ... This was a SEUCK game, but I thought there was a Text adventure part to the game (which is missing it seems). _________________ |
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Thu Mar 10, 2011 1:58 pm Post subject: |
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| stujwilson wrote: | I created a few playable games using the 3D kit on the C64, and have quite a large number of unfinished datafiles spread out on quite a few cassettes!
Admittingly those games were made whilst learning the kit - by the time I got to grips with the FCL language, I had already moved on to the Amiga. I made three complete games on that system. |
It's going to be great to see your 3DCK projects preserved Stu. If you don't have time to finish your unfinished datafiles, if you wished, perhaps we could set up a shared 3DCK folder in something like Dropbox, and then we could all make updates to move it towards a completed game. |
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Groupie in Training


Joined: 25 Mar 2010 Age: 35 Posts: 88 Location: Belfast, Northern Ireland
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Posted: Thu Mar 10, 2011 10:57 pm Post subject: |
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| Frank_gasking wrote: | Hi Phil,
Good to hear from you!... I remember seeing you guys turn up late in Commodore Format to try and save things along with EBES. Unfortunately was only about 11 and had no money to support all of these start ups and new releases.
I was just wondering on a separate note - but i'm guessing your "1541 Util" tool that was mentioned in Commodore Format is currently missing? ... But did Parallel Logic have plans for any other games which are currently missing compared to The Time Crystal?
I found "The Venus Trail" here: http://www.gamebase64.com/game...18&h=0 ... This was a SEUCK game, but I thought there was a Text adventure part to the game (which is missing it seems). |
Hi Frank
Yeah those were good days, there's even a very embarrassing photo of me with a yellow fluffy duck on my shoulder in one issue. Why oh why did I not take off my school uniform first?!
Util 1541, originally going to be called Commsoft Windows believe it or not, was being programmed by my friend Colin (who was the one to come up with the name "Parallel Logic"), but he moved on to the Amiga before it was finished. CF did have a preview copy, but aside from one screenshot in their Snippets news page they never did anything else on it. Probably just as well.
The Venus Trail.... urgh. I never could get into SEUCK and it shows in this "game" I have to say! Colin had a fantastic looking game at about 80% complete when he moved on, but The Venus Trail was really me learning how to use SEUCK without the manual. The intention was to then, after finishing it, to then start on a proper game for release into the public domain scene. I can't actually remember TVT ever being put onto a PD disk so I don't know how it got out. I must've done so for some silly reason. TVT is really just a silly little experiment which taught me I couldn't create a decent SEUCK game lol.
I loved working on 3DCK though, creating an exploration game, something that played at a more sedate pace, and so after I'd finished it I started on my first (and what was to be my last) text adventure. I have no idea why CF reported that it was going to be a level in a SEUCK game, we never told them that! They very obviously read one of my letters and completely misunderstood it.
The text adventure was about 50% complete when I took a break from it to set up PLPD and begin a diskzine called Commodore Diskette, which took up all my time for a while. Then, with it being just me on my own at this point, I hit that silly age of about 18 or 19 when hobbies were left to the side and drinking and gawking at girls in clubs came into fashion. Don't judge me lol, five years later I realised the shallowness of my weekends and I rediscovered my roots and once again became interested in comics, videogames and Knight Rider all over again!!
That text adventure was really complex from what I remember. I remember printing off reams and reams of paper to get a hardcopy of the code one night just before I shifted focus to the diskzine and PD library, and the printer took an absolute age to finish. Was very late at night too, I remember thinking my neighbours must've loved hearing that for goodness knows how long, it being a dot matrix and all!
EBES were really cool. I never had any direct dealings with them, although I did regularly order up that excellent new magazine Commodore World! _________________
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Master of C64


