Jump to content

Photo

Minesweeper - game released

game assembler cartridge

148 replies to this topic

#1 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • 3,921 posts
  • Location:Denmark

Posted Mon Aug 3, 2015 2:40 AM

Game download in post #139

Cartridge on sale at arcadeshopper.com

Short manual in post #115

Desktop browser version at Newgrounds.com


minesweeper.gif



- - - - -

 
I got sidetracked (again) and spent a few hours on making perhaps yet another version of Minesweeper for the TI.
 
The link above tells you a little something about the game, rules etc.
 
As of now you can't play it, but please do test and report. Version 0.1 is attached here:
 
Attached File  minec.bin   8KB   38 downloads
 
You can move the cursor around. And you can press 1, 2 or 3 to start / generate a new game.
 
So obviously there's a few things to add. What I like is how relatively fast a new game is generated.
 
The premise is, and pretty much has been with many of my efforts, stock TI, no memory expansion, and game on cartridge in a Atarisoft style of 8K or 16K ROM only.
 
We're at 35% of 8K capacity, and plenty of room for saving bytes later if necessary.
 
;)

Edited by sometimes99er, Mon Aug 22, 2016 1:34 PM.


#2 Tursi OFFLINE  

Tursi

    River Patroller

  • 4,767 posts
  • HarmlessLion
  • Location:BUR

Posted Mon Aug 3, 2015 6:41 AM

Works fine here - I like the look!



#3 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 3,921 posts
  • Location:Denmark

Posted Mon Aug 3, 2015 8:34 AM

Works fine here - I like the look!

 

Thanks.

 

I've only tested it with your Classic99. It's also using your small but efficient random number generator routine. At first I only used the lower bits (5 bits or less) from the routine when selecting rows and columns, and that led to repeating patterns in the generated games. I changed tactics and now use the lower 9 bits, and as you can see, the generated games appear pretty random, - as far as what I've seen.

 

:)



#4 Retrospect OFFLINE  

Retrospect

    Dragonstomper

  • 866 posts
  • Location:Wakefield, England

Posted Mon Aug 3, 2015 2:10 PM

That arrow pointer looks very familiar to me, I used to own an Amiga once ..... :)



#5 TheMole OFFLINE  

TheMole

    Dragonstomper

  • 744 posts
  • Location:Belgium

Posted Mon Aug 3, 2015 2:15 PM

Any chance we can get an rpk for MESS or js99er.net?



#6 mizapf OFFLINE  

mizapf

    River Patroller

  • 2,531 posts
  • Location:Germany

Posted Mon Aug 3, 2015 2:31 PM

Just use a ROM-only cartridge and replace the dump (e.g. as_defender.rpk).

Attached Files

  • Attached File  mine.rpk   1.75KB   14 downloads


#7 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 3,921 posts
  • Location:Denmark

Posted Mon Aug 3, 2015 2:51 PM

That arrow pointer looks very familiar to me, I used to own an Amiga once ..... :)

 

Yeah. If you press F9 in Classic99, you might be able to see traces of the sleeping Amiga mouse-pointer. I thought it would take so long to generate a level 3 game, especially without the memory expansion, that I chose to put it in. But now ...

 

:)

 

minesweeper1.png



#8 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 3,921 posts
  • Location:Denmark

Posted Mon Aug 3, 2015 2:53 PM

Any chance we can get an rpk for MESS or js99er.net?

 

Yep, I'll include one in the future.



