1K hires : Fruit Machine Simulator
1K hires : Fruit Machine Simulator
Thanks to Shaun Bebbington
I am working now on a fruit machine simulator in 1K hires.
So far: the 10 graphics for the rolls ready and a bit larger screen to show them all correctly.
Next thing: real rolling of the rolls.
The 10 UDG are 13x2 in size and fit 256 bytes (4 bytes compressed)
I am working now on a fruit machine simulator in 1K hires.
So far: the 10 graphics for the rolls ready and a bit larger screen to show them all correctly.
Next thing: real rolling of the rolls.
The 10 UDG are 13x2 in size and fit 256 bytes (4 bytes compressed)
Re: 1K hires : Fruit Machine Simulator
Video of work in progress
https://youtu.be/8sgLgS4mXFY
https://youtu.be/8sgLgS4mXFY
Re: 1K hires : Fruit Machine Simulator
There's no stopping you!
Re: 1K hires : Fruit Machine Simulator
Jesus H. Chrysler!!!
Re: 1K hires : Fruit Machine Simulator
Now rolling with stop per roll ready.
Next to do: add holdbutton and hold the rolls.
Next to do: add holdbutton and hold the rolls.
-
- Posts: 2173
- Joined: Sat Nov 26, 2016 2:42 am
Re: 1K hires : Fruit Machine Simulator
That is awesome and makes me very jealous of your programming abilities!
ZX80
ZX81 iss 1 (bugged ROM, kludge fix, normal, rebuilt)
TS 1000 iss 3, ZXPand AY and +, ZX8-CCB, ZX-KDLX & ChromaSCART
Tatung 81 + Wespi
TS 1500 & 2000
Spectrum 16k (iss 1 s/n 862)
Spectrum 48ks plus a DIVMMC future and SPECTRA
ZX81 iss 1 (bugged ROM, kludge fix, normal, rebuilt)
TS 1000 iss 3, ZXPand AY and +, ZX8-CCB, ZX-KDLX & ChromaSCART
Tatung 81 + Wespi
TS 1500 & 2000
Spectrum 16k (iss 1 s/n 862)
Spectrum 48ks plus a DIVMMC future and SPECTRA
Re: 1K hires : Fruit Machine Simulator
First "Gameplay".
Just let them roll.... no winning or HOLD yet...
Just press Newline for next go.
Just let them roll.... no winning or HOLD yet...
Just press Newline for next go.
Re: 1K hires : Fruit Machine Simulator
I cannot believe this is 1k.
A trick surely!
A trick surely!
Re: 1K hires : Fruit Machine Simulator
All 1K hires use some kind of trick in the display.
This is rather simple.
Notice the gap between the rolls.
The next UDG is fetched in that time and then showed 2 bytes. After showing entire line the UDGS-display is increased to the next line and shown.
For rolling effect the UDG-bank is skipped 1 position each time.
Since the UDG's fit 256 bytes they go around to 0 by increasing from 255 to 0, making it a roll.
Re: 1K hires : Fruit Machine Simulator
genius pure genius well done sir.