home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Commodore Free 19
/
Commodore_Free_Issue_19_2008_Commodore_Computer_Club.d64
/
t.wild bunch
< prev
Wrap
Text File
|
2023-02-26
|
14KB
|
433 lines
u
WILD BUNCH PROJECT - THE C64 CONVERSION
http://www.gamesplaygames.co.uk/thewild
bunch/
http://www.gamesplaygames.co.uk/thewild
bunch/music/jonwells_wildbunchstory.mp3
THE STORY SO FAR.......
It was back in Nov 1987 when I got
mitts on a shiny new C64! Having been
a Classic on the good old Spectrum
(which I also owned) & Amstrad, & a
firm favourite of mine, I was very
surprised when I found that Firebird
hadn't made a C64 version! By early
1988 I was increasingly getting more
interested in the programming side of
things & so started to learn 64 BASIC.
What with The Wild Bunch being mostly
written in Basic I quickly decided to
do my own conversion as a sort of pet
project & learning curve. Having
acquired the full Spectrum BASIC
listing of the game it placed me in
good stead to undertake what was then a
mammoth task.
I learned a lot during the conversion,
but unfortunately I couldn?t finish it
as I needed Assembly experience to
handle the Gunfight bitmap sequence &
music. Also, around then I had limited
time due to starting college & also
getting contract work with Cult/D+H
Games. Around the time the work was put
on hold (mid 1988) The Wild Bunch
project was completed to around 80% &
fully playable.
Now 20 years later, following an email
from Frank Gasking of GTW regarding
the project & after finding the lost
disks with my original conversion work
on, The Wild Bunch C64 conversion has
been resurrected & is to be completed
once & for all! With the original Wild
Bunch approaching its 25th birthday at
the end of this year the intended
deadline is scheduled for a New Year
2009 release.
ORDERING INFORMATION
The Wild Bunch will be made available
as a one-off Special Limited Edition
tape for the Commodore 64 & will cost
only 3.99 + 1.00 UK P&P, outside the UK
Overseas P&P is 2.50. Once all copies
are sold there wont be any more
duplication runs so to guarantee your
copy, you should pre-order securely
using PayPal
http://www.gamesplaygames.co.uk/
thewildbunch/
NEWS - 13th April 2008
The Gunfight street scene is completed!
Check out my diary below for
screenshots!
NEWS - 12th April 2008
Work has started on the Gunfight street
scene today, keep an eye on the diary
over the next few days as I'll be
attempting to complete this scene over
the weekend!
NEWS - 8th April 2008
The Wild Bunch Loading screen is
complete. See my Diary entry for more
details!
NEWS - 6th April 2008
The Wild Bunch has now been made
available for overseas pre-orders. I
Have also added Kenz's Diary entries
in a new section below.
NEWS - 12th March 2008
Kenz to contribute to the project!
Following a few emails to my buddy &
all round C64 hero Jason 'Kenz'
Mackenzie of Binary Zone, BIT Live &
BITS fame he has agreed to contribute
to the project! He will be helping in
various areas & designing the full
colour inlay & label packaging using
the original Spectrum's into a fully
authentic C64 version! Our intention is
to produce a one-off special limited
edition small duplication run on tape
with full colour authentic packaging
for C64 collectors. These will be
closely based on the original Firebird
Spectrum & Amstrad packaging to make
it as authentic as possible.
To cover production/duplication costs
this will be sold for 3.99 with 1.00
postage for UK & 2.50 postage for
Overseas orders. There will only be
one duplication run of this product so
to reserve your copy you should pre-
order using the UK or Overseas paypal
DEVELOPMENT DIARY
12th-13th April 2008
I started work on The Wild Bunch
Gunfight street scene. I used the
Spectrum screen that Kenz had sorted
out for me on a c64 disk, which I
converted onto PC first. Using Congo I
converted this straight into multi-
colour mode to see how it looked in 64
multicolour form at its most basic. As
you can see from the screenshot below a
lot of work would be needed to enhance
this fully!
The other problem with this screen is
that it's smaller than the 64 screen
size. The spectrum screen is 256 x 176
pixels, whereas the 64?s screen size
is 320 x 200 pixels. I decided the
best way would be to keep the original
size of the Speccy's & just add the
extra border around the outside &
continue the buildings into this area.
