Add BSD license (on disk image too) and extensively update README.
catseye
12 years ago
0 | Copyright (c)2009-2012, Chris Pressey, Cat's Eye Technologies. | |
1 | All rights reserved. | |
2 | ||
3 | Redistribution and use in source and binary forms, with or without | |
4 | modification, are permitted provided that the following conditions | |
5 | are met: | |
6 | ||
7 | 1. Redistributions of source code must retain the above copyright | |
8 | notices, this list of conditions and the following disclaimer. | |
9 | 2. Redistributions in binary form must reproduce the above copyright | |
10 | notices, this list of conditions, and the following disclaimer in | |
11 | the documentation and/or other materials provided with the | |
12 | distribution. | |
13 | 3. Neither the names of the copyright holders nor the names of their | |
14 | contributors may be used to endorse or promote products derived | |
15 | from this software without specific prior written permission. | |
16 | ||
17 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | |
18 | ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT | |
19 | LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS | |
20 | FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE | |
21 | COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, | |
22 | INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, | |
23 | BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | |
24 | LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | |
25 | CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT | |
26 | LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN | |
27 | ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
28 | POSSIBILITY OF SUCH DAMAGE. |
1 | 1 | ============= |
2 | 2 | |
3 | 3 | (c)2009 Cat's Eye Technologies. All rights reserved. |
4 | Freely redistributable unmodified for non-commercial purposes. | |
4 | Covered under a BSD-style license; see the file LICENSE for the full text. | |
5 | 5 | |
6 | 6 | What is it? |
7 | 7 | ----------- |
106 | 106 | * The title screen, game over screen, and game won screens are not nearly |
107 | 107 | as nice to look at. |
108 | 108 | |
109 | The assembly code for this version wass pretty painful because it was largely | |
109 | The assembly code for this version was pretty painful because it was largely | |
110 | 110 | a direct translation of the BASIC to assembly language. I can think of many |
111 | 111 | ways for it to be much cleaner (more jump tables come to mind.) |
112 | 112 | |
128 | 128 | and one sprite image, bringing it down to ~2175 bytes. |
129 | 129 | |
130 | 130 | I then looked for a cruncher that would take me the rest of the way. After |
131 | a few false starts, I eventually found Cruncher AB+ which exceeded my | |
131 | a few false starts, I eventually found "Cruncher AB+" which exceeded my | |
132 | 132 | expectations. In fact, I was able to restore the sound effects and sprite, |
133 | 133 | and add one more feature to make the game harder (the more keys you have, |
134 | 134 | the shorter the delay before a sentry starts moving after you enter its |
137 | 137 | The end result was 2043 bytes, so I christened it "Bubble Escape 2K" and |
138 | 138 | here you have it. |
139 | 139 | |
140 | The Mini Game Compo Winner | |
141 | -------------------------- | |
142 | ||
143 | Much to my surprise, submitting Bubble Escape 2K to the 2009 Mini Game | |
144 | Competition was a good move -- it won first place in the 2K category! | |
145 | ||
146 | Unfortunately, the website hosting the rules and entries went down soon | |
147 | afterwards, and I did not think fast enough about saving a copy of the | |
148 | results page for posterity, so I have no hard evidence of this. I'm sure | |
149 | if you could find and ask the judges, they'd back up my story, though :) | |
150 | ||
151 | The 8K Cartridge Version -- 2011 & 2012 | |
152 | --------------------------------------- | |
153 | ||
154 | After writing the remake, I had a great, and I think perfectly reasonable, | |
155 | desire to play it on a Commodore 64. Through a series of moves, I lost | |
156 | my original C64 in 2009; acquiring another one was not difficult, but the | |
157 | burning question was, what was the best way to get that 2K of code onto | |
158 | the new machine? | |
159 | ||
160 | There are several ways, ranging in ease and expense, to transfer files from | |
161 | modern PC's to C64's and back. I decided that the most interesting, though, | |
162 | was to get an EPROM burner, a bit of Flash memory in a DIP, and an old | |
163 | Commodore 64 cartridge that no one really wanted; and to modify the game to | |
164 | run from a cartridge ROM, burn that ROM image onto the Flash chip, take apart | |
165 | the cartridge, remove the existing ROM, wire the Flash chip up to the right | |
166 | address and data lines on the cartridge's PCB, stick it into the cartridge | |
167 | port and turn on the C64. | |
168 | ||
169 | Well, some of those things transpired, and some didn't -- I did sacrifice a | |
170 | "Frog Master" cartridge for the project, but I never did get to the point of | |
171 | removing the ROM from its PCB. (There's an outside chance I will someday, | |
172 | but I wouldn't bank on it. Ha! Ha! "Bank", get it?) | |
173 | ||
174 | I did, however, modify the game to build as an 8K ROM image in 2011, and, | |
175 | after fixing some bugs in 2012, it does boot as a fully playable ROM image | |
176 | in VICE. | |
177 | ||
178 | Being an 8K ROM image based on a ~2K game, there is a lot of room there | |
179 | that is currently just zero bytes, but which could be used for all kinds of | |
180 | enhancements: maybe a title screen with music, maybe better game over and | |
181 | game won sequences, maybe random maze generation, maybe nastier nasties. | |
182 | Maybe someday. | |
183 | ||
140 | 184 | License |
141 | 185 | ------- |
142 | 186 | |
143 | The BASIC source code, BASIC program, Ophis source code, and machine language | |
144 | program are all freely redistributable. This means that you can download, | |
145 | play with, and modify these files for your own entertainment as much as you | |
146 | like. You may also provide copies of these unaltered files to others (as | |
147 | a courtesy, please include all the files together, if possible.) But you must | |
148 | obtain permission from Cat's Eye Technologies in order to distribute altered | |
149 | versions of these files or works derived from these files. | |
187 | All three versions of Bubble Escape are now covered under a BSD-style | |
188 | license, which means you can deal quite freely with the source code and | |
189 | compiled binaries as long as you keep the license text intact. See the | |
190 | file LICENSE for complete information. | |
150 | 191 | |
151 | 192 | The full title of the game is "Cat's Eye Technologies' Bubble Escape", to |
152 | 193 | distinguish it from the handful of other games of the same name (many of |
163 | 204 | * There are teleporters in the bottom left and top right corners; each one |
164 | 205 | will teleport you to the other corner. |
165 | 206 | |
166 | TODO | |
167 | ---- | |
168 | ||
169 | * Describe Bubble Escape 8K in this README, and what I'd like to see in | |
170 | it eventually: title screen with music, better game over and game won | |
171 | screens, maybe random maze generation, maybe nastier nasties. | |
172 | * Otherwise reformat this README to reflect the different versions. | |
173 | * Initialize SID in Bubble Escape 8K so that we have things in rooms. | |
174 | * Put original version, and some kind of README, on the d64 image. | |
175 | ||
176 | 207 | Have fun! |
177 | 208 | |
178 | 209 | Chris Pressey |
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