Search found 19 matches

by EyeballKid
Sun Sep 01, 2024 8:49 am
Forum: Works In-Progress Discussion
Topic: Lost game from the '80s: Scumbotron!
Replies: 34
Views: 26373

Re: Lost game from the '80s: Scumbotron!

I've put the source code up on github if anyone's interested: https://github.com/bcampbell/scumbotron
Requires llvm-mos-sdk and golang to build.
by EyeballKid
Sun Apr 28, 2024 11:14 am
Forum: Works In-Progress Discussion
Topic: Lost game from the '80s: Scumbotron!
Replies: 34
Views: 26373

Re: Lost game from the '80s: Scumbotron!

Offload the graphics and maybe some of the code to a separate file. Put less used routines in banked ram TL;DR: I'm too lazy. Separate files are cheating! :-) I decided pretty early on that getting it into a nice single .prg file would be a nicely arbitrary restriction. My self-decompressing .prg f...
by EyeballKid
Tue Apr 23, 2024 9:19 pm
Forum: Works In-Progress Discussion
Topic: Lost game from the '80s: Scumbotron!
Replies: 34
Views: 26373

Re: Lost game from the '80s: Scumbotron!

paulscottrobson wrote: Tue Apr 23, 2024 5:03 pm My (Neo6502) version, not quite complete. No Brains .... and obviously no collision detection which makes surviving easy but scoring a bit difficult.

https://www.youtube.com/watch?v=tzpN1NQkSEk
Oh! I missed that - it looks fantastic!
by EyeballKid
Tue Apr 23, 2024 9:17 pm
Forum: Works In-Progress Discussion
Topic: Lost game from the '80s: Scumbotron!
Replies: 34
Views: 26373

Re: Lost game from the '80s: Scumbotron!

Yeah, I'm already up against the 40KB code limit :-( The .prg contains compressed code and graphics data. Upon startup, there's a little bootstrap routine which decompresses the graphics out to vera ram, then decompresses the code out to its full 40KB(ish) glory, overwriting the original .prg. So it...
by EyeballKid
Tue Apr 02, 2024 9:06 pm
Forum: Works In-Progress Discussion
Topic: Lost game from the '80s: Scumbotron!
Replies: 34
Views: 26373

Re: Lost game from the '80s: Scumbotron!

Very nice implementation of a Robotron-a-like. Maybe add the control system on Jeff Minters' own version, which I always liked, and means you don't have the twin controllers issue. Llamatron was fantastic! You're talking about the hold-down-fire-button-to-lock-the-firing-direction single stick sche...
by EyeballKid
Fri Dec 01, 2023 10:11 am
Forum: Works In-Progress Discussion
Topic: Lost game from the '80s: Scumbotron!
Replies: 34
Views: 26373

Re: Lost game from the '80s: Scumbotron!

New 4th version!
Only minor changes:

- Rifasharks now worth 100 points (rather than 10)
- Rescuing Heavily Armoured Space Marines now refreshes your powerup time, so it's worth saving the poor fools.
scumbotron.prg
(26.82 KiB) Downloaded 539 times
And I _still_ can't get past level 40, dammit.
by EyeballKid
Wed Nov 22, 2023 9:55 am
Forum: Works In-Progress Discussion
Topic: Lost game from the '80s: Scumbotron!
Replies: 34
Views: 26373

Re: Lost game from the '80s: Scumbotron!

I just managed to get to level 41 (out of 42).
There are a lot of rude words on my high score table.
by EyeballKid
Mon Nov 20, 2023 7:27 am
Forum: Programming
Topic: A BITMAP FILE SPECIFICATION FOR THE X16. (1.0 is published)
Replies: 25
Views: 67495

Re: A BITMAP FILE SPECIFICATION FOR THE X16. (In progress)

So it's on a word boundary and who knows what might be needed in the future. Is there something significant about 32 that makes it a better boundary than 16? The palette can be directly loaded to $1FA00 in VERA Ram. Oh, yeah, I'd forgotten that palette was hardwired at $1FA000... so if you load the...
by EyeballKid
Mon Nov 20, 2023 4:25 am
Forum: Official Announcements
Topic: Gen-2 / Phase-2 / X16C plans
Replies: 24
Views: 28631

Re: Gen-2 / Phase-2 / X16C plans

Proposed Gen-4 CX16:

JAMMA-edition CX16. Plonk one into your JAMMA cabinet for all that CX16 arcade-y goodness!
Even if it's just a JAMMA adaptor for the Gen-2 or 3 hardware, that'd be rather cool.

(I'm about 30% joking - the more I think about it, the more it's something I want to see!).
by EyeballKid
Mon Nov 20, 2023 4:14 am
Forum: Programming
Topic: A BITMAP FILE SPECIFICATION FOR THE X16. (1.0 is published)
Replies: 25
Views: 67495

Re: A BITMAP FILE SPECIFICATION FOR THE X16. (In progress)

My initial thoughts: 1. Why not make the version (byte 3) ASCII? It's not like you're going to need 256 versions. And being able to eyeball the file and see "BMX1" (or "BMX2" etc...) would be nice. 2. Why the 19 byte header padding? Why not make your header 16 bytes instead of 32...