I did this using Photoshop & half an
hour later the original
Spectrum screen looked like this:
Following this I added in some brick-
work effects on the buildings in
Photoshop before the initial
conversion was to take place in Congo
& upon doing this it actually wasn't
too bad at all, but it still needed a
heck of a lot of work to optimise it
for the 64. I spent the next 3-4 hours
editing & tweaking, but still a lot
of work left to do. I decided to spend
most of the next day (Sunday 13th)
finishing it off. I continued more
work on the Gunfight scene today, but
before I began I coded a quick routine
in the CCS64 emulator & loaded in
the existing bitmap to get it to
display on the screen. This was saved
for later use. I proceeded with the
bitmap in Congo doing a good 3 hours
more worth of tweaking, changing &
playing around with various looks &
eventually I managed to get it to a
stage I am happy with. Now during the
development of the bitmap I had an
idea to make the most from the bitmap
in which I can change the colours of
the building, sky & ground in-game.
About 4-5 colours were not used so I
colourized each building using any
unused colours including purple, green,
red etc. Following this I adapted my
code so I can use a lookup table &
replace the red, green, purple colours
with any colour I like. The great thing
about this is that I can use the same
bitmap, but make the scene look
different by mixing the 16 colour
palette & building colours. I can also
darken the ground & sky to make the
scene look like night-time or dusk for
example which will give each Gunfight
scene a more varied look!
Once this was complete I downloaded
Sprite Pad on the PC & started work
on the actual Gunfighter sprite. I
simply magnified the original Spectrum
Gunfighter & copied him pixel for
pixel into 64 sprites, but I added an
additional multicolour sprite for
underlying behind the Hi-res black
outline. This gives the Gunfighter
full colour for his face & clothing
and I can vary these colours in the
game depending on who you are having a
gunfight with. This will again add
some variety to the scene. As an
additional extra I created a Hi-res
cactus for the background. Finally, I
bolted all this together into my code
and tested it for various scene styles,
2 of which you can at last see below.
I have a few plans for the Gunfight
sequence which will add something
extra for the 64 version compared to
the Spectrum & Amstrad, though I'm
not saying any more as that'd spoil it
for you. You'll have to find this out
yourself when you play the game!
8th April 2008
The Wild Bunch loading/title bitmap
screen has been created! This was
developed over a 3 hour period last
night. I used the original Hi-res
Spectrum loading screen which I opened
into Photoshop on the PC. From here I
added a rainbow effect on the red sky,
I then saved & loaded this into the
Congo PC graphics tool, this allows
you to convert an image into any C64
bitmap form.
Before I started I had to resize the
image into 320x200 pixels for the full
64 screen. Following this I used the
dithering feature to convert the
rainbow effect & hi-res picture into
C64 multi-colours & spent some 2 hours
tweaking the rough edges & adding my
own colouring to the sun, cactus, &
wording. I may come back to this at a
later stage to see if I can improve on
it further, but for now you can see the
results in the screenshot below!
5th April 2008
Wild Bunch project website goes live!
27th March 2008
Kenz produces The Wild Bunch website
layout for me to modify & use for the
pre-order, news & diary of the game.
26th March 2008
I have created more music for the
game, the jingle which plays when the
map is shown. Also the music that
plays when you take a shot character
or prisoner to the sheriffs office
following the gunfight sequence.
22nd March 2008
Kenz finishes first proof version of
The Wild Bunch inlay. See below! Wow,
very nice!
21st March 2008
The story so far intro music has been
composed. I'm using the C64's Dutch USA
music player tool on my PC running the
excellent CCS64 Emulator to handle all
the music for the game.
Click here
http://www.gamesplaygames.co.uk/thewild
bunch/music/jonwells_wildbunchstory.mp3
to download an MP3 track snippet!
18th March 2008
The original Spectrum inlay & tape
label is scanned & sent to Kenz for
redesigning & development.
16th March 2008
Using some handy emulation tools the
original Spectrum 48k Basic listing is
re-printed & my C64 conversion
listing printed for comparison &
reworking to ensure the conversion
retains the same strategy elements &
formulas as the Spectrum. With these in
hand I can make any changes to my old
source to bring it much closer to the
original. It'll also make it easy for
me to read through & pick up from where
I'd left off 20 years ago!
