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la1n

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Everything posted by la1n

  1. i updated the code. the code should run now. but with the same errors. just go over it. it runs with this errors. it is about concat strings and atari basic can't concat string with + .-( can you test it again? thanks
  2. i updated the code. the code should run now. but with the same errors. just go over it. it runs with this errors.
  3. NEW RELEASE: LINEJEWELS (0.6) - FIRST RELEASE (BUG FOUND - UPDATED VERSION COMING SOON) so the task was to create somehow of an action game for crossplatform 8-bit. means running on as many old 8bit platforms in basic as possible. the outcome: LINE JEWELS a one key "be jeweled". you have the choice to set the stone in one line and make 3+ or even 2 * 3+ and get the points. you have 50 lines to get as much points as possible. it runs now on C64, ATARI XL, MS-DOS (GW-BASIC), AMSTRAD CPC & BBC MICRO) the code is the same for all platforms except the GetKeyPressed-routine 😞 and the rnd function .-( it was quite a big work to get all together. so you can't use of course graphical commands or even cls. so everything is made with print and print ;. there is so much things that are different in these basics .-( it is a nightmare. even handling of string is different (thanks to atari), others have low memory, others don't have : and and and if you are interesting in the basic-code (one file for all versions) running on C64,AtariXL,MS-DOS(GW), AMSTRAD, MICRO BBC) .-) There can be errors in the code (in the case of atari the concat of strings). Just go over the errors. the code should run. 1 REM LINE JEWELS - CROSS 8BIT PORTABLE BASIC GAME 2 REM NEO LISTING/TYPE IN 8BIT GAME --- 3 REM C64_ VICE - F10 - IMPORT | PET_ WWW.MASSWERK.AT/PET/ 4 REM AMSTRAD (CPC)_ ARNDOLD (AUTOTYPE) 5 REM MICROBBC_ BBCMIC.RO/ MSX_ WEBMSX.ORG (OPTION+B) 6 REM ATARI 800XL_ WWW.ATARIMAC.COM/INDEX.PHP 7 REM ------------- COPY FROM HERE ------------------- 8 DIM F$(50):DIM A$(50):DIM AC$(50):DIM CH$(50):DIM MO$(50) 9 DIM RE$(50):DIM L$(50):DIM DX$(50):DIM OB$(50):DIM N$(50) 10 LET A$="" 11 F$="#X.O" 12 MC=0 13 CH$="" 14 LET HC = 420 15 LET AC$="" 16 VE = 0.6 17 DIM GT(10,100) 28 GOTO 70 39 REM SETTINGS 40 A$="" 41 A=0 42 CH=0 43 IF MC=2 THEN GOTO 51 44 IF MC=3 THEN GOTO 56 45 IF MC=4 THEN GOTO 58 46 REM C64-BASIC 47 A = PEEK(197) 48 IF A=10 THEN A$="A": GOTO 69 49 IF A=13 THEN A$="S": GOTO 69 50 GOTO 69 51 REM ATARI 800XL 52 CH=PEEK(764):POKE 764,255:IF CH=255 THEN GOTO 69 53 IF CH=63 THEN A$="A":GOTO 69 54 IF CH=62 THEN A$="S":GOTO 69 55 GOTO 69 56 REM MICRO BBC 57 A$=INKEY$(0):GOTO 69 58 REM GW-BASIC, MSX, AMSTRAD (ATTENTION UPPERCASE) 59 A$=INKEY$ 69 GOTO 1320 70 REM GO ON 80 SP = 60 95 TS = 0 97 REM BASIC DARTHMOUTH > 64 - ONLY 2BYTE VAR NAMES! 