#9 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 3,921 posts
  • Location:Denmark

Posted Mon Aug 3, 2015 11:35 PM

Moving along. We're now at 36% of 8K capacity. So I've added a measly 1% of pure code. ;)

 

1. Cursor movement is now restricted to the field. Wraparound effect to be able to go to another part slightly faster.

 

2. The field is now "hidden". You can move around and reveal any location by pressing the Q key.

 

 

Version 0.2 is attached here:

 

Attached File  minec.bin   8KB   24 downloads

Attached File  mine.rpk   1.74KB   28 downloads

 

minesweeper0.2.gif



#10 Dexter OFFLINE  

Dexter

    Moonsweeper

  • 271 posts
  • Location:Landgraaf, Netherlands / Übach-Palenberg, Deutschland

Posted Mon Aug 3, 2015 11:56 PM

Version 0.2 is attached here:

 

Just beautiful!
Indeed, the Amiga mouse pointer is pretty recognizable. :)

 

Is it all assembly, or C?



#11 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 3,921 posts
  • Location:Denmark

Posted Tue Aug 4, 2015 12:15 AM

Just beautiful!

Indeed, the Amiga mouse pointer is pretty recognizable. :)

 

Is it all assembly, or C?

 

Thanks. :)

 

I've used the Amiga mouse pointer in a couple of demos earlier on (Windows 2007.04.09 and Workaroundbench 2007.12.15). It could actually go nicely with my Nonogram game (still in development 2011.04.01-). ;)

 

It's all assembly. Speed isn't all that critical, so you could even make a XB version and have the small field running relatively fine even without compiling it.



#12 TheMole OFFLINE  

TheMole

    Dragonstomper

  • 744 posts
  • Location:Belgium

Posted Tue Aug 4, 2015 6:24 AM

Looks very slick! Looking forward to playing the finished version of this.

 

Any chance you could give the different numbers different background colors? It'd make it a bit easier to visually scan the board, and it might add some color to the overall look of the game.

 

Either way, love it!



#13 Opry99er OFFLINE  

Opry99er

    Quadrunner

  • 8,258 posts
  • Location:Cookeville, TN

Posted Tue Aug 4, 2015 7:36 AM

Looking GREAT, sometimes!!! Can't wait to play it!

#14 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 3,921 posts
  • Location:Denmark

Posted Wed Aug 5, 2015 1:03 AM

Looks very slick! Looking forward to playing the finished version of this.
 
Any chance you could give the different numbers different background colors? It'd make it a bit easier to visually scan the board, and it might add some color to the overall look of the game.
 
Either way, love it!


Thanks. :)

Well, different colors for different numbers wasn't the plan. I think I could simply go for half-bitmap mode, rearrange the location of tables, add the extra color information and leave the mapping and logic as is. I won't do that now. I did however have an idea about this maybe being the Amiga version and then doing a Macintosh version - and then adding the background colors. We'll see.

There will be a bit of color. The flags will have a yellow background. And the mines will have a red background.

In the early design phase (wow!) I chose to stick with the white background for all numbers, simply to have the best contrast possible, if, and hopefully when, someone decides to try it out on some real iron with a fuzzy display. I guess the numbers are virtually both as big and as small as they can get ?

;)

#15 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 3,921 posts
  • Location:Denmark

Posted Wed Aug 5, 2015 4:16 AM

Looking GREAT, sometimes!!! Can't wait to play it!


Thanks. Will definitely try and finish this one - along with most of the other ones - eventually.

;)

#16 TheMole OFFLINE  

TheMole

    Dragonstomper

  • 744 posts
  • Location:Belgium

Posted Wed Aug 5, 2015 4:29 AM

That is a very good point about the readability on CRT's, had not thought of that.



#17 Ksarul ONLINE  

Ksarul

    River Patroller

  • 4,159 posts

Posted Wed Aug 5, 2015 4:45 AM

I can burn one to ROM and do some real iron testing for you, Sometimes. I'll try that this weekend. . .



#18 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 3,921 posts
  • Location:Denmark

Posted Wed Aug 5, 2015 5:26 AM

I can burn one to ROM and do some real iron testing for you, Sometimes. I'll try that this weekend. . .


That would be awesome. Thank you.  :thumbsup: 

There will be at least one more update before this weekend. Much more playable. Coming up soon.

