Joystick up stopped working on me while I was having my best run so far. I see up being registered in WinVice. This was at the begging of a new level.
I also couldn't pull out a bomb - but I threw up a rope.
I let the timer run out so the ghost could get me... then a button press wouldn't bring me back to the menu to start a new game.
Would a VICE snapshot file help for debugging? I saved one when it started acting weird. If you'd like the file just let me know how I can get it to you.
I think I'm close to solving this rare and nasty bug. I thought I fixed it in V1.3, but apparently not :(. You can send your VICE snapshot here: paulko64 at gmail dot com. Then I can check if it's the same issue...
Dear Paul, in short words - i'd pay you 5€ for a extended REU-Version, with all missing features... .
Very good work by the way. I am not completely sure whats causing it, here and there it seems the sprite-multiplexer has a problem somehow / when screen is full of action or I carry something, here and there a sprite is flashing up on positions, where it shouldn't (using v1.3)...but it did not affected gameplay, which is very cool in my opinion. Even though I did not managed until now to get past second world...
Thanks for the comments. Indeed, sometimes too much is happening at the same time, which overloads the CPU and causes some sprite flicker. I tried to minimize it as much as possible...
Very nice conversion and great soundtrack! Our German-language review can be found in our recorded livestream starting at 00:35:32. English subtitles are also available. Subscription to our YouTube and Twitch channel is welcome. 🙂
I think I found a bug. I was killed by the ghost while setting a bomb. I may have died while pressing left.
When I returned to the title screen my guy was stuck running left and wouldn't stop. I could jump bu that's all I could do. I was stuck running into the left wall and had to reset.
Looks like I'm on v1_3 from the name of the download.
Excellent game and really good porting of the game. I also included it in my new "Gameplay of New C64 Games from September 2024" video as well as all the other recently released Commodore 64 games.
Quick question. Would it be possible to hold down the action button to run? Douple-tapping left or right on the d-pad is a bit difficult when standing on a single block and has occasionally lead to my death. lol
Awesome port! I've really been enjoying this a lot! As someone who's played hundreds of hours of Spelunky, I'm really impressed with how well done this port is. :-)
I did notice a bit of a "bug" while playing today. Sometimes the game will spawn you in a spot where the only way out is to push a gray block but since you can't push them in this version, your only option is to use a bomb. That being said, if you're out of bombs, you're completely stuck. I'm wondering if maybe there's a way to prevent the game from spawning you in a situation like this?
Indeed, the lack of "push block" functionality can lead to such situations. Actually, there is a 1/128th chance that either the entrance or exit is blocked-in... I need to think about how/if I want to deal with this.
Btw, running out of bombs is never a good strategy ;)
Very true about running out of bombs. lol Luckily I wasn't actually out of bombs when this happened.
Oh and one other thing I noticed is that ropes don't trigger the arrow traps. Is this something you could implement? It's a strategy I use a lot in the regular game.
Gotcha. Makes it a bit more challenging but that's ok. lol You've done an amazing job implementing as much as you have given the limited hardware. Having a great time with it. Happy to have an excuse to get back into the game as I haven't played it in quite some time. Keep up the awesome work! :)
so, after playing a bit (and getting to the temple) I was wondering are kali altars not functional? also is there a benefit to beating the mumies? (last encounter it killed me when I tried to kill it)
What an undertaking! This can only have been done in assembler. How many lines of code was this in the end and what was the hardest bit? I can imagine level generation was tricky...would you ever consider releasing the asm files?
I finally had a chance to play, and my only feedback is that either the level generation needs a onceover or you need to add in the ability to push grey blocks. There might be some sort of command I'm missing but there's a lot of starts that have you completely trapped, with the only way out being using a bomb and potentially getting yourself killed. There's also quite a few objects that should activate arrow traps but don't, like most enemies and other arrows.
Do note that you can place a bomb accurate when crouching. There should always be 3 tiles when "enclosed". If you stand at the other side you're safe from the bomb blast.
Arrow traps only trigger on thrown objects in this version, not on enemies.
Would it be possible to remove those starts? It feels like it goes a bit against Spelunky's design philosophy to be forced to spend a bomb just to play the game.
ok - I just downloaded game. VICE - C64SC - .d64 or .prg I get the green title Then I get the image - then freezes CPU 100% 49.6FPS What am I doing wrong??( ihave tried warp etc) Do I need to change settings???
I love this, but I was wondering, are there any plans to make this work with C64GS controllers? (so it can use more buttons than just one?) i know it wasn't the most popular usage of the system but I would like the option
also if possible, could holding the down key while holding the button make it so you place a rope right next to the player? (to be able to go down safely like in the original spelunky classic)
Memory constraints limited myself to only being able to support a single button joystick control scheme. Multi-buttom joysticks and keyboard controls are sadly not included...
It's remarkable that everything is contained within a single .prg. Would it been possible to expand certain things (like multi-button support) if you'd opted for multi-load? Cheers.
← Return to Commodore 64 game
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Paul,
Joystick up stopped working on me while I was having my best run so far. I see up being registered in WinVice. This was at the begging of a new level.
I also couldn't pull out a bomb - but I threw up a rope.
I let the timer run out so the ghost could get me... then a button press wouldn't bring me back to the menu to start a new game.
Would a VICE snapshot file help for debugging? I saved one when it started acting weird. If you'd like the file just let me know how I can get it to you.
I think I'm close to solving this rare and nasty bug. I thought I fixed it in V1.3, but apparently not :(. You can send your VICE snapshot here: paulko64 at gmail dot com. Then I can check if it's the same issue...