100 GOSUB 5000 101 OB$ = "#XO." 102 PRINT "<#><.><O><O>" 103 PRINT "<#><O><O><X><X>" 104 PRINT "" 105 PRINT "LINEJEWELS - ONE BUTTON JEWLERY ";VE 106 PRINT "" 117 PRINT "ONE SOURCE FOR ALL OF THEM" 118 PRINT "NEO LISTING / TYPE-IN 8BIT-GAME" 111 PRINT "BY CHLUDENS.CH (EXPER. ARCHEOLOGY)" 112 PRINT "GREETINGS R. WERNER, S. HOELTGEN" 113 PRINT "USAGE: <S> SET STONE " 114 PRINT " <A> ONE FORWARD" 115 PRINT "TODO : CREATE 3+ LINES" 116 PRINT " WITH THE DIAMONDS ";OB$ 117 PRINT "HIGHSCORE: ";HC 128 REM PRINT " ";CHR$(7);CHR$(7);CHR$(7) 130 PRINT " " 131 PRINT "COMPUTER: 1:C64 2:ATARI 800XL " 132 PRINT " 3:MICRO BBC " 133 PRINT " 4:MSDOS(GW),MSX,AMSTRAD " 134 INPUT MC 135 PRINT "" 136 PRINT "" 137 PRINT "GET RICH! " 138 PRINT "(NO CHANCE IF ARE NOT YET)" 139 PRINT "" 500 SC = 0 510 LI = 0 520 X = 0 530 AC$ = "#" 540 REM 1000 REM NEXT LINE 1001 GOSUB 6000 1002 AC$ = CH$ 1005 X = 0 1006 MO$ = "INTERACTIVE" 1007 RE$ = "" 1008 REM IF SC<10000 THEN PRINT ;" "; 1009 IF SC<1000 THEN PRINT ;" "; 1010 IF SC<100 THEN PRINT ;" "; 1011 IF SC <10 THEN PRINT ;" "; 1012 L$ = "" 1013 IF LI>40 THEN L$=" " 1015 PRINT STR$(SC);" !";L$;STR$(50-LI);"! ";AC$;" ! "; 1100 GOSUB 6000 1110 REM 1119 KP = 0 1120 IF LI<2 THEN MO$ = "FORWARD" 1190 IF MO$<>"INTERACTIVE" THEN GOTO 1410 1199 H = 0 1200 REM --- CHECK KEYS AND PAUSE --- 1300 REM . 1305 REM . 1310 GOTO 40 1320 IF A$="S" THEN CH$ = AC$ 1330 IF A$="S" THEN MO$ = "ENDLINE" 1332 IF A$="S" THEN RE$ = " >" 1333 IF A$="S" THEN KP = 1 1334 IF A$="S" THEN GOTO 1410 1335 IF A$="A" THEN GOTO 1410 1336 IF A$="s" THEN CH$ = AC$ 1337 IF A$="s" THEN MO$ = "ENDLINE" 1338 IF A$="s" THEN RE$ = " >" 1339 IF A$="s" THEN KP = 1 1340 IF A$="s" THEN GOTO 1410 1341 IF A$="a" THEN GOTO 1410 1351 H = H + 1 1352 SP = (50 - LI)/2 1360 IF H<SP THEN GOTO 1200 1410 PRINT CH$; 1411 LET FV = 0 1412 GOSUB 7000 1418 REM ---- 1420 GT(X,LI)=FV 1425 IF KP = 0 THEN GOTO 2000 1430 REM CHECK ALL - VERTICAL - HORIZONTAL ETC 1431 TS = 0 1432 FOR Q=0 TO 3 1433 VX = 0 1434 REM TS=0 1435 VY = -1 1436 GOSUB 7000 1438 IF Q=3 THEN VY = 0 1439 IF Q=3 THEN VX = -1 1440 CO = 0 1441 IF Q=1 THEN VX = -1 1442 IF Q=2 THEN VX = 1 1443 SX = X 1444 SY = LI 1445 SX = SX + VX 1446 SY = SY + VY 1447 CO = CO + 1 1460 IF SX<0 THEN GOTO 1500 1461 IF SY<0 THEN GOTO 1500 1462 IF SX>10 THEN GOTO 1500 1470 IF GT(SX,SY)=FV THEN GOTO 1445 1500 REM 1510 REM RE$ = RE$ + "";CO 1511 DX$ = "!" 1512 IF Q=1 THEN DX$ = "!" 