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Ocean's Routine Library (or Epyx's for that matter)
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hellish64
Trollie Wallie
Trollie Wallie


Joined: 28 May 2014
Posts: 311
Location: UK

PostPosted: Sun Dec 27, 2015 1:46 am    Post subject: Ocean's Routine Library (or Epyx's for that matter) Reply with quote

I have heard that Ocean had a library of routines that used throughout their later advanced games, that was really nicely organised and easy to use.

Has anyone seen/has it?


Last edited by hellish64 on Sun Dec 27, 2015 1:32 pm; edited 1 time in total
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OmegaMax
Jumpman
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Joined: 17 Jan 2015
Age: 45
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PostPosted: Sun Dec 27, 2015 2:02 am    Post subject: Reply with quote

I think Lasse has the ocean multiplexer on his site covert bitops.

http://cadaver.homeftp.net/rants/sprite.htm
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oziphantom
Jumpman
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Joined: 05 Jul 2014
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Location: Syndey Australia

PostPosted: Sun Dec 27, 2015 6:29 am    Post subject: Reply with quote

The ODK doesn't seem to have been preserved anywhere, I went hunting for it a while ago, asking people who worked with it etc, nothing.

Seems the archives start at the PsyQ "systems" where the SNES And Saturn tools are around etc.
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hellish64
Trollie Wallie
Trollie Wallie


Joined: 28 May 2014
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PostPosted: Sun Dec 27, 2015 1:31 pm    Post subject: Reply with quote

That's a shame. Maybe it will surface somewhere eventually.
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merman
Lemon64 Game Champion
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Joined: 29 Jan 2003
Age: 47
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Location: Skegness, UK Fave game: The Sentinel

PostPosted: Sun Dec 27, 2015 4:05 pm    Post subject: Reply with quote

Paul Hughes did make his Freeload source available (which was also modified for their cartridge releases).

http://www.pauliehughes.com/page3/page3.html
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hellish64
Trollie Wallie
Trollie Wallie


Joined: 28 May 2014
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Location: UK

PostPosted: Sun Dec 27, 2015 4:17 pm    Post subject: Reply with quote

That was a great read, cheers.
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OmegaMax
Jumpman
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PostPosted: Sun Dec 27, 2015 4:18 pm    Post subject: Reply with quote

merman wrote:
Paul Hughes did make his Freeload source available (which was also modified for their cartridge releases).

I'm assuming someone already asked Paul if he kept anything else from ocean?
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hellish64
Trollie Wallie
Trollie Wallie


Joined: 28 May 2014
Posts: 311
Location: UK

PostPosted: Sun Dec 27, 2015 4:30 pm    Post subject: Reply with quote

Good point!
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hellish64
Trollie Wallie
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PostPosted: Sun Dec 27, 2015 4:44 pm    Post subject: Reply with quote

Although the guy is saying that he is only making this code available because he had written the original loader before he joined Ocean, therefore he owned it. But it wouldn't hurt to ask!
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Paulie68000
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Joined: 11 Feb 2016
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PostPosted: Thu Feb 11, 2016 11:58 pm    Post subject: Reply with quote

Nobody asked Smile I don't bite Wink

Nice to see my old multiplexors are still living on - was interesting reading the analysis of it. Both the fast shell sort and stack based insertion sorts were my doing - they were pretty much used in every C64 game we put out from Mario Bros onwards!

We didn't have a C64 library of routines at Ocean per-se - but there was some sharing of code - Terra Cresta begat Slapfight for example. Navy Seals was used as a start point to do Total Recall (in four weeks!)

I did keep a bunch of common routines - the loader, mutiplexor, music drivers, scroll routines, text prints, visual effects and the like which got passed around as they evolved but there wasn't an official library as such.

I've got quite a bit of old source code from my Ocean days - obviously copyright and ownership is an issue, but I wrote a whole bunch of stuff post-Ocean that I could possibly resurrect if there's interest for it.


Last edited by Paulie68000 on Fri Feb 12, 2016 2:12 pm; edited 1 time in total
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CPULoyal
Bionic Granny


Joined: 16 Oct 2013
Age: 52
Posts: 36

PostPosted: Fri Feb 12, 2016 3:16 am    Post subject: Reply with quote

Count me in as an interested party. I always find enlightening looking at how many things were solved in a constrained environment as it was the C64. Please, go ahead. Information wants to be free.
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OmegaMax
Jumpman
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PostPosted: Fri Feb 12, 2016 4:11 am    Post subject: Reply with quote

CPULoyal wrote:
Count me in as an interested party.
Me also
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Moloch
Rick Dangerous
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Joined: 02 Dec 2004
Age: 50
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Location: Murkasada

PostPosted: Fri Feb 12, 2016 8:14 am    Post subject: Reply with quote

yep, interested here
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Paulie68000
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Joined: 11 Feb 2016
Posts: 4

PostPosted: Fri Feb 12, 2016 2:21 pm    Post subject: Reply with quote

Okey doke, I'll have a scour through my archives at the weekend. Anything specific that people are looking for?

As a starter for ten, I'll dig out my last iteration of the multiplexor and put the source up on my website - there's a few variations - in New Zealand story for example, it only sorted six sprites in the multiplex so that two sprites used for hires overlays were guaranteed to have the highest priority, but that stuff is trivial to implement if you require it.

I believe Armalyte used something similar to the stack based insertion sort that myself, Andy Braybrook, Gary Liddon and John Twiddy were banding around back in the day. I think Ste Ruddy's Bionic Commandos used the stack based code too - we had many a brainstorm about multiplexors on the train journeys to and from work Wink

Most of the Ocean titles went with the original fast sort.

Anyhoo, I'll see what I can dig up...
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DanPhillips
C64 Legend
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Joined: 14 May 2002
Posts: 357

PostPosted: Sat Feb 13, 2016 5:30 am    Post subject: Reply with quote

Paulie68000 wrote:
I believe Armalyte used something similar to the stack based insertion sort that myself, Andy Braybrook, Gary Liddon and John Twiddy were banding around back in the day. I think Ste Ruddy's Bionic Commandos used the stack based code too - we had many a brainstorm about multiplexors on the train journeys to and from work Wink

Most of the Ocean titles went with the original fast sort.

Anyhoo, I'll see what I can dig up...

Interested to see! Smile

Yeah. we saw the stack based insertion sort in a very early leaked version of Andrew Braybrook's Morpheus.

Just unrolled it and removed any "is object valid" checks to make it as fast as possible.
We did try running with a basic bubble sort most of the time, only swapping to the stack based one when new enemies/bullets were spawned...it was faster, but we didn't have anything that could take advantage of the inconsistent time it made available.

We scoured a few Ocean titles for interesting snippets of code Smile

Cheers

Dan
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