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Castles of Dr. Creep Wii: Difference between revisions

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|source=https://github.com/segrax/DrCreep
|source=https://github.com/segrax/DrCreep
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Castles of Dr. Creep is a 1984 Commodore 64 game written by Ed Hobbs and published by Broderbund Software.
'''Castles of Dr. Creep''' is a classic Commodore 64 game released in 1984 and developed by Ed Hobbs and published by Broderbund Software. This open source reimagining allows you to play the game by using an image (D64) of the original disk. Moreover, a Castle Builder feature has been added, allowing players to customize existing castles or construct new ones from scratch.


This project is an open source rewrite, allowing you to play the game using an image (D64) of the original disk.
==Game Development==
Additionally, a Castle Builder has been added allowing the player to modify existing castles, or build new ones from scratch.
Ed Hobbs, the programmer of the game, sheds light on the difficulties he faced while reverse-engineering the 6502 object code to C++. In the early days of the C-64 assembler, it was limited and could not handle programs larger than 16kb, so Hobbs had to write and assemble the source code on an Apple II and then transfer the binary to the C-64 through the joystick ports of the respective computers, marking his first experience with a "computer network". Despite the game not being able to run on the Apple II, it still played a crucial role in the creation of "Dr. Creep".


==History==
One of the major challenges was to fit the entire source code onto a single 144 kb floppy disk that was compatible with the Apple 6502 assembler. To do so, Hobbs had to remove all comments from the code, leaving no room for them. He maintained a notebook with hundreds of pages of flowcharts and data-layout diagrams to keep track of the code and understand what was happening in the code.


As a programmer, I appreciate the difficulty of reverse-engineering the 6502 object code to C++. When I wrote the game, the C-64 assembler was very primitive (it couldn’t handle programs larger than 16 kb), so I had to write and assemble the source code on an Apple II, and then transfer the binary to the C-64 through cables connected to the joystick ports of the respective computers (my first experience with a “computer network”). So even though the game could not be executed on the Apple II, this computer still played a vital part in Dr. Creep’s creation.
Furthermore, there was no C-64 debugger available, adding an extra layer of complexity to the programming process. Hobbs also lacked a level editor, and had to draw out the levels on custom graph paper and then hand-code the level data.
One of the biggest problems was that the source code had to fit onto a single 144 kb floppy disk in order to work with the Apple 6502 assembler.  The only way to do this was by eliminating all comments in the source code—there just wasn't any room for them.  I maintained a notebook comprising hundreds of pages of flowcharts and data-layout diagrams.  The nodes of the flowcharts were labeled to match the nametags in the source code.  In this way, I was able to visually grasp what was going on in the code, and still fit it into the requisite space.


Furthermore, there was no such thing as a C-64 debugger, which added an additional twist to the programming.
==Requirements to Play==
To play "Castles of Dr. Creep", you will need the following:
I also didn’t have a level editor. I drew the levels out on custom graph paper, and then used these drawings to hand-code the level data."
- Ed Hobbs 2012


==Required To Play==
A Commodore 64 Disk Image (D64) of "The Castles of Dr. Creep" which should be placed in the game's 'data' folder.


Commodore 64 Disk Image (D64) of "The Castles of Dr. Creep", which should be placed inside the game 'data' folder.
An SD Card with a folder '/apps/drcreep/data' containing your Dr. Creep D64 and CHAR.ROM. This file can have any name, but the 'D64' extension must remain unchanged.
SD Card with folder '/apps/drcreep/data' containing your Dr.Creep D64 and CHAR.ROM
 
This file may have any name, but the 'D64' extension must remain.


==Controls==
==Controls==
Hold WiiMote on its side.
Hold WiiMote on its side.


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==Media==
==Media==
'''The Castles of Dr. Creep r270 - ([https://www.youtube.com/watch?v=uL691inxuTA Cid2Mizard])'''<br>
<youtube>uL691inxuTA</youtube>
<youtube>uL691inxuTA</youtube>


==Whats Broken:==
==Known Issues==
*sound is not perfect
*Sound is not perfect.


