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Topics - aNdy

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General chat / Star Trekscii
« on: May 15, 2020 »
A new Twitter account with daily(ish) updates mixing Star Trek and C64 lowercase ROM PETSCII art!  The artist is my (very) young Grandson, the next generation (pun intended) of Commodore64 scener!  Please follow and support this young PETSCII artist!

"Star Trek Characters done in Commodore PETSCII"

Requests considered!  Contact using the DM function on the Twitter page! You will be mentioned when/if the request is fulfilled and tweeted!

Some samples...

Projects / [C64 Game Demo] Chiller 2
« on: March 22, 2020 »
A little something from Cosine Systems during these difficult times, a playable 2 level demo of Chiller 2 for the C64!

Download here:

For other games and demos across multiple platforms, visit the Cosine website:

Projects / [C64 Music]
« on: July 09, 2019 »
Cosine Systems presents a little C64 music selector featuring tunes I wrote a couple of years ago that have not yet been used!

All code, graphics and music by me.  Download contains C64 PRG file to load as well as all binaries and work files to poke and prod at!

Download from the Cosine website:

or from CSDb:

Projects / [C64 Graphics] PETSCII Doctors
« on: June 11, 2019 »
A little Commodore64 tribute to Doctor Who that I worked on with my Grandson.  Contains my SID rendition of the famous theme tune and all Doctors in PETSCII blocks format by my Grandson, with a PETSCII time vortex effect and TARDIS throw in for good measure.  Code by me also.

Download includes all ACME formatted 6502 source and work/data files, as well as the compiled C64 exe in .prg format.

Can be downloaded from CSDb here:

Purebasic / [Application] ChillED
« on: March 29, 2019 »
I've almost finished writing a PureBasic application that lets me design single screens/levels for the Commodore64.  It's called 'ChillED' and will be used to design levels for a C64 game I'm coding.

The application lets you load, save and edit C64 charsets and then edit screen RAM and colour RAM and then save the whole lot out to use in C64 games.

I'll plonk a link to download here in the next few days once it's undergone final testing.  In the meantime, as part of my destruction testing, I ripped a charset from a famous C64 game and recreated the title-screen using my editor.  In the screen dump attached, the screen being edited is being displayed using the 'Colodore' palette, with scanline and CRT emulation switched on.

Projects / [C64 Game] Galax-I-Birds
« on: February 28, 2019 »
I've been trying to learn some 6502 and have come up with 'Super Galax-I-Birds', a simple gallery blaster and sequel-of-sorts to the (in)famous Sensible Software game 'Galaxibirds'.  You will obviously require a real C64 or C64 emulator to play it!

The game, as well as the ACME formatted source, sound/graphic files (binaries and original editable formats) can be downloaded from the CSDb here:

If you're feeling lazy and only want to watch, someone has uploaded a video of it to Youtube here:

I've also recorded the music using my real C64c and uploaded to my SoundCloud account here:

General chat / Merry Christmas 2018
« on: December 24, 2018 »
Don't know if I will have time to post tomorrow, but I would like to wish everyone on this forum a very 'Happy Christmas' and give so much thanks for all the help and support I have found here in the last couple of years!


Following on from both Old School Demos 1 & 2 comes 'Old School Demo III', released by Cosine.

The demo can be downloaded from the Cosine website...

The demo is 'interactive'.  At the start, all sprites are switched off and certain keypresses will switch sprites on. Also, there is a hidden part activated with a certain other keypress...

All code, graphics and music is by me.  The moon image came from a little organisation called NASA ;)

Included in the download archive is the PureBasic source and all the graphic and music files in their original formats.  What's new for me coding wise?  A vertical scroller, extensive use of transparencies, keyboard control, scanline emulation and further refinement of my design and coding techniques.  More info is in the scroller.

Tools used for this demo: PureBasic 5.60, Photoshop 7.0, MS Paint, Promotion 4.5, Crimson Editor, OpenMPT 1.27, Amiga ST-XX sample disk images.

Purebasic / Beast Tribute
« on: May 22, 2018 »
I may be a few weeks later than others, but wanted to contribute to the other Psygnosis style demos that have appeared on this forum courtesy of KrazyK and ~AR-S~.  So finally, here is my effort, that I've called 'Beast Tribute'.

The demo can be downloaded from the Cosine website here:

Like my previous demo (Old School Demo 1), the source is included and is very heavily commented to explain what each bit is doing.  Unlike the last demo, I've not converted the graphics into data and included in the source.  This time the graphics are in their original formats so you can see how it all slots together.  Also, I wrote some new music - although it loads into the demo as an ogg file, the original 4 channel mod file is included so you can load that into whatever tracker and pull that apart too!

Thanks to KrazyK from this forum for pointers on animation control.  All other thanks, credits and information is contained in the demo scrolling message.

Please enjoy!


Purebasic / Old School Style Demo
« on: April 08, 2018 »
Cosine, the group I'm part of, has just released a very simple old-school style demo that was coded using PureBasic.

It was coded to learn a few things about screen, sprite and sound handling in PureBasic.  Although I have coded a few applications in PureBasic, this was a bit of a departure and was done to get a few routines under my belt to be used in a couple of upcoming games, basically PC based conversions of some of our 8-bit games.

A thanks must go to various people on various forums who are always kind enough to share their source and which gave me inspiration on how to achieve various effects.

The demo looks a little like this...

The release zip file also includes the source which has been commented to the max in the hope that others just starting their PureBasic adventure may learn something.  Having said that, I'm no professional coder and my 'style' of code may poke more seasoned users in the eye... ;)

The demo called (rather unimaginatively) 'Old School Demo 1', can be downloaded from this page on the Cosine website:

Purebasic / UltrafontPC
« on: February 24, 2017 »
UltrafontPC V0.9b by Arkanix Labs

UltrafontPC is an application coded in PureBasic to assist in designing hires character sets for the Commodore 64. This Windows application is inspired by the C64 native Ultrafont program by Charles Brannon.

UltrafontPC serves as a companion piece to our CartographPC, an editor used to create maps from hires character sets.

Adapted from VICZen 0.6a by Mark Thomas Ross (AuMTRoN)
Fixes, changes, and additional code by Andrew Vaisey (aNdy)
Suggestions and Testing: Jon Mines (Moloch), Ray Lejuez (Warlock)

Arkanix Labs
Commodore Scene Database

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