1513 IF Q=2 THEN DX$ = "/" 1514 IF Q=3 THEN DX$ = "-" 1520 IF CO>2 THEN TS = TS + (CO*10) 1521 IF MC=2 THEN IF CO>2 THEN RE$(LEN(RE$)+1)= STR$(CO) 1522 IF MC=2 THEN IF CO>2 THEN RE$(LEN(RE$)+1)= DX$:GOTO 1524 1523 IF CO>2 THEN RE$ = RE$ + "" + STR$(CO) + ""+DX$ 1524 REM IF MC<>2 THEN IF CO>2 THEN PRINT CHR$(7); 1600 NEXT Q 2000 X = X + 1 2010 REM 2020 REM 2400 IF X<10 THEN GOTO 1100 2405 SC = SC + TS 2406 IF MC=2 THEN IF TS>0 THEN RE$(LEN(RE$)+1)=STR$(TS):GOTO 2410 2407 IF TS>0 THEN RE$ = RE$ + " +" + STR$(TS) 2410 IF RE$<>"" THEN PRINT RE$; 2500 PRINT " " 2510 LI = LI + 1 2520 IF LI>49 THEN GOTO 7050 2600 REM 3900 GOTO 1000 4000 END 5000 REM CLS 5010 FOR T=0 TO 40 5020 PRINT " " 5030 NEXT T 5040 RETURN 6000 REM GET NEXT CHAR 6001 C = RND(4) 6002 IF C=0 THEN GOTO 6007 6003 IF C=1 THEN GOTO 6007 6004 IF C=2 THEN GOTO 6007 6005 IF C=3 THEN GOTO 6007 6006 C = INT(RND(1)*4) 6007 REM C64 ETC 6020 CH$ = "#" 6030 IF C=1 THEN CH$ = "X" 6040 IF C=2 THEN CH$ = "O" 6050 IF C=3 THEN CH$ = "." 6060 RETURN 7000 REM GET FIELD VALUE FROM CH$ 7009 FV = 0 7010 IF CH$="X" THEN FV = 1 7020 IF CH$="O" THEN FV = 2 7030 IF CH$="." THEN FV = 3 7040 RETURN 7050 PRINT " " 7055 PRINT "END OF THE GAME" 7060 IF SC<HC THEN GOTO 7065 7061 PRINT "" 7062 PRINT "NEW HIGHSCORE! ";SC 7063 HC=SC 7065 PRINT " " 7070 PRINT "ANOTHER TRY? Y | N" 7080 INPUT N$ 7090 IF N$="Y" THEN GOTO 500
  4. first #vecZ-video-glimpse (on an emulator): https://www.youtube.com/watch?v=9hp4abvgUa0
  5. short glimpse of 45secs to the vecZ gameplay https://www.youtube.com/embed/9hp4abvgUa0
  6. # vecZ - vertical-shootemup - launch on 5. nov at gameZfestival.ch (23.30h) at the end the vectors won. everything is now vector based in games (as an opengl or directx scene .-) therefore step back, step into the beginning 80ies with assembler and the vector console vectrex. and of course vecZ is a shootemup the most complicated (timing, a lot of action etc.) thing in those times. # release/launch at gameZfestival vecZ will be released online on 5th november 2016 at gameZfestival.ch in zurich/switzerland. enjoy the spirit of painted lines! # roms the game will be released online and later also at madtronix.com # greetings hudson for the usb-cartridge, matronix for his publishing, baudsurfer for his work and the designers of xenon2, gunroar, ikaruga, zynaps ... thanks for your code_style # who finished it first? i wonder who will send me the first "game won" photo on a emulator and of course on a real vectrex .-) the latest infos you will find here: http://www.la1n.ch/vecz/ la1n
  7. hi there i am sure to be 27 mio. but the question when and where can i buy it? i would buy 5 today i even would have a new small game in pipeline - could not yet test it on a real intellivision. thanks for any help la1n
  8. Xenon & Xenon II were of course perfect like all games of bitmap brothers .-) The perfect vertical shootemups .-) A milestones like R-Type. No question. Also the idea in II to add BombTheBass, the Shop etc. .-) Therefore no problem .-) I even understand why you could not like speedball .-)
  9. You have to look at the concept art for chaos engine .-) For me it could be CE, Xenon or Speedball. And i would decide for speedball because of the game mechanics are so radical.