Joined: 04 May 2002 Posts: 1402 Location: Kent, England
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Posted: Sat Mar 12, 2011 11:49 am Post subject: |
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Thanks Phil,
So was the 80% complete game by Colin something which was part of The Venus Trail or another game completely?
Also is there anything I can write about regarding your adventure game for our unreleased games site? ... http://www.gtw64.co.uk ? (On there btw is a game called Colony which you might remember - apparently Jon Woods approached you to release it? ... there is one version with Parallel Logic as the distributor  )
It sounds like everything is completely lost from those days which is a shame - unless you're still in touch with Colin and he may have kept anything from them days?  _________________ |
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Sun Mar 13, 2011 1:11 pm Post subject: |
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I have cheekily copied Richard of TND's post from the Lemon64 Games 3DCK thread so that all 3DCK developers are recorded in this thread:
| Richard of TND wrote: | After finishing (I think) one of my game projects for Psytronik Software. I had some time spare and yesterday I thought that I should have a play around with the 3DCK and work a little more on Escape from Zaphod. At the near end of last year I created the rooms.
Yesterday I was playing around a little with the conditions editor. Really tricky stuff - apart from entering the rooms. Here's a screen shot of one of the rooms which I have done for the game.
The whole background/border looks plain but that is because I am using the conditions editor.
Using 3DCK is like playing around with a new programming language . I have create 8 rooms and only got 2 rooms working so far, and I sort of enjoyed working on this as well. It was something completely different
I wonder if it is possible to hack the 3DCK to be able to play in game music from music editors such as DMC, Goat Tracker, Music Studio, etc. As one of my contacts has secretly been doing some atmospheric music for this game. Otherwise I'll have to use it for the intro.
I'll still have to go through the instructions manual on how to score points, hide objects at the start of the game and also check whether or not the player has picked up anything. 3DCK's pretty interesting to explore  |
Hello Richard,
Your game, "Escape ftom Zaphod" is looking fantastic! The shading of the scene looks interesting - makes me want to explore it:)
Yeah the 3DCK FCL is quite a challenge to master, but learning it takes a snowball effect, with knowledge accumulating rapidly as you unravel the art of it.
The 3DCK User Group newsletters contains tons of tips and advice. If you don't have a copy of their scan files yet, PM me and I will email them out to you.
Of course, this thread is the very best resource for 3DCK questions, as it has brought togethor all of us to one place. I can only speak for myself, but I'd be happy to tackle any 3DCK question you would like to place.
I had a similar thought to you about hacking the compiled standalone kit games to play music. I never did it, but I do believe there is a substantial amount of memory unused in a compiled standalone game. I found the following, and I think this is just for starters: It is the memory where the eight editor sprites were, from $C400 to $C5BF, and also $C640 to $C67F. A total of 512 bytes, but there is probably much more that is available.
I'll attempt to provide some quick answers to your questions:
Q. How to score points:
Say you wish to use variable 2 to be used as the score byte. In general condition 1 (which is only executed once at the start of each game), add command SETV 0 2 to zero the variable. (This is probably not actually necessary as I do believe all variables get cleared at each restart.)
Whenever the player performs actions to score points, use command ADDV 1 2 in local/global condition to increment the score variable by 1.
You can create the score instrument for the game in the condition editor menu. Allocate a numerical instrument to your score variable 2, specifying the x y character coordinates.
Q. How to hide objects at the start of the game:
In the environment editor, open the attributes for any object. This allows you to set the initial state for the object, VISIBLE or INVISIBLE. It also allows you to change the current state of the object, which includes the additional attribute of DESTROYED.
When you exit the attribute view, there is a bug in the editor which draws the colours incorrectly. Don't worry, this isn't a crash or corruption. Simply access the menu and exit the menu to see things drawn correctly again.
Q. Check whether or not the player has picked up an item.
The easiest method doesn't even require the usage of variables. Say you have a key, object 5 and 6. Enable the player to pick up this key with a local condition containing
IFSHOT 5
OR
IFSHOT 6
THEN
DESTROY 5
DESTROY 6
--PRINT "FOUND A KEY"
ENDIF
When the play tries to open a door, you can test whether the player has picked up the object in any area with
IFSHOT DOOR
THEN
ELSE
END
ENDIF
IFVIS 5 [area]
THEN
-- PRINT "NEED A KEY")
ELSE
-- OPEN A DOOR
ENDIF
The messy bit at the beginning is necessary because you can't nest IF ELSE statements in FCL. So the END stops this local condition dead if the door is not shot.
One hack that I attemted was to expand the view window size, which is limited in the condition editor to 32 by 14. I found the memory locations for these, $4A17 and $4A18, these did increase the view size, but unfortunetly resulted in corrupted graphics above the 32x14, so I suspect the Freescape code is hard-coded for the maximum sizes. |
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Master of C64


