
Give me your ideas for 1K hires games.
Re: Give me your ideas for 1K hires games.
So I don't know really what more one could do. 

IN NIHILUM REVERTERIS - a big text-adventure game for ZX81: http://tiny.pl/g2m6m
"MONOCHROME" issue 5 - (Spring 2014) free paper/PDF magazine about ZX81: http://tiny.pl/q2m44
ZX81 COMPETITIONS 2007/2009: http://zx81.republika.pl/
"MONOCHROME" issue 5 - (Spring 2014) free paper/PDF magazine about ZX81: http://tiny.pl/q2m44
ZX81 COMPETITIONS 2007/2009: http://zx81.republika.pl/
Re: Give me your ideas for 1K hires games.
Maybe some kind of diving game?
Collecting treasures in various depths before you air is used up, avoiding these damned sharks?
Collecting treasures in various depths before you air is used up, avoiding these damned sharks?
In theory, there is no difference between theory and practice. But, in practice, there is.
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Re: Give me your ideas for 1K hires games.
Potholing in caves, collecting treasure while being chased? All the while having to watch for a rising water level that could leave you trapped...
Mark
Mark
ZX81 Variations
ZX81 Chip Pin-outs
ZX81 Video Transistor Amp
Standby alert 
There are four lights!
Step up to red alert. Sir, are you absolutely sure? It does mean changing the bulb
Spring approaching...
ZX81 Chip Pin-outs
ZX81 Video Transistor Amp


There are four lights!
Step up to red alert. Sir, are you absolutely sure? It does mean changing the bulb

Spring approaching...
Re: Give me your ideas for 1K hires games.
Paul wrote:Maybe some kind of diving game?
Collecting treasures in various depths before you air is used up, avoiding these damned sharks?
Ermmm 1K memory.
What can be an option is a game based on the early Donkey Kong games with just a graphic on/off on fixed places on the screen.
Qbert is done in this way. With some neat trickery I might be able to do it.
Re: Give me your ideas for 1K hires games.
Rising water is easy, just invert the screendisplay.1024MAK wrote:Potholing in caves, collecting treasure while being chased? All the while having to watch for a rising water level that could leave you trapped...
Mark
Re: Give me your ideas for 1K hires games.
First this must be done, second ... other idea's will show up.yerzmyey wrote:So I don't know really what more one could do.
Re: Give me your ideas for 1K hires games.
Something like "adventure" would be cool. Pick up arrow swords and fight duck dragons by walking into them
Re: Give me your ideas for 1K hires games.
Moon Buggy is mentioned in last post previous page.
Helicopter game is an option in 1K. Great idea! It is a bit like Spacetrip, but then horizontal scrolling. Furthermore gravity is working too.
Also just a 1 key game.
Re: Give me your ideas for 1K hires games.
I see some games mentioned which just need a lot of graphic screen display / screen lines.
Only games with just a few 'dynamic' lines are possible. Static lines can be done with some trick (see games like BOWLING and PINBALL, the lines without 'data' are stored once and displayed when no data must be shown)
Right now I am working on a game with multiple static lines to be displayed at the right moment where the definition of static line is :
not the screenline where your character is.
Since your character can be anywhere on the line an entire graphical line must be displayed when your character appears.
When on a screenline where your character isn't I can use a pointer to the line that needs to be displayed. Due to the pointer I only need to store 1 byte for an entire line.
The screen would be something like this:
P1
P1
P2
P2
256 Bytes graphical screen
P3
P3
p4
where P1..P4 point to a line of graphical background.
Your characterlines have the background and the character together in 1 display.
Only games with just a few 'dynamic' lines are possible. Static lines can be done with some trick (see games like BOWLING and PINBALL, the lines without 'data' are stored once and displayed when no data must be shown)
Right now I am working on a game with multiple static lines to be displayed at the right moment where the definition of static line is :
not the screenline where your character is.
Since your character can be anywhere on the line an entire graphical line must be displayed when your character appears.
When on a screenline where your character isn't I can use a pointer to the line that needs to be displayed. Due to the pointer I only need to store 1 byte for an entire line.
The screen would be something like this:
P1
P1
P2
P2
256 Bytes graphical screen
P3
P3
p4
where P1..P4 point to a line of graphical background.
Your characterlines have the background and the character together in 1 display.