Re: Lost game from the '80s: Scumbotron!
Posted: Wed Nov 22, 2023 9:55 am
I just managed to get to level 41 (out of 42).
There are a lot of rude words on my high score table.
There are a lot of rude words on my high score table.
Commander X16 Community Forums
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Llamatron was fantastic!paulscottrobson wrote: ↑Fri Mar 22, 2024 7:39 am 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.
I would say see if you can move some data out to banked ram and make it a loadable asset. There is nothing wrong with needing more than 1 file for a program. That could leave you some room for more code in that 40kb sweet spot. Also. YOU CAN Make your program load at $0400 and gain an extra KB that way.EyeballKid wrote: ↑Tue Apr 02, 2024 9:06 pmLlamatron was fantastic!paulscottrobson wrote: ↑Fri Mar 22, 2024 7:39 am 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.
You're talking about the hold-down-fire-button-to-lock-the-firing-direction single stick scheme, right?
I do actually have some code for that.
The problem at the moment is that I can't compile it - I was already right up against the 40KB-ish limit for a single PRG file, but some toolchain changes just pushed it over. I'll need to go back and do some fiddling.
In the meantime, with a SNES controller you should be able to use the d-pad to move and the buttons for firing direction.
Or use the mouse to aim and fire?
Oh! I missed that - it looks fantastic!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
Offload the graphics and maybe some of the code to a separate file. Put less used routines in banked ramEyeballKid wrote: ↑Tue Apr 23, 2024 9:17 pm 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's either split the code up to offload some into banked ram, or rewrite a lot of it in 6502 assembly. Neither of which I'll likely get around to doing any time soon
But I'll figure something out. I might not have space to add more features, but I'd like to be able to tweak things at least.