New 1K hires game in progress : City Escape

Any discussions related to the creation of new hardware or software for the ZX80 or ZX81
dr beep
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Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

New 1K hires game in progress : City Escape

Post by dr beep »

CIty Escape will become a simplified version of the game Wheelie from the ZX Spectrum.

The screen will be rotated from horizontally to vertically (or I can't set 2 UDG sized 16x16 on a line).

The gameplay will be the same as the ONELINER on the ZX Spectrum, but with rotated screen.

The 2 UDG's will be a pigeon and a car.
The background will be a road displayed as inverted spaces.

The object of the game:
You were captured by enemytroops during the takeover of a city, but you managed to escape.
The only communication the enemy can do is to release a pigeon with a message to stop you from getting out of the city.
You drive your car through the city, desperately seeking a way out. Can you reach the border of the town before the pigeon does, which flies over the buildings and can take the shortest route. Luckily for you the car is faster than the pigeon.


The hiresroutine:
Based on the routine from Police Patrol I tried to set 2 large UDG instead of 1 car from Police Patrol.
Since the screen is smaller I had some extra timing, but I still needed more to make it fit.
Now the routine uses 12 background lines sized 10 chars (120 bytes).
It uses 32 bytes for the 2 large UDG's and finally it uses 12x3 bytes to store indicators where the pigeon or car must be displayed (only 24 needed, but 36 to fit display in 207 tstates per line, also the index reversed or it wouldn't fit.

Hiresroutine now calculated, so next step is the first display of the game.
dr beep
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Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: New 1K hires game in progress : City Escape

Post by dr beep »

Saved 12 bytes on the indicators with using the final free register.
dr beep
Posts: 2079
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: New 1K hires game in progress : City Escape

Post by dr beep »

Calculated hiresroutine now tested and working.
Hiresgraphics need offcourse 64 bytes and not 32.

To do list:
Hiresroutine v
Graphics design v
Screengenerator
Mazegenerator v
Gameplay
Fit in 1K
Last edited by dr beep on Tue Sep 06, 2016 5:16 pm, edited 1 time in total.
dr beep
Posts: 2079
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: New 1K hires game in progress : City Escape

Post by dr beep »

Changed the graphics and tested the display.
testscreen.png
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sirmorris
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Joined: Thu May 08, 2008 5:45 pm

Re: New 1K hires game in progress : City Escape

Post by sirmorris »

Looking good!
dr beep
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Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: New 1K hires game in progress : City Escape

Post by dr beep »

PIgeon will go to second double column.
Car can travel over all black roads (screen needs correct generation).

5 double columns, so 3 roads going up with crossings to the roads.
Like Wheelie you need to find the road to the end while the pigeon can fly over the city.

So with this top view the pigeon will be displayed over the car when on same position.

Multilevel idea where the speed of the pigeon increases each level.

Test was done to show 1st, second or both UDG on 1 line.
dr beep
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Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: New 1K hires game in progress : City Escape

Post by dr beep »

Idea for maze generator is working and uses lessen memory than calculated.
Also routine shorter than original.
dr beep
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Re: New 1K hires game in progress : City Escape

Post by dr beep »

Mazegenerator now in MC and working.
Small display of the full city. Rotate for correct display and only a small part of the city will be shown during gameplay.
image.jpeg
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dr beep
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Location: Boxmeer

Re: New 1K hires game in progress : City Escape

Post by dr beep »

Memory rearranged.

All data now on top or at bottom (reuse of sysvar).
This was needed since all relevant data didn't fit 256 bytes and some data needed same highbyte.
Also initroutine now ready for the 48K bug.
Latest games use a technic to directly go to hr-mode with "broken" hr-routine which is repaired after all initialization is done.
The broken routine prevents the built untill all data is set correct, but will do the hiresroutine to prevent running a lowres screenroutine.

Due to the rearrangments I now exactly know the size of codeable memory left : 389 bytes.

To do:
Built screen according to current position in maze v
Gameplay
Last edited by dr beep on Wed Sep 07, 2016 5:20 pm, edited 1 time in total.
dr beep
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Joined: Thu Jun 16, 2011 8:35 am
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Re: New 1K hires game in progress : City Escape

Post by dr beep »

Startscreen
CE.png
CE.png (62.36 KiB) Viewed 5123 times
Memory left: 347 bytes
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