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Online for You since 1996!

Hello an welcome.
This is the virtual home of the C64/Amiga scene group CASCADE.
Online for You since 1996!
Site Uploads and Changes

12.05.2026 - Amiga related stuff
Amiga Emulator/Tool "Denise V2.8" listed in category "Amiga - Emulators and Tools" was recently uploaded or revised.

12.05.2026 - C64 related stuff
C64 Emulator/Tool "Denise V2.8" listed in category "C64 - Emulators and Tools" was recently uploaded or revised.

08.05.2026 - C64 related stuff
C64 Emulator/Tool "CCS64 V4.0" listed in category "C64 - Emulators and Tools" was recently uploaded or revised.
Commodore News
...freshly fished out of the net...
05.10.2022 - C64 game 'Captain Ishtar' - digital version released
Psytronik Software is proud to present yet another superb C64 release from master game designer Alf Yngve. Travel to the future and take the role of 'Captain Ishtar' in this exciting four part space action adventure. Besides a Collector's Edition in a full colour printed glossy box that contains the C64 game on 5.25" floppy disk, that you can get here, there is now a budget disk version that you can get as digital download for a bargain.
Psytronik Software is proud to present yet another superb C64 release from master game designer Alf Yngve. Travel to the future and take the role of 'Captain Ishtar' in this exciting four part space action adventure. Besides a Collector's Edition in a full colour printed glossy box that contains the C64 game on 5.25" floppy disk, that you can get here, there is now a budget disk version that you can get as digital download for a bargain.

04.10.2022 - Eye of the Beholder on Commodore 64. Really. - new video from 'retrobits'
After 16 years, the legendary PC game arrives on the C64 and 128! Let’s take a look at this highly anticipated port and the work that went into bringing it to life!
After 16 years, the legendary PC game arrives on the C64 and 128! Let’s take a look at this highly anticipated port and the work that went into bringing it to life!

04.10.2022 - Amiga game creator 'Redpill' V0.9.14 released
List of changes in 0.9.14: - Added condition Contains Tile that checks all tiles colliding with a big object. - In AGA black borders hidin copper are back. - Compatibility with Kickstart 1.3 is back. - Added Collisions in the profiler screen. - Levels can be exported in TMJ format in order to be used in Tiled. - When using level properties music, the music will not restart if it is the same as before. - Level properties screen layout has changes in preparation of some new cool features. - WHDLoad slave names changed to make them easier to understand. - Fix in Level Properties screen. - Fixes when building projects. - Fixes for some gfx gliches. - Some small optimizations.
List of changes in 0.9.14: - Added condition Contains Tile that checks all tiles colliding with a big object. - In AGA black borders hidin copper are back. - Compatibility with Kickstart 1.3 is back. - Added Collisions in the profiler screen. - Levels can be exported in TMJ format in order to be used in Tiled. - When using level properties music, the music will not restart if it is the same as before. - Level properties screen layout has changes in preparation of some new cool features. - WHDLoad slave names changed to make them easier to understand. - Fix in Level Properties screen. - Fixes when building projects. - Fixes for some gfx gliches. - Some small optimizations.

03.10.2022 - 'Transactor' - a PET CBM 8296 Demo
Transactor is a Commodore PET CBM 8296 Demo by Rabenauge featuring Plush at deadline 2022. It's an introduction to a new graphics mode called Mode2. Code: Bodo, Krill, Yago & Utz, Music: Utz, GFX: Titus. This video shows the demo captured from a real machine. If you want to get the executable file and more info, look here.
Transactor is a Commodore PET CBM 8296 Demo by Rabenauge featuring Plush at deadline 2022. It's an introduction to a new graphics mode called Mode2. Code: Bodo, Krill, Yago & Utz, Music: Utz, GFX: Titus. This video shows the demo captured from a real machine. If you want to get the executable file and more info, look here.

03.10.2022 - Teaser 3 for WIP C64 game 'Awesome Slam Siblings' - a Smash Bros tribute
Here is another work in progress video from Awesome Slam Siblings, a port of the party game Super Smash Brothers. This time we see a playable preview of two of the characters in Awesome Slam Siblings. This build tries to detect an REU - if one is found it uses it to skip some of the optimisations that are otherwise necessary. The final game will probably add one or two REU-only levels, as they can be more complex in design - but generally the game will be targeted to run without REU. If the screen flickers for a second when starting up, that shows the REU is being used. The game is 2 player only, no AI, and currently you cannot win the game - it just goes on forever with endless lives.
Here is another work in progress video from Awesome Slam Siblings, a port of the party game Super Smash Brothers. This time we see a playable preview of two of the characters in Awesome Slam Siblings. This build tries to detect an REU - if one is found it uses it to skip some of the optimisations that are otherwise necessary. The final game will probably add one or two REU-only levels, as they can be more complex in design - but generally the game will be targeted to run without REU. If the screen flickers for a second when starting up, that shows the REU is being used. The game is 2 player only, no AI, and currently you cannot win the game - it just goes on forever with endless lives.