==Changelog==
==Changelog==

Revision as of 05:50, 10 February 2023

Castles of Dr. Creep
File:Castlesofdrcreepwii.jpg
General
Authorsegra
TypePlatform
VersionV1.1
LicenseGPL-3.0
Last Updated2014/12/15
Links
Download
Website
Source

Castles of Dr. Creep is a classic Commodore 64 game released in 1984 and developed by Ed Hobbs and published by Broderbund Software. This open source reimagining allows you to play the game by using an image (D64) of the original disk. Moreover, a Castle Builder feature has been added, allowing players to customize existing castles or construct new ones from scratch.

Game Development

Ed Hobbs, the programmer of the game, sheds light on the difficulties he faced while reverse-engineering the 6502 object code to C++. In the early days of the C-64 assembler, it was limited and could not handle programs larger than 16kb, so Hobbs had to write and assemble the source code on an Apple II and then transfer the binary to the C-64 through the joystick ports of the respective computers, marking his first experience with a "computer network". Despite the game not being able to run on the Apple II, it still played a crucial role in the creation of "Dr. Creep".

One of the major challenges was to fit the entire source code onto a single 144 kb floppy disk that was compatible with the Apple 6502 assembler. To do so, Hobbs had to remove all comments from the code, leaving no room for them. He maintained a notebook with hundreds of pages of flowcharts and data-layout diagrams to keep track of the code and understand what was happening in the code.

Furthermore, there was no C-64 debugger available, adding an extra layer of complexity to the programming process. Hobbs also lacked a level editor, and had to draw out the levels on custom graph paper and then hand-code the level data.

Requirements to Play

To play "Castles of Dr. Creep", you will need the following:

A Commodore 64 Disk Image (D64) of "The Castles of Dr. Creep" which should be placed in the game's 'data' folder.

An SD Card with a folder '/apps/drcreep/data' containing your Dr. Creep D64 and CHAR.ROM. This file can have any name, but the 'D64' extension must remain unchanged.

Controls

Hold WiiMote on its side.

In-Game

  • DPAD = Movement
  • Button 2 = Fire Button
  • Button A = Self Kill

Intro

  • Button Plus = Option Menu
  • Button 1 = HighScores

Screenshots

castlesofdrcreepwii-01.jpg castlesofdrcreepwii-02.jpg castlesofdrcreepwii-03.jpg castlesofdrcreepwii-04.jpg castlesofdrcreepwii-05.jpg castlesofdrcreepwii-06.jpg

Media

The Castles of Dr. Creep r270 - (Cid2Mizard)

Known Issues

  • Sound is not perfect.

Changelog

V1.1 (11/12/2012)

  • Fix three bugs (Sprite collisions, picking up of key issue, X coordinate issue if overflowed from a byte)
  • Fix the channel banner

V1.0 (11/12/2012)

  • Fix the last known graphic bug
  • Heard from the original game author - Ed Hobbs

SVN-351 (11/07/2010)

  • Fix sprite collision bug, Fix another object collision issue
  • Fix the game speed, making it run at the original PAL speed.
  • Adds the ability to edit text in Builder

SVN-345 (11/05/2010)

  • All objects can now be placed and linked.
  • The map screen can be edited with the door positions being adjustable.

SVN-338 (11/04/2010)

  • A Castle Builder is now included, with the hotkey information available in the readme. While this feature exists in the Wii version, at present it is unusable due to a lack of controls.

SVN-270 (07/15/2010)

  • Wii WAD/Dol Version now available! (sound is buggy)
  • Options Menu is now implemented

SVN-219 (05/12/2010)

  • Sound and performance have also been improved, along with some minor bug fixes.

SVN-168 (05/05/2010)

  • Highscores
  • Game Play Timer
  • Save Game/Load Game (uses D64s, supports original savegames)
  • Sound Effects/Introduction Music

SVN-125 (02/11/2010)

  • This is the first public release, the game is completable with minor issues occasionally causing lockups.

Thanks

External links

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