  10. The bitmap brothers in action with XENON II They are one of the biggest heroes of the 16-bit gamescene on atari st/amiga (and then snes) in those time with XENON, SPEEDBALL, XENON II, CADAVER, GODS, CHAOS ENGINE, Z etc. and now they are collecting money for a book about the bitmap brothers. You can see preview on the kickstarter site. Time to support them and bring the bitmap brothers to print. Make it possible on kickstarter! https://www.kickstarter.com/projects/darrenwall/the-bitmap-brothers-universe > The book cover: You don't know them? than it is time to jump into their fantastic worlds: http://en.wikipedia.org/wiki/The_Bitmap_Brothers
  11. ABAGames are really cool with their stuff: http://www.asahi-net.or.jp/~cs8k-cyu/ Fantastic stuff: GUNROAR, A7Xpg, TUKIMI FIGHTERS, RROOTAGE http://www.asahi-net.or.jp/~cs8k-cyu/games/ An indie developer long before the indie hype started! Enjoy the work of ABAGames!
  12. forum post on vectorgaming: http://vectorgaming.proboards.com/thread/1328/sinz-vectrex-demo-playing-sinus
  13. hi out there, # sinz is a demo playing around with sinus and vectors: sinus is applied twice (x & y) on the logo SINZ. # download the .bin for playing in emulator or on your own vectrex. # remarks i am still working on the vertical scrolling game vecz for vectrex - but in between i had (i had this 'i had to') to test out a little bit making animations and lookup tables therefore this demo. the animation of the face (still poor animated) was made with my tool SVGtoVectrex. # SVGToVectrex Tool (Processing) SVG to Vectrex Coordinates tool i wrote in processing. i attached it to. it converts SVG Graphics (best made in illustrator or inkscape to relative (or absolute) vectrex db-datas for assembler. simple but effective. enjoy & till soon - may the vectors and assembler survive interesting in more vectrex stuff follow on @ixistenz ;*************************************************************************** ; sinZ 2o15 BY LA1N.CH (VECTREX) ;*************************************************************************** ; ; DEMO FOR VECTREX ; (USING SINUS ON LOGO IN X & Y COORDINATES, ANIMATED FACE, SCROLLTEXT) ; ; @ixistenz ; ; GREETINGS TO ABAGAMES FOR THE OPENGL/VECTOR WORKS LIKE GUNROAR, ; TUKIMI-FIGHTERS ETC. NICE WORK for more info look into the sinz.asm file. SINZ.BIN sinz.asm SVGToVectrex.zip
  14. hhh i love the idea and will order 2 for our gamelab. i will send you an email la1n
  15. sorry for not yet answering here, there is a lot of discussion about the game here: http://vectorgaming.proboards.com/thread/1259/squarez-2015-vectrex-demake-flash
  16. hi there, it is done, after the atari 2600 game AXE, here the latest real retro game SQUAREZ 2015. it is a demake of a quite addictive flash game. it is simple: make as much points as possible. collect the bonus and avoid the squares. simple to understand. but don't be too greedy! of course programmed in assembler (much more fun than the 6502 on atari2600). but don't look into the code - i will never get into the assembler heaven with this. the game was tested with ParaJVE (Emulator) and on one my real vectrex. the vectrex is quite a cool hardware with cool libraries. quite a cool game engine (we had to say in our days .