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About Zendocon

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  • Birthday 06/08/1976

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    The Restaurant at the End of the Universe
  • Interests
    Video game design
    Video game development
    Board game development
    Music composition
    3D printing
    3D modeling
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    X-Ray & DILLIGAS

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  1. It's news to me, at least. I just tried it myself. Holding the button mapped to RESET for one second or longer triggers it. Neat little easter egg.
  2. I had just taken the originally-posted scans and typed it all in by hand. Here it is in French, if you care to have a copy. guide-des-codes-de-caractères-des-cassettes-de-jeux-intellivision.txt
  3. I never went through the IntyBASIC examples myself, but I can make an educated guess what's happening here. PEEK behaves the same way as on the C=64; it directly returns the value in the specified address. $200-$2ef points to each of the 240 (20x12) "background cards" on the screen. "X1/8" "Y1/8" and "*20" together implies we're looking at a certain sprite's position on screen, since each background card contains 8x8 pixels. There's a colon in the middle of each line, so it might be easier to separate each of them into two lines. My guess, based on "FG_YELLOW", is that this code snippet is looking for yellow pixels in a certain card, and if found, sets "dir=4" which probably prevents an object from moving.
  4. Close enough. In fact, I dug up a project in the filesystem that semester that was using AI to play Hunt The Wumpus. That was where I got the inspiration in the year 2000 for my first attempt at writing Hunt The Wumpus on Intellivision. That implementation was not based on the original text-based one from the early '70s, and used a Cartesian grid instead.
  5. Actually, in one of my AI classes in Graduate School, we were looking at examples of various methods of AI-powered vacuum cleaners (this was before the iRobot Roomba). I was thinking if it had turned into a class project, I might have tried implementing the world model on Intellivision.
  6. Very nice map! Much better than that text-based pseudographical one I still have from the 90s. Two things jumped out at me though. First, without looking at the old map, I thought the secret stage provided a "time loop". Maybe I'm wrong, because I never tried it. Second, I see you have a special place in the legend for each "dragon level", but you didn't include SNAX.
  7. It was even more simplified than that. All you did was set the price of apples.
  8. I couldn't find anything just now. Perhaps it was written by a math teacher and had very limited distribution. It was all text-based and gave you so many tries to figure out what price to set for selling apples to get the maximum profit. Nothing that couldn't be written in ECS BASIC. All I know is that I wanted to simulate a million hands of Blackjack, and the professor insisted I hard-code in a maximum of ten thousand. When he looked at the final output, he pointed to specific cells and told me "that one is wrong, that one is wrong, that one is wrong." That's when I stopped him and argued it would have taken a lot more than ten thousand hands to get accurate results. Just because something isn't practical doesn't mean it shouldn't be done. Things like that are always good to implement out of academic curiosity. I still am waiting to see somebody implement Mandelbrot in Colored Squares Mode, just because.
  9. I remember a learning game on the Apple IIc at school called Appletown. Perhaps a beefed-up variation of Appletown could be built using Monte Carlo. In Discrete Mathematics class, one of my computer projects was to write a Blackjack simulator that played 10,000 games (not nearly enough, I had to argue to the professor) and created a 3D chart showing whether it was better to hit or stand, given the point value of the displayed cards and how many Aces were in play. Included in the simulator was the Dealer's rule to shuffle the deck/s (I forget how many decks were used; might have been 2) when the stack was below the 25% threshold.
  10. There is a very small list of known entry points here. There really is no point to knowing Exec entry points outside of ROM hacking, because it's just there so early games could fit inside of 4K ROM.
  11. I'll get on the waiting list for one copy too. Thank you.
  12. Glad I could inspire you. Keep up the good work.
  13. I did suggest a Doubling Cube, but I guess that would have added too much to the original game.
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