Joined: 04 May 2002 Posts: 1402 Location: Kent, England
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Posted: Sun Mar 13, 2011 4:43 pm Post subject: |
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Richard, great work so far! .... Keep it up!.... Would be great to see a 3DCK game on the Psytronik label maybe?....
What would be really cool is to have a Matt Grey'esq tune like Driller had to go with the slow pace and a really nice drawn panel. _________________ |
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Groupie in Training


Joined: 25 Mar 2010 Age: 35 Posts: 88 Location: Belfast, Northern Ireland
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Posted: Mon Mar 14, 2011 7:05 am Post subject: |
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| Frank_gasking wrote: | Thanks Phil,
So was the 80% complete game by Colin something which was part of The Venus Trail or another game completely?
Also is there anything I can write about regarding your adventure game for our unreleased games site? ... http://www.gtw64.co.uk ? (On there btw is a game called Colony which you might remember - apparently Jon Woods approached you to release it? ... there is one version with Parallel Logic as the distributor )
It sounds like everything is completely lost from those days which is a shame - unless you're still in touch with Colin and he may have kept anything from them days?  |
Hi Frank
Colin's SEUCK game was a completely separate entity to TVT, but I have to say it did look absolutely stunning! He'd perfected the drawing of lighting effects on pipes and other shapes which produced a really lovely solid, and also 3D-like, effect to his graphics. He'd also perfected the actual gameplay and it flowed really well. It truly was a great feat when given the limitations of SEUCK. He's now living in Texas and I'm in touch with him frequently (he also comments on my blog a lot) and I'll see if he can remember much from those days and see if he can pass the info on.
As for the text adventure game, I'd love to gather together my thoughts and get back to you with some more info on the game if you like? I was very proud of what I'd achieved before I shifted focus.
Colony! Yes, I remember Jonathan appearing at my house completely out-of-the-blue one night (very embarrassing as my room was a pig sty!) and, leaving his girlfriend in the car outside lol, he came in to show me Colony. He also produced a demo of the game for release through Commodore Diskette and this was given away with either #1 or #2. I'm currently asking around my family to see if my old C64 is still hidden away somewhere as no one can remember it ever being thrown out, so I'll keep you up to speed if there's any joy there.
I also visited Jonathan in Portadown - my first meeting with a C128, which was very exciting at the time - and saw more of Colony and it truly was a very exciting prospect. I'm so sorry to hear that with the folding of Parallel Logic, Jonathan doesn't appear to have released it in the end?
All this talk of the old days has got me reminiscing so much, I may actually do a series of entries in my blog about the old Parallel Logic days... hmm...
Thanks for the interest!
And just to add my response from the 3DCK thread elsewhere here (since we're obviously trying to keep everything central and in this thread now - makes sense, Flanimal! ) I, too, would like to know if the 3DCK could be hacked for in-game music to be added to a finished kit game. My new 3D Game (working title, obviously) may still be in the pre-production stages but it's something I'm already thinking about! _________________
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Master of C64


Joined: 04 May 2002 Posts: 1402 Location: Kent, England
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Posted: Mon Mar 14, 2011 5:00 pm Post subject: |
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Hi Phil,
It would be great to learn about both games if you are up for it. I'll create some entries on GTW64. You never know, we might recover them some day  _________________ |
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C64 Enthusiast


Joined: 04 Jan 2002 Age: 34 Posts: 709 Location: Gosport, Hampshire
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Posted: Mon Mar 14, 2011 10:39 pm Post subject: |
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I used the 3DCK on the CPC and Amiga since 1991 - mainly created a few envioments but nothing survives to this day. |
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Newbie

