ZOOMIE1980
Posts: 1284
Joined: 4/9/2004 Status: offline
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quote:
ORIGINAL: Apollo11 Hi all, quote:
ORIGINAL: kaleun Also Red storm rising in C24. Ahhh... "Red Storm Rising"... the very first game I created tool for editing (using straight machine language) on my Commodore 64 (I was not happy with how they gave stats to tanks and I rectified it and used better and more realistic values - I still have the printouts of how I did that somewhere)... Those were the days of youth in 1980's... Leo "Apollo11" P.S. My best game on C64 was, of course, "Elite" - I played it for days, weeks, months and years but finally I realized that there was no "infinite" universe in it and wanted to see all goodies so I made (again machine language program) tool for altering savegame stats (the "Elite" had nice checksum routine that disallowed such activities but all was possible if you were persistent). And now (shame on me) I am IT professional but have, unfortunately, totally neglected my programming skills in past 20 years... 1980's.... kind of a "Golden Age" for computer based wargaming. Primative graphics, next to no memory or disk storage so games had to be cleverly written to fit and the gameplay had to be great as there was no eye candy to sell them at all. But what truely made that era great, was it was easy to get/hack into the source code of any game (be it AppleSoft Basic on Apple II's or the machine code on C64's, etc) and the game code was usually small enough you could get your hands around it. With a fairly minimal set of basic programming skills you could find the code block of parts of the game you didn't like and "fix" to suit your ideas! My first stab at "fixing" games were GG's old SSI fare for Apple IIc's. You booted to the game disk then hit some magical keyboard combination and it would dump you to a ProDos prompt with the game code fully loaded. YOu find the area you wanted to "fix", fix it, save it to the disk (or a copy) and then reboot and run your "fixed" version! My very first effort in that area was adding a lot new AI code to old NA '86. Went on to modify some other SSI games of that era and write a couple of entirely new ones that I never bothered to attempt to publish, just played them myself.
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