1K Hires : Asteroidbelt

Any discussions related to the creation of new hardware or software for the ZX80 or ZX81
dr beep
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1K Hires : Asteroidbelt

Post by dr beep »

Just quickly coding a small game with setting UDG's on lines.
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RWAP
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Re: 1K Hires : Asteroidbelt

Post by RWAP »

Ah yes - another great idea :D
dr beep
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Re: 1K Hires : Asteroidbelt

Post by dr beep »

The actual screen is 96 bytes. 2 udg per line possible, udg are 8 bytes each.

So you can make any game with 2 udg per line in a 16x24 screen.
Only rule for the udg, final position must be blank.
So the actual udg may be 8x7 pixels.
sirmorris
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Re: 1K Hires : Asteroidbelt

Post by sirmorris »

:shock: Dr. Beep does it again!
dr beep
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Re: 1K Hires : Asteroidbelt

Post by dr beep »

Vertical movement (the travelling through the asterpoidbelt) now working.
Also collission already detected. Now adding some explosion UDG.
After that controls, score and speeding up after certain score.

Size sofar: +/- 400 bytes.
dr beep
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Re: 1K Hires : Asteroidbelt

Post by dr beep »

With horizontal movement I could make a kind of flappybird in 1K and hires.

Only problem would be when 2 walls and a bird would be on 1 line, but you can also make a game where a bird must fly from position to position
and when you make 2 positions on 1 line impossible it is solved.
dr beep
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Re: 1K Hires : Asteroidbelt

Post by dr beep »

Right,

as said it was a quicky.
It is also a small game, so a lot can be added.

The game is 590 bytes (screen and stack accounted for), so still a lot of space left for additions.

So here is the first gameplay.

LATEST VERSION ON PAGE 2

After loading some garbage is on screen. That is just bytesaving code, it is cleared after starting.

(Re)Start the game with NEWLINE.
Controls
1 = left
2 = right

Each 'scroll' is 2 points. Each 1000 points speed is increased.
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Last edited by dr beep on Wed May 18, 2016 9:29 pm, edited 2 times in total.
dr beep
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Re: 1K Hires : Asteroidbelt

Post by dr beep »

Well,
What must be added?
I am thinking om ZXPAND-support (app 40-50 bytes max) and a scrollmessage in lowres at the bottom, but with 2 pixel perfection.

What would you have added?
BTW hires can count along during gameplay without cost of bytes.
dr beep
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Re: 1K Hires : Asteroidbelt

Post by dr beep »

Been thinking of another game using this technic.

On the ZX Spectrum I coded a oneliner (basicgame in 1 line, not possible on ZX81) which had a bat and served balls in the air which bounced and each time bounced less high. Trick was to keep as many balls bouncing as possible.

Since each column only needs a ball and a bat you can code this game with this screen.
Only thing is that the game would become horizontal.

So we need to think of an explanation (vertically was gravity) how rebouncing is possible. Some elastic on the ball?
dr beep
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Re: 1K Hires : Asteroidbelt

Post by dr beep »

I think this will be the final version, although still 350 bytes free.

Other asteroid UDG, flashing message when speeding up after each >1000 points.
Also ZXPAND support.

Needs to be tested.

LATEST VERSION ON PAGE 2

So love to get testingresults, some feedback before publishing.
Last edited by dr beep on Wed May 18, 2016 9:29 pm, edited 1 time in total.
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