Joined: 04 Jan 2004 Age: 35 Posts: 36 Location: England
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Posted: Tue Mar 15, 2011 8:48 pm Post subject: |
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NintendWho, Thanks, I'll hold it there as long as my site is running.
If you fancy adding some comments about the game then e-mail me the text and I'll put it in.
In fact, if anyone made a 3DCK game, I'm willing to put it on.
flanimal, I found this site http://www.the-tipshop.co.uk/c...tion%20Kit that shows some hidden commands for the Spectrum ver. May be the 64 ver mite have them as well. The command CALLMC could be handy.
One last thing, if anyone wants an PDF copy of the 3DCK manual then click hear: http://www.commodorecheetah.co...Manual.pdf_________________ thee Commodore CHEETAH..... |
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Tue Mar 15, 2011 9:39 pm Post subject: |
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| C= Cheetah wrote: | | flanimal, I found this site http://www.the-tipshop.co.uk/c...tion%20Kit that shows some hidden commands for the Spectrum ver. May be the 64 ver mite have them as well. The command CALLMC could be handy. |
Hi Cheetah,
Thanks for the link, which I had seen before, and it does contains brilliant additions that are not found in the manual. I was only yesterday emailing Phil about some of these undocumented commands, which are indeed available on the C64 version.
Unfortunately I never did get CALLMC to work. I understood that it was disabled in the editor, and was supposed to execute machine code at a specified address in the standalone compiled game, but I never got it to work in the compiled game either. It was a shame, as I had plans to make use of sprites which I could toggle on and off using simple machine code instructions. Maybe I was using it wrongly. |
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Groupie in Training


Joined: 25 Mar 2010 Age: 35 Posts: 88 Location: Belfast, Northern Ireland
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Posted: Thu Mar 17, 2011 2:23 pm Post subject: |
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| Frank_gasking wrote: | Hi Phil,
It would be great to learn about both games if you are up for it. I'll create some entries on GTW64. You never know, we might recover them some day  |
I'm up for it
I can't see either game getting uncovered unless Colin or I discover our old hardware and disks etc. Even though I moved out many moons ago my mother isn't convinced the 64 was ever thrown out either, but instead she thinks it was passed on to one of my nieces, nephews or cousins. I've got a huge family but I'm going to see if it's still collecting dust in a cupboard somewhere at one of the many family houses(!).
I'd love nothing more than to discover all this as it'd mean I could create an updated version of The Time Crystal, maybe even complete the text adventure, and rediscover the old issues of Commodore Diskette! Have to stop myself getting excited though, the chances of it still be about somewhere are probably very slim!
| C= Cheetah wrote: | NintendWho, Thanks, I'll hold it there as long as my site is running.
If you fancy adding some comments about the game then e-mail me the text and I'll put it in.
In fact, if anyone made a 3DCK game, I'm willing to put it on.
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Thanks very much Cheetah!
I can vaguely remember the "plot" - lol - so I wouldn't mind putting that and some notes together, thanks very much for the offer! It's cool to see something from so long ago preserved, and has really spurred me on in designing the new game  _________________
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Sun Mar 27, 2011 5:43 pm Post subject: 3DCK TIPS #1 - OBJECTS |
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I have read all 3DCK documentation, including the manual and the User Group newsletters, but there are things that I have learned that are not explicitly documented anywhere. I’d like to record these somewhere, so this thread seems like as good a place as any.
Starting off, I have some tips about the properties of the various objects that may not be obvious:
3DCK TIPS #1 - OBJECTS
There are two classes of objects, simple and complex.
Simple objects
Cubes and rectangles are simple objects, because the individual points of these objects cannot be moved within the bounding box. Thus, cubes and rectangles have surprisingly low memory requirements:
Cuboids – require 12 bytes, default bounding cube is 8x8x8. Simple object, points cannot be moved.
Rectangles – require 10 bytes, default bounding cube is 8x8x0. Simple object, points cannot be moved, but the bounding cube can be stretched in the 3rd dimension to give a tilted 3D rectangle.
Semi-Complex object
The pyramid object is semi-Complex, in that most points can be moved within the bounding box, but not all. Thus pyramids offer a high degree of mouldability, while requiring little memory.
Pyramids – require 16 bytes, default bounding cube is 8x8x8. Semi-complex object, the points of pyramids can be moved to create some interesting shapes such as wedges – pyramids do not have to be symmetrical!
Complex objects
The remainder of the objects are complex, because every point of the object can be freely moved within the bounding box, which is why these objects have higher memory requirements. Don’t be mislead into thinking that these objects are two dimensional, as the bounding box can be edited to any size, and the points can be moved around in three dimensions. Note that the 3DCK editor is not helpful in that it does not indicate which point is currently selected for editing. Also, the single view of the 3DCK kit makes it very hard to achieve desired results when editing points in three dimensions, so graph paper design is highly recommended. Bear in mind that there is no point making the bounding box any larger than it needs to be, so that other objects can be positioned flush against a complex object. Using these techniques, very pleasing non-boxy 3D objects can be achieved. A great example of good usage of the triangle complex objects is the palm tree of the Kit Game that comes with 3DCK. The leaves are actually triangles.
Hexagons - require 28 bytes, default bounding cube is 8x8x8. A complex object with six independently positionable points within the bounding box. Thus hexagons are not forced to be ‘hexagonal’ in shape, and can be any filled three-dimensional shape with six points. I don’t think this point has ever been exploited in any Freescape games.
Pentagons – require 25 bytes, default bounding cube is 8x8x8. A complex object with five independently positionable points within the bounding box. Thus pentagons are not forced to be ‘pentagonal’ in shape, and can be any filled three-dimensional shape with five points.
Quadrilaterals – require 22 bytes, default bounding cube is 8x8x8. A complex object with four independently positionable points within the bounding box. Thus quadrilaterals are not forced to be ‘rectangular’ in shape, and can be any filled three-dimensional shape with four points.
Triangles – require 19 bytes, default bounding cube is 8x8x8. The three points of a triangle are fully positionable within the bounding box. Thus triangles can be three dimensional. To make a triangle vertical or horizontal, shrink the bounding box to 0 size in one plane.
Lines – require 16 bytes, default bounding cube is 8x8x8. The two points of a line are fully positionable within the bounding box. Thus lines can be three dimensional. To make a line vertical or horizontal, shrink the bounding box to 0 size in two planes.
Misc. Objects
Sensors – require 10 bytes. Single point objects that can detect a player within a specified range.
Entrances – require 12 bytes.
Last edited by flanimal on Fri Jul 29, 2011 10:58 pm; edited 1 time in total |
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Groupie