Dear Paul, in short words - i'd pay you 5€ for a extended REU-Version, with all missing features... .
Very good work by the way. I am not completely sure whats causing it, here and there it seems the sprite-multiplexer has a problem somehow / when screen is full of action or I carry something, here and there a sprite is flashing up on positions, where it shouldn't (using v1.3)...but it did not affected gameplay, which is very cool in my opinion. Even though I did not managed until now to get past second world...
Thanks for the comments. Indeed, sometimes too much is happening at the same time, which overloads the CPU and causes some sprite flicker. I tried to minimize it as much as possible...
Very nice conversion and great soundtrack! Our German-language review can be found in our recorded livestream starting at 00:35:32. English subtitles are also available. Subscription to our YouTube and Twitch channel is welcome. 🙂
I think I found a bug. I was killed by the ghost while setting a bomb. I may have died while pressing left.
When I returned to the title screen my guy was stuck running left and wouldn't stop. I could jump bu that's all I could do. I was stuck running into the left wall and had to reset.
Looks like I'm on v1_3 from the name of the download.
I thought I fixed this bug :( I need to have another look then...
I've only had this happen once but I've only got about 3 hours into the game.
It's super enjoyable and it's the first C64 game I've bought in 25+ years.
Eine richtig tolle Portierung des Spiels auf den Commodore 64. Meine absolute Empfehlung! 🕹
Auf meinem YouTube Kanal habe ich es im Rahmen der C64 Spielzeit vorgestellt. Schaut doch mal vorbei:
Excellent game and really good porting of the game. I also included it in my new "Gameplay of New C64 Games from September 2024" video as well as all the other recently released Commodore 64 games.
Quick question. Would it be possible to hold down the action button to run? Douple-tapping left or right on the d-pad is a bit difficult when standing on a single block and has occasionally lead to my death. lol
I think that would interfere too much with all the other (hold) button functions...
Gotcha. Guess I'll just have to perfect my double-tapping. lol
Awesome port! I've really been enjoying this a lot! As someone who's played hundreds of hours of Spelunky, I'm really impressed with how well done this port is. :-)
I did notice a bit of a "bug" while playing today. Sometimes the game will spawn you in a spot where the only way out is to push a gray block but since you can't push them in this version, your only option is to use a bomb. That being said, if you're out of bombs, you're completely stuck. I'm wondering if maybe there's a way to prevent the game from spawning you in a situation like this?
Indeed, the lack of "push block" functionality can lead to such situations. Actually, there is a 1/128th chance that either the entrance or exit is blocked-in... I need to think about how/if I want to deal with this.
Btw, running out of bombs is never a good strategy ;)
Very true about running out of bombs. lol Luckily I wasn't actually out of bombs when this happened.
Oh and one other thing I noticed is that ropes don't trigger the arrow traps. Is this something you could implement? It's a strategy I use a lot in the regular game.
Due to memory and cpu constraints, enemies and ropes do not trigger arrow traps. Note that other objects you can throw do trigger them!
Gotcha. Makes it a bit more challenging but that's ok. lol You've done an amazing job implementing as much as you have given the limited hardware. Having a great time with it. Happy to have an excuse to get back into the game as I haven't played it in quite some time. Keep up the awesome work! :)
so, after playing a bit (and getting to the temple) I was wondering are kali altars not functional? also is there a benefit to beating the mumies? (last encounter it killed me when I tried to kill it)
Not functional, and no benefit sadly :(
The game is awesome, but I am still struggling with bombs. How to lay (not throw) bomb properly is beyond my skills :-)
long click to select bomb, click to activate, crouch+click to place it
What an undertaking! This can only have been done in assembler. How many lines of code was this in the end and what was the hardest bit? I can imagine level generation was tricky...would you ever consider releasing the asm files?
Hardest bit is actually not the level generation. That part is well documented in the original source code.
Performing all the collision checks between player/enemies/backgrounds/items/traps without overloading the CPU was actually the hardest part.
I finally had a chance to play, and my only feedback is that either the level generation needs a onceover or you need to add in the ability to push grey blocks. There might be some sort of command I'm missing but there's a lot of starts that have you completely trapped, with the only way out being using a bomb and potentially getting yourself killed. There's also quite a few objects that should activate arrow traps but don't, like most enemies and other arrows.
Push blocks sadly didn't make it in :(
Do note that you can place a bomb accurate when crouching. There should always be 3 tiles when "enclosed". If you stand at the other side you're safe from the bomb blast.
Arrow traps only trigger on thrown objects in this version, not on enemies.
Would it be possible to remove those starts? It feels like it goes a bit against Spelunky's design philosophy to be forced to spend a bomb just to play the game.
ok - I just downloaded game.
VICE - C64SC - .d64 or .prg
I get the green title
Then I get the image - then freezes
CPU 100% 49.6FPS
What am I doing wrong??( ihave tried warp etc)
Do I need to change settings???
ok - You need to set a joystick using keyset in VCE J2 - to work
Yippee - sorted
I love this, but I was wondering, are there any plans to make this work with C64GS controllers? (so it can use more buttons than just one?) i know it wasn't the most popular usage of the system but I would like the option
also if possible, could holding the down key while holding the button make it so you place a rope right next to the player? (to be able to go down safely like in the original spelunky classic)
Throwing a rope downwards was on my feature list, but dropped off due to memory constraints :(
Memory constraints limited myself to only being able to support a single button joystick control scheme. Multi-buttom joysticks and keyboard controls are sadly not included...
It's remarkable that everything is contained within a single .prg. Would it been possible to expand certain things (like multi-button support) if you'd opted for multi-load? Cheers.