September 19th, 2017

Nox Archaist Kickstarter is Live!

6502 Workshop announced today that their Kickstarter Campaign for Nox Archaist has been launched!

Nox Archaist’s Kickstarter Collector’s Edition recaptures the immersive 8-bit RPG experience of the 1980s with its full color game box stuffed with feelies including fabric map, printed manual, and game artifacts – all with custom, professional artwork.

Listen to this episode of the Open Apple podcast, or watch this Assembly Lines video interview on YouTube to learn more and click here to back Nox Archaist today and help make this project a reality!

June 28th, 2017

Nox Archaist dungeon module completed

6502 Workshop announces a major milestone in the development of Nox Archaist, their 8-bit, tile-based RPG: the dungeon module has been completed. The short narrative video Dungeons of Drathnor uses the Nox Archaist engine to demonstrate this module, along with new combat spells, new tile graphic animations, and dungeon puzzles.

In the previous episode, the band of heroes launched cows with prejudice to defeat the ogre guarding the ruins, rumored to contain great evil and treasure.

The heroes have been talking about these ruins for three episodes. They have completed their preparations to enter the ruins — but will they actually make their way in? Watch to find out! Onward to glory and gold!

May 18th, 2017

Nox Archaist combat module, part 2

6502 Workshop announces the release of Part 2 of the short short narrative video Cow-A-Pult using the game engine of their 8-bit tile-based RPG. This video shows more combat features. Mark Lemmert assures us that “Part 2 really does have cows in it. The people who omitted the cows from Part 1 have been sacked.”

In the previous episode, the band of heroes found a village that was attacked by marauding orcs. Now the adventure continues into the wilds to find the lair of the orcs and confront the guardian of the ruins.

This video introduces several gameplay elements:

  • New spells
  • New combat tactics
  • New tile graphic animations

Look for more details about Nox Archaist’s combat in the June 2017 issue of Juiced.GS prior to the game’s release later this year.

April 29th, 2017

AFPBridge facilitates TCP/IP based AppleShare connections for Apple IIgs

Stephen Heumann has released AFPBridge, a tool that allows an Apple IIgs to connect to file servers using the Apple Filing Protocol (AFP) over TCP/IP. It works by using the existing AppleShare FST, but redirecting its network traffic over TCP/IP rather than AppleTalk.

With AFPBridge, anyone with a Marinetti-compatible network interface (such as an Ethernet card) can connect to AFP file servers from a IIgs, with no need to set up a LocalTalk network. This provides a very convenient way to move files to and from the IIgs, just by copying them in the Finder or accessing them in any other IIgs program.

See the AFPBridge website for more information.

April 21st, 2017

Nox Archaist combat module completed

6502 Workshop announces a major milestone in the development of Nox Archaist, their 8-bit, tile-based RPG: the combat module has been completed, as showcased via the short narrative video Cow-A-Pult (Part 1) using the Nox Archaist engine.

In the previous episode, the wizard Ojithar warned that the nearby ruins contain a great evil. Of course, that’s where the party is headed today, as there’s bound to be treasure!

This video demonstrates several new game features:

  • Combat scenarios
  • Spellcasting special effects
  • New tile graphic animations
  • NPCs outside of towns

Look for more details about Nox Archaist’s combat in the June 2017 issue of Juiced.GS prior to the game’s release later this year.

March 17th, 2017

Alien Downpour preorders now available

Michael Packard of Snacking On Software has announced the imminent availability of his new 8-bit shmup, Alien Downpour — "a fast-action arcade-style shooter". It is developed in assembly language and will run on any Apple II with 48K of RAM.

Alien Downpour will be available mid-April 2017 in disk image format. Additionally, a limited run of DOS 3.3 cassettes and 5.25" floppies, packaged in Ziploc bags, will be sold for $20 each, including shipping anywhere in the world. Preorders are being accepted via PayPal.

March 16th, 2017

Dagen Brock releases GSplus, buckshot & ksynthed

Dagen Brock, prolific software developer and host of the GS Programmer’s Home, recently produced a software hat trick of Apple II tools he’s developed.

GSplus is an open-source, cross-platform Apple IIGS emulator based on KEGS and GSPort. Despite still being in alpha, the latest build supports drag-and-dropping disk images onto the emulator to have them show up in the Finder desktop.

buckshot is an open-source, cross-platform image conversion utility. It takes modern image formats (PNG, JPEG, BMP, etc.) and converts them for use on the Apple II.

ksynthed is a small music editor and player library for Apple II, based on ksynth. The player library can be loaded into Applesoft BASIC, then CALLed to play songs (or notes).