Joined: 10 Jun 2010 Posts: 260
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Posted: Tue Mar 29, 2011 4:55 am Post subject: |
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thanks for extra info |
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Tue Mar 29, 2011 11:09 pm Post subject: 3DCK TIPS #2 - C64 3DCK HARMLESS BUGS |
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| zotz wrote: | | thanks for extra info |
My pleasure.
The next instalment:
3DCK TIPS #2 – C64 3DCK HARMLESS BUGS
The environment and condition editors have a few bugs that are harmless. It is worth knowing about them as one might otherwise be spooked into thinking the program had crashed or corrupted, and one might lose data unnecessarily by resetting the C64 without saving in fear of corruption.
So this summary is for the harmless bugs, or glitches. I can confirm that these glitches are entirely ‘cosmetic’, and cause absolutely no harm to the program or your project data in memory:
• The option to ‘view’ an entrance in the environment editor usually doesn’t work and results in a black screen. Simply press fire to return to normal, and use ‘goto’ entrance instead to see where it is.
• Accessing attributes in the environment editor redraws the view with the wrong colours, giving a silhouette-like view. The colours return to normal by moving the cursor up to the menu bar and back down to redraw the view.
• If you wish to let the player goto entrances on elevated platforms, then the platform thickness must be greater than zero, otherwise the player falls right through the zero-thickness platform when he goes to that entrance.
• Messages printed to the view window alter the colour attributes of those character cells, and they are not changed back when the scene is redrawn. Either use foreground and background colours that are already used by the area, or print messages outside the view window.
• After general condition 1 is executed the once after a game as been starte/restarted, the mode is reset back to mode 1. Therefore, if you wish to use a mode other than mode 1, you have to set it somewhere other than general condition 1.
Finally, remember to take the manual’s advice to “save and backup your project data regally”, as the 3DCK is pretty stable, but it can crash on occasion. |
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Newbie

Joined: 04 Jan 2004 Age: 35 Posts: 36 Location: England
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Posted: Wed Mar 30, 2011 5:08 pm Post subject: |
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Grate info flanimal
If any of you doesn't know, in the latest Retro Gamer mag in the UK has an article all about Incentive Software company and they interviewed the creator of the company. They do briefly go into 3DCK briefly.
I left the mag at work so I cant quote anything from it, sham on me
Other than Freescape was first thought up the idea in 1985, programming started in September 1986 and took 18 mouths to build. Then Driller was the first game to ever to use it. In fact it could be the first ever game to look even close to modern FPS. _________________ thee Commodore CHEETAH..... |
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Groupie


