Search found 145 matches

by IsaacKuo
Wed Sep 10, 2014 6:51 am
Forum: Games
Topic: Games we want to see
Replies: 323
Views: 195714

Re: Games we want to see

Is there a game like Bitless? It's a one-button platform puzzler where your sprite constantly runs and will reverse direction when hitting a wall. Your only control is a jump button, with an option to hold it for longer jumps and an ability to jump off of walls.

http://bitlessthegame.com/
by IsaacKuo
Mon Mar 24, 2014 10:11 am
Forum: Games
Topic: Games we want to see
Replies: 323
Views: 195714

Re: Games we want to see

I'd like to see DOGE2048: http://doge2048.com/ It's a simple puzzle game played on a 4x4 grid, involving matching pairs of tiles by sliding them around. Essentially, the tiles slide as if you were tilting the board. On an NTSC VIC, you get nearly square tiles by making them 3x5 chars (3 chars horizo...
by IsaacKuo
Fri Mar 07, 2014 7:15 pm
Forum: Games
Topic: Games we want to see
Replies: 323
Views: 195714

Re: Games we want to see

Perhaps Williams classic game Joust could be something if it's not already there on Vic-20. It's kind of antique Flappy Bird, but at least 100 times better and way more fun. I have recently pondered flappy-fying Joust. The physics of Flappy flight are different from Joust because there is no sense ...
by IsaacKuo
Thu Feb 13, 2014 5:02 pm
Forum: Games
Topic: Games we want to see
Replies: 323
Views: 195714

Re: Games we want to see

I finally played that Flappy Bird game, and...yes, it'd make a good Vic20 game.
by IsaacKuo
Sat Jan 11, 2014 9:15 am
Forum: Games
Topic: Games we want to see
Replies: 323
Views: 195714

Re: Games we want to see

I don't remember if I (or anyone else) requested this, but: Toy Bizarre Toy Bizarre was a really trippy Mario Brothers clone, except...well it was much more than just a clone. I'd almost say it was closer to Joust than Mario Brothers. The gameplay elements of Toy Bizarre really gave it a tactical ri...
by IsaacKuo
Sun Oct 07, 2012 8:44 am
Forum: General Topics
Topic: How many of you still have your origional perchased new VIC?
Replies: 50
Views: 7311

I have my original, which was perfectly functional except for an annoying keyboard (PET style). I swapped the keyboard with an old dead C64. Some day, if I ever get my hands on an early model C64c, I'd like to replace its board with the VIC20.
by IsaacKuo
Sun Oct 07, 2012 8:37 am
Forum: General Topics
Topic: Do you think the 1702 monitor is best?
Replies: 13
Views: 2119

The 1702 has rear S-Video input, which is good for later consoles. You need to rig up an adapter to go from a standard S-Video connector to dual RCA jacks, but that's no big deal. Also, you can use an SVHS VCR or something to convert from composite to S-Video, if you want to convert VIC20 composite ...
by IsaacKuo
Tue Sep 29, 2009 1:47 pm
Forum: Games
Topic: New Game in progress: Castle Rex
Replies: 50
Views: 13755

You can have 128 custom characters if you also move the screen to 6656. Thus, .5K is consumed by the screen matrix, and 1K is consumed by the 128 custom characters. This consumes a total of 1.5K from 6656 to 8191, leaving you 2.5K in "main" memory from 4096 to 6655.
by IsaacKuo
Tue Sep 29, 2009 7:43 am
Forum: Games
Topic: New Game in progress: Castle Rex
Replies: 50
Views: 13755

How do you feel about using the ROM font instead of a custom font? That would free up a whopping 1K of RAM. Plus you could use unreversed PETSCII graphics for free. You use POKE36869,255 to use a mixed custom/ROM font where 0..127 are custom characters from 7168...8191 and 128..255 are the first 128...
by IsaacKuo
Fri Sep 25, 2009 10:22 am
Forum: Programming
Topic: Implementing Omega Race style AI in BASIC
Replies: 0
Views: 1125

Implementing Omega Race style AI in BASIC

There are two sorts of AI in Omega Race; one of which is generally useful for many games while the other has more limited applicability. The "useful" one is for bouncing around. I've thought of a compact way of implementing it. First, you have an array of the 8 velocities, including some w...
by IsaacKuo
Fri Sep 25, 2009 8:01 am
Forum: Other Systems
Topic: Ghostbusters
Replies: 22
Views: 6069

(BTW, I'm really not going to waste my time trying to recreate Omega Race... :p) You sure? I've come up with a lot of ideas on how to implement it. It's funny...only after thinking about how to program it do I realize that Omega Race is basically a "race" program. While they move slowly, ...
by IsaacKuo
Thu Sep 24, 2009 8:50 pm
Forum: Other Systems
Topic: Ghostbusters
Replies: 22
Views: 6069

That sounds like a challenge...I'm up for it...maybe even make it 20 lines if I can.

(And just when I perfected the Universal BASIC stub, too.)
by IsaacKuo
Thu Sep 24, 2009 6:43 am
Forum: Collecting and History
Topic: Questions about 1702
Replies: 18
Views: 5851

Again, luma/chroma seperated video on the C64 is strikingly better than composite. As I have already explained, this depends on the specific hardware involved and it is a matter of opinion. With my Commodore 128s and 1702s, I have both types of cable and I would never miss the separated cables. Yes...
by IsaacKuo
Thu Sep 24, 2009 5:19 am
Forum: Collecting and History
Topic: Questions about 1702
Replies: 18
Views: 5851

That isn't what I wrote. Read it again, carefully.
by IsaacKuo
Wed Sep 23, 2009 7:11 pm
Forum: Programming
Topic: Universal BASIC stub...help?
Replies: 9
Views: 2498

SUCCESS!!! I figured out the cause of the bug. It turns out that the contents of location 4096 need to be 0. With an 8K+ expansion, the contents of 4096 will be 46 (the "*" in the upper left corner of the splash screen). This causes a ?SYNTAX error when you try to run the program. Here's t...