Search found 2060 matches
- Fri Dec 09, 2016 10:49 am
- Forum: GAMES
- Topic: Tims' Checkers
- Replies: 9
- Views: 4594
Re: Tims' Checkers
The size of the screenmemory might be brought back to/with app. 3K with a different display method.
- Fri Dec 02, 2016 1:37 pm
- Forum: Development
- Topic: Final 1K hires game in progress: Iron Zxlider
- Replies: 17
- Views: 5709
Re: Final 1K hires game in progress: Iron Zxlider
With bitwise shifting you are almost at topspeed when you start the game. I want to add gameplay over technical achievement so I tested byteswise movement in x-direction (y-direction will always be bitwise in Blocky-method. This give so much potential in speed (slow on start speedier on progress) an...
- Thu Dec 01, 2016 7:13 pm
- Forum: Development
- Topic: Final 1K hires game in progress: Iron Zxlider
- Replies: 17
- Views: 5709
Re: Final 1K hires game in progress: Iron Zxlider
Screendisplay is like Blocky. First temporary screen already made.
First test on speed of bitwise shifting.
I thought it would be too slow, but the ZX81 is fast enough for it.
First test on speed of bitwise shifting.
I thought it would be too slow, but the ZX81 is fast enough for it.
- Thu Dec 01, 2016 10:14 am
- Forum: Development
- Topic: Final 1K hires game in progress: Iron Zxlider
- Replies: 17
- Views: 5709
Final 1K hires game in progress: Iron Zxlider
Well final, after this game I plan to do other things. Still have a project on the ZX Spectrum and I am working on a faster ZX81-emulator for any ZX Spectrum which I want to pick up again. As usual I plan to make a great game from every 10th game. 100 levels in Police Patrol 3 levels of Qbert And no...
- Thu Dec 01, 2016 10:00 am
- Forum: Development
- Topic: New 1K hires game in progress: Artillery Duel
- Replies: 36
- Views: 9507
Re: New 1K hires game in progress: Artillery Duel
Thanks, game 30 will be a ZX81 version of this game....sirmorris wrote:You never fail to Amaze me Dr. Beep
https://vector-runner-remix.tresensa.com/
- Wed Nov 30, 2016 2:17 pm
- Forum: Development
- Topic: New 1K hires game in progress: Artillery Duel
- Replies: 36
- Views: 9507
Re: New 1K hires game in progress: Artillery Duel
I had an idea last nicht and I was able to sav eed numerous bytes. I added windeffect and was able to reduce stacksize. So not only better gameplay but better screen as wel.
- Tue Nov 29, 2016 9:29 pm
- Forum: GAMES
- Topic: New ZX81 Games
- Replies: 363
- Views: 682741
New ZX81 Games
Name of Software: Artillery Duel Author: Johan "Dr Beep" Koelman Release Date: 29/11/2016 Requirements (eg. 1K, 16K, AY Card, Hi-Res Scheme): 1K, WRX hires Description: Shoot the cannon of your opponent by entering the correct angle and speed. EDIT: now with extra windeffect and shortened stack for ...
- Tue Nov 29, 2016 8:53 pm
- Forum: Development
- Topic: New 1K hires game in progress: Artillery Duel
- Replies: 36
- Views: 9507
Re: New 1K hires game in progress: Artillery Duel
Well, there was indeed a flaw in the angle/speed routine. Redundant code saved a byte, but repair costed 2 bytes. Luckily I could save the byte on the lowres screen. No bytes left for code. The game is so tight coded that the stack might appear on the screen. This is repaired on the next screenupdat...
- Tue Nov 29, 2016 7:43 pm
- Forum: Development
- Topic: New 1K hires game in progress: Artillery Duel
- Replies: 36
- Views: 9507
Re: New 1K hires game in progress: Artillery Duel
Collision now perfect.
Added check if rock is hit.
So tight coded that a bit of the stack can be shown on screen.
Only check on angle to be done. Code might have a small bug there.
Don't it will cost bytes.
Added check if rock is hit.
So tight coded that a bit of the stack can be shown on screen.
Only check on angle to be done. Code might have a small bug there.
Don't it will cost bytes.
- Tue Nov 29, 2016 6:28 pm
- Forum: Development
- Topic: New 1K hires game in progress: Artillery Duel
- Replies: 36
- Views: 9507
Re: New 1K hires game in progress: Artillery Duel
Collission working, but location must change for better play.
3 bytes needed, 1 available.
3 bytes needed, 1 available.