Joined: 31 May 2010 Posts: 216 Location: England
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Posted: Thu Mar 31, 2011 10:00 pm Post subject: 3DCK TIPS #3 – GLOBAL OBJECTS |
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| C= Cheetah wrote: | Grate info flanimal
If any of you doesn't know, in the latest Retro Gamer mag in the UK has an article all about Incentive Software company and they interviewed the creator of the company. They do briefly go into 3DCK briefly. |
Thanks Cheetah. I did briefly scan through that article in WHSmiths. But I was too tight to buy it! The article had great info on Freescape, but was a bit skimpy on 3DCK coverage. This could either indicate that they are not fussed about 3DCK, or that they think it would be deserving of its very own article.
3DCK TIPS #3 – GLOBAL OBJECTS
Global objects provide a memory efficient method for sharing common objects between as many areas as you like. The objects are created in special area 255, after that they can be toggled on in any areas, in any combination, at a cost of only 1 byte per selection. Thus Globals are the most powerful feature for squeezing as much a possible out of the ~5K memory available.
Walls, floors and ceilings are the most obvious choice for globals. I like to create a number of wall sets, so that not all rooms are the same shape. Also I like to create a patterned floor and a plain coloured floor. Basically, any object can be global and shared between your areas in this way. The only restrictions with global objects is that they can’t be made invisible, or interacted with, via the conditions of the areas.
The sides of global objects are shaded in the global area 255, so the appearances of the shades in the areas that use them depend on the colours chosen for those areas. Shading of globals is important, as your probably don’t want to use all 4 colours in case one or two of them are garish in some areas. For example, in one area you might want to have a pink item, but you probably don’t want the walls to be pink. It might even pay to create several global wall sets with different shades and sizes.
There are several global objects available from the get-go when you load up the 3DCK environment editor for the first time. They are for walls, floor and ceiling. However, these objects have been pre-created very poorly – they are cube objects, and obviously rectangles are better suited for walls and floors and ceilings as they look exactly the same but require less memory and less CPU time. The 5 unseen sides of these cubes are not even shaded to the invisible colour to save on CPU.
I recommend that the first thing you do when you start a 3DCK project to is delete ALL the default globals, and then create new RECTangle globals to replace them as walls, a floor or two and a ceiling. Colour the unseen sides to these rectangles to the inv shade to lessen the drawing load on the CPU.
Now is the time to reveal that the 3DCK environment has one serious bugs regarding the deletion, and sometimes creation, of global objects. Deletion of global objects is fine to begin with so I recommend that you delete the rubbish default global objects. The crash can happen when deleting global objects, and tends to happen later on during a projects development. Also, sometimes creating a new global object crashes the kit, or currupts the data by adding a rogue entrance to the object list of area 255, which I believe means the memory is corrupted so you should reset and not save! The bug is repeatable, so it may prevent you from making big additions/deletions to the global area later on in your project.
I would therefore strongly advise you to save before deleting/creating global objects. And I would probably recommend that you never delete globals, apart from the default ones of course.
I can confirm to you that editing existing global objects never triggers this bug. If you want to make good use of globals for your project, my advice to you is to is to create plenty of cubes, rectangles, etc, in the global area 255 as early as possible. They gets them ‘in the bag’, so to speak, so you can edit and colour them at any time of your choosing when you actually come to use them later on in your project. This avoids disappointment at a later date as you may not able to create more global objects due to the kit crashing. Creating more globals than you need in the end is no problem, they can simply be used as normal area objects, which has a price of only 1 byte per object.
Despite the crash/corruption bug, global objects are still worth using by beginners as they provide useful walls and floors. And for advanced users, efficient use of global objects can be a massive memory saver.
If you do manage global objects well, they can save LOADS of memory. For example, one cube uses about 14 bytes of memory whether global or not. But reusing that global in as many areas as you like costs you only 1 byte per area!
It doesn’t necessarily have to be obvious that you are reusing objects, as you can have different scales, orientations, room positions, and colours between the areas that reuse a global object. For example, the computer monitor in ACIH is also a crate on the sunken boat under the water, but the player would never know!

Last edited by flanimal on Fri Jul 29, 2011 11:22 pm; edited 2 times in total |
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