-). i will never understand why atari didn't brought this out itself - they were the masters of vectors. after the vectrex shootemup (on this i work at the moment) i would like to finish my intellivision game. is there someone who would sell me a multicard, so that i can test the software on real hardware? thanks for any help or tipp or someone who would sell it to me. have fun t00cg@la1n ;*************************************************************************** ; SQUAREZ 2o15 BY LA1N ; (A RE(DE)MAKE OF THE WELL ; KNOWN FLASH GAME SQUARES) ;*************************************************************************** ; ; @ixistenz ; ; THIS IS A DEMAKE OF THE FLASH GAME SQUARES (2002)! ; I THOUGHT IT IS A SIMPLE GAMEMECHANIC HHH ; CODED IT AFTER AXE (ATARI 2600) AND INTELLIVISION GAME* ; * NOT YET RELEASED ; ; MECHANICS: MAKE AS MUCH POINTS AS POSSIBLE. ; COLLECT FOR POINTS. AVOID SQUAREZ! ; THERE CAN BE AT LEVEL7 UP TO 12 SQUAREZ ON SCREEN! ; DONT BE TOO GREEDY! ; ; YOU WILL FIND OLDER PROJECTS OF LA1N AT HTTP://WWW.LA1N.CH ; OR LOOK FOR OUR GAMEART AT HTTP://WWW.AND-OR.CH ; ; CREDITS GO TO RICHARDH FOR HIS MULTICARDS (THANKS!) ; ;*************************************************************************** SQUAREZ2015.BIN squarez.asm
  17. a little bit like fast food but with enemies .-) #multicard at the moment my problem is just to find a usb/multicart to test it on a real maschine. it looks like i have to make everytime a real version in us (eprom service) and than test it. and the rest (publishing) is a nice to have .-) = i don't know yet - i am open for everything.
  18. i am on a simple version of the flash game squares (2). the gamemechanics are simple but effective. very clever motivation cycle (stay way and take risk to collect points). i will call it square! the gamemechanis is there, there are levels and it is ok. but at the moment it is so ugly .-) i have to change a lot - it is not ugly like AXE .-) but more from the colors. and i don't know yet if i wanna make it more 2014 style (squares) or more 1983 with bugs, heros etc. or perhaps both things. but - no joke - the last 4 days i looked into vectrex programming and i don't know if i make now first a vectrex game before making a beta of square! .-) but square! will be there in about a month or so.
  19. "After beating a certain number of waves, did I just turn into a CASTLE? Did I win? That was confusing." # castle at the end the visual style is there not yet very good .-( this should be a statue/figure = you have won the game. but you are right i have to change this or create the manual and describe there the whole. sorry about the castle .-)
  20. Works perfect. Yesterday i thought, there is a real multiplayer pong missing (only the one player pong) and searched around. And today searching again - i find this multiplayer elaborated pong. .-) So i have to program another game or make discrimination pong again .-)
  21. hi together, thanks for the input. i will try to implement the one or other point. the most important problem seems to see progress/waves. i tried to work there without points/waves numbers and took background colors but seems to be too strange and too visual. so i will see how to implement progress now. but first i have to 'finish' the intellivision game i work on (score, level and lifes are in it there .-) till soon t00cg@la1n
  22. will look into the bug and the reset. thanks for this feedback. but: 'barren' is concept. simple gamemechanics. i will not change the graphics. this is a game in the style of 2014 and not 1983. otherwise i would use rainbow effects, linecolors. and of course it is assembler - that is the approach. t00cg
  23. You would even get a place in the credits - you could name the game .-) it is like a kickstarter campaign .-) hopeless .-)
  24. i will rent cour cuttle cart! .-) because i want to have one for my latest release - just to test on an original intellivision .-) If there is someone out there that could help me with his cuttle cart - paying up to 250$ i am really desperate!
  25. Development Comments and earlier versions you find here on atariages: http://atariage.com/forums/topic/220764-axe-hacknslash-homebrew-game/
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