It's been a long, long, long game hobby of mine to be able to program a new 68k, black and white game that runs smooth on real hardware. I know that C is my only reasonable modern chance to get there, with some dips into assembly inline blocks for some memory block movement that has to occur for video RAM.
I'm envious of Gruz (of Classic Mac Gaming, aka insanelygruz) who has found the impetus to get FlappyMac to the finish line https://gruz.itch.io/flappymac and would like one day, to add my stone to the pile.
(an example of the basics of platform gaming made in THINK C I did over 15 years ago)
Which is why, after talking it through with @eric , who isn't particularly interested in game dev but keenly interested in app/tool dev, came to an understanding with me so that I can spearhead an offshoot track for game development. Here are my goals with it:
-All pre-PPC, 100% pure 68k.
-As old as you want it to be, all the way down to a Mac 128 if need be. There's still documentation out there to make this happen!
-Continue to focus using THINK C as a nice middle point that can reach old and new in the 68k era.
-Practice timing methods to get through the barrier of dealing with screen refreshes every 60th of second (every 'Tick').
-Practice pipelines to get well dithered artwork from modern machines to this
-Create a music engine to use the square wave, the four-tone synth or the freeform wave synth of the mac
I get that I might go alone in these threads for a bit and that's alright. It'll be kept as a beaten path for others to follow at any time, that's the beauty of Tinker Different as a forums.
I get that the barrier of entry's height will be solely dependant on documentation, on APIs and other resources out there, which are dwindling due to digital erosion. Let's fight that off!
Ingemar Ragnemalm's Sprite Animation Toolkit is a good starting point (one used by gruz for his stuff) to do the heavy graphics lifting and it has to be understood that it's System 7+ only. http://www.lysator.liu.se/~ingemar/sat.html
Meanwhile, I had the beginnings of a System 6- focused on game programming back in 2004-2006 and it has some code snippets that can be used to load up graphics and deal with the basics (crude music engine too). https://mu0n.github.io/ForayInto68k/index.html
GOAL FOR THE FIRST WORKSHOP: Become a Time Lord
a) Deal with timing with Ticks (pre System 7) and Time Management routines (post System 7). The effect of using a long-winded thing every vertical blanking (smooth) vs doing it randomly (flickering).
b) you may want to use the small ANSI template in THINK C to easily get text output for your timing results
OVERVIEW OF NEXT WORKSHOPS:
I'm envious of Gruz (of Classic Mac Gaming, aka insanelygruz) who has found the impetus to get FlappyMac to the finish line https://gruz.itch.io/flappymac and would like one day, to add my stone to the pile.
(an example of the basics of platform gaming made in THINK C I did over 15 years ago)
Which is why, after talking it through with @eric , who isn't particularly interested in game dev but keenly interested in app/tool dev, came to an understanding with me so that I can spearhead an offshoot track for game development. Here are my goals with it:
-All pre-PPC, 100% pure 68k.
-As old as you want it to be, all the way down to a Mac 128 if need be. There's still documentation out there to make this happen!
-Continue to focus using THINK C as a nice middle point that can reach old and new in the 68k era.
-Practice timing methods to get through the barrier of dealing with screen refreshes every 60th of second (every 'Tick').
-Practice pipelines to get well dithered artwork from modern machines to this
-Create a music engine to use the square wave, the four-tone synth or the freeform wave synth of the mac
I get that I might go alone in these threads for a bit and that's alright. It'll be kept as a beaten path for others to follow at any time, that's the beauty of Tinker Different as a forums.
I get that the barrier of entry's height will be solely dependant on documentation, on APIs and other resources out there, which are dwindling due to digital erosion. Let's fight that off!
Ingemar Ragnemalm's Sprite Animation Toolkit is a good starting point (one used by gruz for his stuff) to do the heavy graphics lifting and it has to be understood that it's System 7+ only. http://www.lysator.liu.se/~ingemar/sat.html
Meanwhile, I had the beginnings of a System 6- focused on game programming back in 2004-2006 and it has some code snippets that can be used to load up graphics and deal with the basics (crude music engine too). https://mu0n.github.io/ForayInto68k/index.html
GOAL FOR THE FIRST WORKSHOP: Become a Time Lord
a) Deal with timing with Ticks (pre System 7) and Time Management routines (post System 7). The effect of using a long-winded thing every vertical blanking (smooth) vs doing it randomly (flickering).
b) you may want to use the small ANSI template in THINK C to easily get text output for your timing results
OVERVIEW OF NEXT WORKSHOPS:
- do various animation techniques with scrolling and TIME THEM OUT to compare things scientifically
- sound production. Divide peeps into Sys6- Sound Driver and peeps into Sys7 Sound Manager. Start with freeform waves. then dive into square wave synth. do a part 2 with 4-tone synth. goal, program a polyphonic tune
- keystroke input that drives a bitmap around and do a brain dead simple platformer with 1 platform and a hole and manage a game loop and let the character fall. bonus points if you have a bitmap state machine to deal with sprite animation
- ???
- Profit