BombJack has a PDF scan of the FunPak 128 manual.
Get it here:
http://www.bombjack.org/commodore/magazines-disk/rerun/pdfs/
Get it here:
http://www.bombjack.org/commodore/magazines-disk/rerun/pdfs/
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Quote from: Hershey on July 01, 2009, 08:48 AMQuote from: Gumpy on June 30, 2009, 05:22 AMQuote from: Hershey on October 16, 2008, 01:00 PMQuote from: Gumpy on September 30, 2008, 03:34 AM
Does anybody have .d64 images of this? I don't have mine anymore, I accidentally lost them while moving files around. :-(
My email is sammymarlo@yahoo.com
I have it
http://elitebbs.dyndns.org/mag/Run/ReRUN/disks/Special/funpak/
Enjoy
I haven't visited this site in awhile, and I am still looking for FunPak 128.
I was excited to see your link for downloading it, but I just clicked on the link and got the elitebbs webpage with a "Page Not Found. The Page "funpak" was not found." message. :-(
Do you still have FunPak, and if so, could you re-upload it someplace or email me the disk images? Thank you very much.
Try again with this new link http://elitebbs.dyndns.org:8000/mag/Run/ReRUN/disks/Special/funpak/
made a little change to the address
Main link to all files has also changed to http://elitebbs.dyndns.org:8000
Quote from: Blacklord on June 30, 2009, 10:25 AM
Yep - I'm in the process of putting the FTP server back up, everything will be there - needs a couple of days more work first.
Quote from: Hershey on October 16, 2008, 01:00 PMQuote from: Gumpy on September 30, 2008, 03:34 AM
Does anybody have .d64 images of this? I don't have mine anymore, I accidentally lost them while moving files around. :-(
My email is sammymarlo@yahoo.com
I have it
http://elitebbs.dyndns.org/mag/Run/ReRUN/disks/Special/funpak/
Enjoy
Quote from: airship on October 01, 2008, 03:04 AM
Here's his address from 1995: Russian Wyatt, 8614 Bramble Lane #203, Randallstown, MD 21133
It might still be valid.
He seems to be currently working for the state of Maryland as a 'Report Developer,' whatever that is:
Russian Wyatt
Report Developer
DEPARTMENT OF BUSINESS AND ECONOMIC DEVELOPMENT
Office of the Secretary
Division of Administration and Technology
Information and Technology Management
217 E. Redwood St.
Baltimore, MD 21202
410-767-8858
Quote from: Michael Hart on May 22, 2007, 02:54 AM
Yeah, I recently considered multiplexing VIC sprites to allow more than 8 sprites on screen, building animated characters that way, but keeping track of it all while things move around -- and ensuring that no more than 8 sprites try to cross a single raster at once -- is too much of a pain. I can understand now why Sierra never bothered with the Commodore 8-bitters. As such, I've gone back to the 80-column chip, since with that I can do unrestricted 16-color 160x132 on NTSC, more on PAL, and theoretically might be able to do 160x200 with some trickery.
Quote from: nikonikoI'm slowly working on an interpreter for Sierra AGI games (it always annoyed me that they were never ported to the Commodore 8-bits), and trying to fit such in 128K of memory is pretty challenging, especially when I'm working in C and don't want to have to convert more than a handful of routines to assembly. While I used to be pretty competent in assembly programming, I discovered while working on a recent game compo project that I am not any more. Plus I'm busy with another project and don't want to spend too many hours on this one. I'll either succeed in C or have to admit defeat.The big trouble would be the AGI animations of the characters walking around, etc... on the PC, and other machines, they were simply drawn on the bitmap screen, but since the VIC II chip has stupid "card" restrictions (IE no more than 3 colors plus the background in an 4/8 block in multi color mode) when you draw the character walking around, it will mess up the background, and I don't think you could use sprites, because most things would be too big to be put in sprites.