2nd March 2008
I find my lost C64 work disks with the
old Wild Bunch conversion source on!
This was no mean feat, what with well
over 500 work disks to sift through it
took me quite a few days to actually
find all the disks with the Wild Bunch
source on. There were so many different
snippets of source & work data that
I've done across many disks over the
years that it was very difficult to
label & keep track. I use my old
Windows 98 PC a CBM 1541 disk drive &
PC to 1541 cable & convert the Wild
Bunch disks into .d64 images on the PC.
Now I can work on this project using
the CCS64 Emulator on my modern office
PC!
KENZ's DIARY
22nd March 2008
My next job was to airbrush the front
of the inlay to change the yellow
border from the Spectrum version to a
red border to show it's a C64 game.
Using the C64 Firebird game 'Arcade
Classics' as a guide I noticed the
bottom section of the border on the
C64 game was still yellow but the top
section was red so I carefully
airbrushed the top section of the Wild
Bunch inlay to match. I then lifted
the C64/128 text from the Arcade
Classics inlay & placed it on the
Wild Bunch inlay. I then produced a red
box to go on the spine of the inlay to
show that it is the C64/128 version of
the game. To finish off the inlay I
retyped all the instructions & added
C64 loading instructions. I also
changed the credits to suit this new
version of the game. And voila! The C64
inlay was complete. I then printed a
test inlay, took a few photos of it in
a tape box & emailed them to Jon for
his feedback.
21st March 2008
I began working on the Wild Bunch
inlay today! My first job was to
remove the creases where the original
tape inlay had been folded. This took
a good few hours as I had to rebuild
the pictures of the cowboys shown in
the background on the inlay. I also
had to carefully restore the sky &
ground so it all blended together
nicely. Ironically, this was the
hardest part of the inlay to produce
and you probably won't notice any of
it as the inlay will be folded once
again when it gets put into the tape
boxes! After that I removed any
remaining blemishes, creases & small
marks from the inlay & then set
about getting rid of the two holes
from the back of the inlay. These were
the holes that the 'tape lugs' on the
tape box went through to keep the tape
secure in the box. Nowadays you can
get clear tape boxes with no lugs
(which I think look much nicer) so I
got rid of the holes. This meant more
art working to restore the background
images & I also redid the screenshots
as one of the holes was punched right
through where the screenshots are
illustrated on the inlay. I used nice
cripsy clear screens from the emulator
on the inlay which look much sharper
than the ones on the original Spectrum
inlay.
18th March 2008
I received the tape inlay scans from
the Spectrum version of the Wild Bunch
from Jon today so I set about creating
a tape inlay template in PhotoShop to
ensure my artwork prints at the correct
size. I then dropped Jons scans into
the template & worked out what needed
to be done to the artwork. Jons timing
was perfect as it's Easter in a few
days which means I'll have a bit of
extra time to work on inlay artwork.
12th March 2008
I received a very interesting email
from Jon today which mentioned he was
resurrecting his old conversion of the
Speccy / Amstrad budget title 'The
Wild Bunch'. I was rather excited by
this news as I used to LOVE that game
on the Speccy as it was one of the
early Firebird budget games I bought.
Anyhoo, Jon mentioned he would like to
produce a special edition of the game
on tape complete with authentic
artwork so I offered my photoshop
services & requested that Jon send
me hi-res scans of the inlay to have a
fiddle with. It looks like me & Jon
are now collaborating on a C64 project
after all these years. COOL!
27th February 2008
So there I was minding my own business
when **SHAZAM!** an email arrived from
my good C64 chum Jon Wells. I had tons
of fun working with Jon (along with
Alf Yngve, Paul 'FeekZoid' Hannay &
Jason 'TMR' Kelk) on various C64
projects back in the 90's so it was
great to hear from him again after all
this time. I was also really pleased
to hear he had been working on a new
C64 release - the Sideways SEUCK
Project - so I crafted a little banner
for him in order to help promote it.
But that was only the beginning ... !
Commodore Free would like to thank the
project Jon Wells for providing
permission to reprint this info.