03.10.2022 - More footage on Amiga WIP port of 'Karate Champ' - Karate Champ VS: A.I. demo
There is work in progress going on for an faithful Amiga conversion of the old arcade classic 'Karate Champ'. In this video we see the developer fighting as white against the computer as red. There are still a lot of issues but the computer kicked his ass which is a good sign :)
There is work in progress going on for an faithful Amiga conversion of the old arcade classic 'Karate Champ'. In this video we see the developer fighting as white against the computer as red. There are still a lot of issues but the computer kicked his ass which is a good sign :)

03.10.2022 - Video: 'Robocop' for Amiga (AGA) - Update #9
Progress update #9 of an Amiga AGA implementation of the RoboCop arcade game. Changes from last version: - Transition between intro scenes and gameplay scenes. - RoboCop sprite refactor. - Bug fixes. - Removed daft options. Come on...
Progress update #9 of an Amiga AGA implementation of the RoboCop arcade game. Changes from last version: - Transition between intro scenes and gameplay scenes. - RoboCop sprite refactor. - Bug fixes. - Removed daft options. Come on...

03.10.2022 - 'Vanilla Conquer' - Amiga port of Command & Conquer Version 1.2 update released
Vanilla Conquer is a port of Command & Conquer (a.k.a. Command & Conquer: Tiberian Dawn or simply C&C/C&C1) for Amigas equipped with Apollo/Vampire V4 PiStorm/Emu-68 accelerators. New in Version 1.2 (non Vampire) - Optimized rendering speed twice. - Enabled custom in game cursors. - Skip also logo video with PlayIntro=false in conquer.ini. New in Version 1.1 was: - Added CovertOps Missions Expansion pack support. - Adds 15 new missions + 7 music tracks
Vanilla Conquer is a port of Command & Conquer (a.k.a. Command & Conquer: Tiberian Dawn or simply C&C/C&C1) for Amigas equipped with Apollo/Vampire V4 PiStorm/Emu-68 accelerators. New in Version 1.2 (non Vampire) - Optimized rendering speed twice. - Enabled custom in game cursors. - Skip also logo video with PlayIntro=false in conquer.ini. New in Version 1.1 was: - Added CovertOps Missions Expansion pack support. - Adds 15 new missions + 7 music tracks

03.10.2022 - Commodore 64 and 128 TIME: Exploration of TI and TI$ - new Video from '8-Bit Show And Tell'
We take our deepest look yet at the TI and TI$ "variables" on the Commodore 64 and 128: how they look like variables but are called functions and how they're not really either, how the clock is implemented, how TI works on both the Commodore 64 and 128, some bugs and quirks in the implementation, dispelling myths about whether a jiffy is a different length on PAL vs. NTSC, and potential patches to fix the admittedly minor bugs. One byte changed in each of the KERNAL and BASIC ROMs!
We take our deepest look yet at the TI and TI$ "variables" on the Commodore 64 and 128: how they look like variables but are called functions and how they're not really either, how the clock is implemented, how TI works on both the Commodore 64 and 128, some bugs and quirks in the implementation, dispelling myths about whether a jiffy is a different length on PAL vs. NTSC, and potential patches to fix the admittedly minor bugs. One byte changed in each of the KERNAL and BASIC ROMs!

03.10.2022 - Video preview: 'Grey' - First person shooter for C64
Grey is an FPS in early development; however, the player can already traverse the map freely. Some areas are available only upon collecting a required door key. The player is equipped with only one weapon - a chain gun and can find ammunition, med kits and door keys. The engine allows the creation of enemies of three different sizes (small, medium, and large), equipped or not with a weapon. They can also differ in speed and HP. Enemy movement is very basic. They just try to get to the player in the shortest path possible. When stuck, they follow a random direction for a while and then get back to chasing the player. Their attacks are not fully implemented yet, so the player can't get harmed for now. They can be killed though. Enemies are presented using placeholder sprites. An exclusive goodie for ZZAP! 64 magazine patreon subscribers.
Grey is an FPS in early development; however, the player can already traverse the map freely. Some areas are available only upon collecting a required door key. The player is equipped with only one weapon - a chain gun and can find ammunition, med kits and door keys. The engine allows the creation of enemies of three different sizes (small, medium, and large), equipped or not with a weapon. They can also differ in speed and HP. Enemy movement is very basic. They just try to get to the player in the shortest path possible. When stuck, they follow a random direction for a while and then get back to chasing the player. Their attacks are not fully implemented yet, so the player can't get harmed for now. They can be killed though. Enemies are presented using placeholder sprites. An exclusive goodie for ZZAP! 64 magazine patreon subscribers.
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