Paulie’s Perfunctory Game Dev Website
Video Game Development Since 1981
© Copyright 2006 - 2021, Paul Hughes Downloads FREELOAD SAVER DASM SOURCE CODE The 6502 assembler source code for the Freeload master maker. Compatible with DASM FREELOAD LOADER DASM SOURCE CODE The 6502 assembler source code for the Freeload Loader FREELOAD MULTILOAD DASM SOURCE CODE The 6502 assembler source code for the Freeload Multi-Loader. 64 MUSIC DRIVER SOURCE CODE (FEATURING DALEY THOMPSON'S OLYMPIC CHALLENGE MUSIC) The 6502 assembler source code for my C64 Music Driver (with front end and DT88 music data) To assemble with DASM type: dasm DT88MusicSrc_dasm.asm -v1 -omusic.prg 64 MUSIC DRIVER SOURCE CODE (FEATURING OCEAN LOADER #5 MUSIC)  The 6502 assembler source code for my C64 Music Driver with Front End and Ocean Loader Music V5 data MR DO! GAMEBOY SOURCE CODE Many moons ago I debugged and finished off Ocean's Mr Do! for the original Gameboy. As Joffa, the late, great original author, decided to release the source code that I’d recently recovered, I thought I'd also put it up.  Source Code © 1990 Jonathan Smith (as “Wesley Knackers”) and Paul Hughes.
Here you can find various bits and bobs to download and play with
C64 Music Source Code C64 Freeload Source Code Gameboy Source Code C64 Game Source Code “EPSILON” C64 SHOOT-EM-UP SOURCE CODE This was a vertical scrolling Shoot-Em-Up framework I put together for a game lousily called “Epsilon”.  It isn’t a full game per-se more a chunk of functions for putting a game together with.  It contains a multiplexer, a full screen full colour scroll, attack patterns, collectibles, collision, front end, high score table with morphing name entry and the music driver containing the audio data from Guerilla War.
“STORM WARRIOR” C64 HORIZONTAL SHOOT-EM-UP SOURCE CODE This was a horizontal scrolling Shoot-Em-Up framework I put together when pitching for a shoot-em-up at System 3.  It contains full screen block decoded map, basic player control, baddies, collisions, character mapped player bullets, score panel in the border and big baddy handling (if memory serves I borrowed Armaylte’s first big baddy to test out the baddy builder).  It also contains my nice sprite multiplexor.  Enjoy. Documents 1993 Akira SNES Game Design (Cancelled) Around 1994, I was brought on board at Hand Made Software to firefight the SNES Akira project.  The lead programmer had left and what existed of the game was in complete disaary.  I was only at HMS for a few months as the budget had been more or less spent, and quite frankly there was a good six months of crunch required to get anything vaguely aligned with the design.