Brock demonstrates all three tools in this YouTube video in which he uses GSplus, buckshot, and ksynthed to create an Apple II game called Applezini:

March 14th, 2017

A glimpse at Nox Archaist

Mark Lemmert of 6502 Workshop recently blogged about the current development status of Nox Archaist, the upcoming 8-bit tile-based RPG, and what the game will be like when it launches later this year.

The post includes a discussion of the tone of the game, a preview of a few villains players can expect to encounter in the adventure and details on expected combat system mechanics. Some highlights:

  • The game engine is approximately 75% complete
  • Programming for the combat system is about 50% done
  • Players will be able to:
    • Place spell casters and archers behind fighters
    • Select a specific mob target for each player attack
    • Aim area of effect spells at large groups of mobs
    • Collaborate between thief/assassin and fighter types for increased critical hit chances
  • Nox Archaist will be a fairly dark game, featuring such foes as demon lords and death knights
  • Characters will be able to choose separate armor to protect their head, torso, feet, and hands
  • Dungeon graphics are being designed by Hollywood animation artists Bill Giggie and Robert Padovan
  • Gameplay will be balanced between combat and non-combat activities

For a more in-depth preview of this game, read the entire blog post.

January 30th, 2017

Sweet16 status update

Eric Shepherd, author of the Sweet16 emulator for the Mac, posted an announcement today about the status and future plans for Sweet16. He starts with a comforting “this isn’t a death announcement!”, then continues:

With that out of the way, I know it’s been a while since the last update to Sweet16, and that it is in need of one. Here’s what’s going on right now.

First, my health has been troublesome for the last several years, as many of you know, with some issues gradually worsening even while others are being controlled through treatment. This has been a drain on my time, and the treatments have tended to leave me with little energy for work on anything non-essential, so I focus on my day job and my family the best I can.

Second, there are technical issues at play. I have started work on a major update to Sweet16 which involves rewriting parts of the code from the old Carbon API into the modern Cocoa one, since Carbon is deprecated and pieces of it are increasingly unreliable. The code as it stands is not a shippable product because of its partially-converted status.

I have become aware of certain issues with the currently available version of Sweet16 (3.0.3) that make it hard to use in certain cases. I am going to attempt to get things situated so I can do an update to fix at least some of these problems sometime before the June solstice.

The sticking point there is that the version of Xcode I used to last work on Sweet16 doesn’t run on the version of macOS I run anymore, and the code won’t build on the current Xcode. So I have decided to set up a virtual environment to use for future work on older versions of Sweet16 so that I can get these updates done.

I’m aware of a few issues I will try to address in this winter/spring (Northern Hemisphere) update.

The latest discovery: I’d gotten some reports of the command and option keys not working right, but hadn’t been able to reproduce it until I realized that this is happening only in software checking them by reading the joystick button flags. That led me straight to the correct solution: the code handling this is looking for a game controller to be present; if one is, then that controller is checked. The keyboard is only checked if there are no game controllers (joysticks or gamepads) connected. I will update the code to check both regardless and report the button down if EITHER or both are down.

I will try to resolve issues related to game controllers not working reliably, but I make no promises. The libraries for this changed over the years and I may not be able to fix this until I resume work on Sweet16 4.0.

I’ll also make some changes to handling of disk images to allow any .po image to be created and used instead of only allowing them for floppy-sized disks. When this code was first written, .po was strictly used for floppy disk images, but that’s changed over time and Sweet16 didn’t keep up with that change (mostly because I didn’t realize it had happened until long after it had — oops!).

There are a few other issues that I’ll look at. The goal is to go after stuff that’s either extremely critical or easy to fix only, just to ensure I get something out. The more I try to put into this update, the more likely it is to get delayed by my health issues.

I’m sorry that work on Sweet16 has been so slow. I have big plans and am pushing hard to get my health situation on track but it’s difficult. I will get this smaller update out, though, no matter what it takes, as soon as humanly possible.

Thanks for your support, and Apple II forever!

Hopefully he’s able to make this happen. He’s missed some planned and hoped-for release dates in the past due to his health, but let’s all hope for the best, and that he is also able to get back to work on Sweet16 4 as soon as possible!

January 11th, 2017

Portal for the Apple II – A Cake-acquisition Simulator

Vince Weaver has written an Applesoft rendition of Portal for the Apple II.

“While attempting to travel to the future to get a copy of Portal 3. I accidentally traveled to alternate-1987 and obtained a copy of Portal 1 for the Apple II!”, Weaver says.

“In actuality I originally just planned to do the end credits. But the Apple II high-res mode has the perfect Aperture Science orange and blue colors, and one thing led to another… ”

Of course this project is just for fun and is in no way endorsed by Valve, etc.

Check out the Kerbal Space Program port by Vince as well!

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