New ZX81 Games

General games-related topics
dr beep
Posts: 2428
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

New 1K Game : DESCENDING DOOM 1K

Post by dr beep »

Name of Software: DESCENDING DOOM 1K
Author: Johan "Dr Beep" Koelman
Release Date: 27/01/2025
Requirements (eg. 1K, 16K, AY Card, Hi-Res Scheme): 1K lowres
Commercial / Public Domain / Free ware / Other - please specify? Freeware

Description:
Shoot all mould away before it reaches the ground


Villordsutch played the recent released 16K version and I said I could make a 1K version

Downloadlink:
desdo-1k.p
(610 Bytes) Downloaded 91 times
Manual:
255=slowest, 128=fastest
You can set the speed once after loading the game.

Source:
desdo-1k.asm
(7.75 KiB) Downloaded 73 times
Crayon21
Posts: 419
Joined: Sun Nov 04, 2018 2:33 am

Re: New ZX81 Games

Post by Crayon21 »

what assembler did you use? Most don't allow labels if you're using time appropriate ones. I'm guessing Pasmo?
In Heck, there are two options for perpetual torment:

Eat the Puckerberry and suffer for eternity:
drink nothing but a cocktail of The Last Dab and Mexican Cake blended and served with
habanero slices
:twisted:
dr beep
Posts: 2428
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: New ZX81 Games

Post by dr beep »

Crayon21 wrote: Wed Jan 29, 2025 5:52 am what assembler did you use? Most don't allow labels if you're using time appropriate ones. I'm guessing Pasmo?
SJASM
Crayon21
Posts: 419
Joined: Sun Nov 04, 2018 2:33 am

Re: New ZX81 Games

Post by Crayon21 »

btw, do you know how to save a file in Zesarux?
In Heck, there are two options for perpetual torment:

Eat the Puckerberry and suffer for eternity:
drink nothing but a cocktail of The Last Dab and Mexican Cake blended and served with
habanero slices
:twisted:
lupoman
Posts: 1
Joined: Sat Feb 17, 2024 5:46 am

Re: New ZX81 Games

Post by lupoman »

Amazing work!
Your knowledge of the z80/zx81 is beyond belief.

I ported the original C64 Hare Basic version from Robin (https://www.youtube.com/watch?v=PG60q4zWRqk&t=280s) to C (z88dk).
I know the C version has a lot of room for improvement but I tried to be as "close" to the original (code wise) as possible.

Thanks for your port, I'm learning a lot from the source,
Luis.
dr beep
Posts: 2428
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: New ZX81 Games

Post by dr beep »

lupoman wrote: Thu Jan 30, 2025 6:33 am Amazing work!
Your knowledge of the z80/zx81 is beyond belief.

I ported the original C64 Hare Basic version from Robin (https://www.youtube.com/watch?v=PG60q4zWRqk&t=280s) to C (z88dk).
I know the C version has a lot of room for improvement but I tried to be as "close" to the original (code wise) as possible.

Thanks for your port, I'm learning a lot from the source,
Luis.
I mentioned in my book that to get the most out of a ZX81 you need to code directly in Z80.
A C-compiler will always create overhead.

To make it fit 1K I could only place the "menu-screen" only at the start.
dr beep
Posts: 2428
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

New 1K Game : OTTO VAIJER

Post by dr beep »

Name of Software: Otto Vaijer
Author: Johan "Dr Beep" Koelman
Release Date: 05/02/2025
Requirements (eg. 1K, 16K, AY Card, Hi-Res Scheme): 1K lowres
Commercial / Public Domain / Free ware / Other - please specify? Freeware

Description:
Try to get all the items before they are hit or time runs out
otto-vaijer.png
otto-vaijer.png (5.42 KiB) Viewed 5786 times
Downloadlink:
otto-v.p
(610 Bytes) Downloaded 80 times
Source:
otto-v.asm
(7.3 KiB) Downloaded 64 times
Manual:

Otto Vaijer
-----------
Otto has a machinegun that won't stop firing.
Your job is to secure the items in the room before
any bullit hits the item.

You start with 99 creditpoints.
When a bullit hits an item or
you fail to pick the item in time
you will lose creditpoints.
When the creditpoints become less than
zero it is game over.

Controls:
Q = up
A = down
O = left
P = right
You can also move diagonally.
Newline to (re)start
ChrisB
Posts: 31
Joined: Tue Dec 17, 2024 8:53 am
Location: France

Re: New ZX81 Games

Post by ChrisB »

Hello,
Spectacular and addictive, all what a game needs.
Well done, thank you !
dr beep
Posts: 2428
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

New 1K Game : TAXI

Post by dr beep »

Name of Software: TAXI
Author: Johan "Dr Beep" Koelman
Release Date: 09/02/2025
Requirements (eg. 1K, 16K, AY Card, Hi-Res Scheme): 1K lowres
Commercial / Public Domain / Free ware / Other - please specify? Freeware

Description:
Pick up guest in your taxi
taxi.png
taxi.png (10.88 KiB) Viewed 5295 times
EDIT: new version with bug solved and more options
Downloadlink:
taxi_2-3.p
(949 Bytes) Downloaded 99 times
Source:
taxi_2-3.asm
(12.78 KiB) Downloaded 79 times
Manual:

TAXI 1K
-------
In this game you play an illegal taxidriver who will pick up clients.
2 normal cabs are driving around and when they get you you lose
5 points of energy. You lose 3 points of energy when
you fail to pick up a guest.
When you pick up a guest you will win the remaining points but also win 1 energypoint

The city has low and high roads. Low roads are normal displayed
High roads are inverted. Some roads are ONEWAY.
This is indicated by a ">" or a "<".
Walls are shown as "O".

The game ends when energy goes below zero.

Controls:
Q = up
A = down
O = left
P = right
Newline = (re)start

The game has a built in option to select the number of chasing cabs.
After loading you must press 2 or 3 to select the numer of chasing cabs.
After 2 or 3 press Newline to start the game.
Any new game will always start with the selected cabs.
Last edited by dr beep on Thu Feb 13, 2025 9:05 pm, edited 1 time in total.
JohnsBargs
Posts: 189
Joined: Fri Oct 19, 2018 2:22 am

Re: New 1K Game : KILOPEDE

Post by JohnsBargs »

dr beep wrote: Tue Apr 02, 2024 8:30 pm Name of Software: KILOPEDE
Author: Johan "Dr Beep" Koelman
Release Date: 02/04/2024
Requirements (eg. 1K, 16K, AY Card, Hi-Res Scheme): 1K lowres
Commercial / Public Domain / Free ware / Other - please specify? Freeware

Description:
A 1K version of CENTIPEDE
Kilopede.png

EDIT: BUGFIX FOR SHOOTING
EDIT2: BUGFIX FOR AUTOSHOOTING AFTER REDEFINED KEYS
How do you actually enable autoshooting? Holding down fire doesn't seem to work.
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