;)



#19 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 3,921 posts
  • Location:Denmark

Posted Wed Aug 5, 2015 12:06 PM

Version 0.3 attached here:

 

Attached File  minec.bin   8KB   21 downloads

Attached File  mine.rpk   1.81KB   22 downloads

 

minesweeper0.3.gif

 

Key functionality, always:

Fctn + Quit = Quits cartridge.

1 = Start new level 1 game (beginner).

2 = Start new level 2 game (intermediate).

3 = Start new level 3 game (advanced).

 

Key functionality while playing a game:

ESDX = Move cursor (Amiga mouse pointer). Many emulators allow for you to use actual arrowkeys of host system.

Q = Reveal a square.

W = Flag a square or remove a flag.

 

Future functionality:

Floodfill when revealing a blank square (no adjacent mines).

Detecting when all mines have been flagged (you win).

Timer (using the 9901).

Updating high score.

Soundeffects (mine explodes, you win and you beat the high score).

 

 



#20 TheMole OFFLINE  

TheMole

    Dragonstomper

  • 744 posts
  • Location:Belgium

Posted Wed Aug 5, 2015 12:14 PM

Excellent work, at this pace you'll have a full game in no time!


Edited by TheMole, Wed Aug 5, 2015 12:15 PM.


#21 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 3,921 posts
  • Location:Denmark

Posted Wed Aug 5, 2015 12:26 PM

Excellent work, at this pace you'll have a full game in no time!

 

Thanks. Yeah, hope so. ;)  



#22 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 3,921 posts
  • Location:Denmark

Posted Thu Aug 6, 2015 1:34 AM

Minesweeper included with Windows 7  ;)

 

Well, what we managed to do, is cram the exact same difficulty levels into the TI version.

minesweeper.windows7.png

 



#23 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 3,921 posts
  • Location:Denmark

Posted Thu Aug 6, 2015 11:41 AM

Version 0.4 attached here:
 
Attached File  minec.bin   8KB   28 downloads
Attached File  mine.rpk   1.92KB   34 downloads

We're now at 41% of 8K capacity.

Functionality added:
Floodfill when revealing a blank square (no adjacent mines).
Detecting when all mines have been flagged (you win).

Future functionality:
Timer (using the 9901).
Updating high score.
Soundeffects (mine explodes, you win and you beat the high score).

:)

Edited by sometimes99er, Thu Aug 6, 2015 11:43 AM.


#24 Dexter OFFLINE  

Dexter

    Moonsweeper

  • 271 posts
  • Location:Landgraaf, Netherlands / Übach-Palenberg, Deutschland

Posted Thu Aug 6, 2015 1:57 PM

Attached File  admiring.jpg   83.3KB   2 downloads

Just admiring your progress, sigh...



#25 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 3,921 posts
  • Location:Denmark

Posted Fri Aug 7, 2015 12:09 AM

Just a quick demo. Don't worry. Play the game, and you'll soon pick up speed. ;)
 
minesweeper0.4.gif
 

 

 
The flood
 
The flood-fill starts when you hit an empty square.

The flood-fill routine searches the surroundings (typically 8 squares (or less at the borders)) and if any of them is also empty, each of them is put on a stack for later processing. I was crossing my fingers and setting the stack up in Scratch-Pad. The layout was as follows:

>8300 Variables and stuff. Using words, not bytes, for anything.
>8334 Flood-fill stack.
>83d0 Subroutine return stack.
>83e0 Workspace registers.

The expert level, 30 by 16 squares = 480, requires squares to be saved as words (in the flood-fill stack).

Size of flood-fill stack is >83d0 - >8334 = 78 words.

I tested watching the stack (it often resolves as it goes), and after maybe 20 level 2 games, it crashed, - due to a single "flood" but a big one. 78 words was not enough.

So the flood-fill stack was relocated to VDP. Arghh.

;)


Edited by sometimes99er, Fri Aug 7, 2015 12:24 AM.






Also tagged with one or more of these keywords: game, assembler, cartridge

0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users