Working on new 1K hires : Marble Racer

Any discussions related to the creation of new hardware or software for the ZX80 or ZX81
dr beep
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Re: Working on new 1K hires : Marble Racer

Post by dr beep »

In the games section you can download the 'repaired' version.

It seems that there was never a 48K bug in this game.
Weird, because other games didn't work with the same code AFAIK.

The ZX81 remains a mistery.
dr beep
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Re: Working on new 1K hires : Marble Racer

Post by dr beep »

Well,

I managed to get rid of the 48K bug instructions AND as a bonus it created room.

Now I might be able to add highscore.

Just wait for the altered version.
dr beep
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Re: Working on new 1K hires : Marble Racer

Post by dr beep »

Final version available on GAME-section.

48K bug is deleted by changing the hires and this created just enough room (no byte left, otherwise screen gets corrupted by stack) to add the fastest lap in the display.
dr beep
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Re: Working on new 1K hires : Marble Racer

Post by dr beep »

So the source is changed in several ways.

Added:
hiscore, hires altered, routines reduced in size.

New source:
Game_22 Marble_Racer.pdf
(39.98 KiB) Downloaded 192 times
Also a development point of view:
Marble dev.pdf
(22.69 KiB) Downloaded 162 times
Moggy
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Re: Working on new 1K hires : Marble Racer

Post by Moggy »

Thats better all working now. :D

Excellent game and all in that magic 1k limit. :o
dr beep
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Re: Working on new 1K hires : Marble Racer

Post by dr beep »

Moggy wrote:Thats better all working now. :D

Excellent game and all in that magic 1k limit. :o

In fact today I was able to eliminate the final two bugs as well.

Now I can tell them
Bug 1: when you are at the bottom and the time runs out , after restart you will get first lap instantly on the counter (solved in 3 bytes)
Bug 2: when you drive counterclockwise or to the bottom and back you will get a lap when entering the top, you don't need to cross finish.

Both are now solved and as a bonus passing checkpoint 2 and 3 is shown in screen. Checkpoint 1 is startfinish and then checkpoints are cleared and laps counted
When driving back to checkpoint 2, checkpoint 3 is cleared as if you didn't pass. So the only way to finish a lap is clockwise.

I will upload this later, hopefully today. Right now on my way to do some politics.
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stefano
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Re: Working on new 1K hires : Marble Racer

Post by stefano »

It's a cute smooth moving game, with a funny inertial effect !
It is also a great programming exercise, but.. just I'm wondering how the WRX graphics could be applied on a 1K only machine ?
Moggy
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Re: Working on new 1K hires : Marble Racer

Post by Moggy »

stefano wrote:It's a cute smooth moving game, with a funny inertial effect !
It is also a great programming exercise, but.. just I'm wondering how the WRX graphics could be applied on a 1K only machine ?
Not that I know much about these things but does the 1k ram chip allow such a scheme to be implemented because it's a static ram instead of dynamic one therefore no need to bugger about with diodes and bits of wet string to make it work . :?:
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stefano
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Re: Working on new 1K hires : Marble Racer

Post by stefano »

uh.. WOW ! :o
I totally missed that information.. if it is true this is an amazing opportunity, expecially if it works also with the 2K TS1000 machines !
dr beep
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Re: Working on new 1K hires : Marble Racer

Post by dr beep »

All 1K hires games run on all TS/ZX models.

For the timing 50 frames count as a second, so on a TS1000 you will have less time to finish the game, but even with 20% less time you can finish the game within 99:98 sec. (80:00 real seconds on a TS1000)

Also CAR RACE will run faster, but this game could be compiled for a TS1000 since this will only count whole seconds. Code can be altered in 60 frames, but is now coded in 50 frames.
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