Search found 550 matches

by nippur72
Fri Jun 06, 2008 8:48 am
Forum: Games
Topic: New Release: GOMOKU
Replies: 27
Views: 18864

New Release: GOMOKU

I've finally released my Gomoku port for the Vic-20 which we have been discussing on this past thread: Gomoku on Vic? . You can download it from my Vic-20 home page . A cross-compiled Commodore 64 version with the same features is available too. Machine language enthusiasts may also download full so...
by nippur72
Fri Jun 06, 2008 5:47 am
Forum: Programming
Topic: Smooth vertical scrolling on Vic
Replies: 9
Views: 2884

and how do you avoid top and bottom lines from displaying a "moving border " when scrolling? Take for example Salmon Run / Trout, it seems to use some raster trick to cover top and bottom line characters with a green border.
by nippur72
Fri May 30, 2008 5:20 am
Forum: Games
Topic: Dark Dungeons on Zimmers buggy.
Replies: 48
Views: 14650

Mayhem wrote:At what point? On boot or during playing the game? Both images I have work fine on 1.22 in both NTSC and PAL... at least for starting the game.
well I realized how to make it work... I didn't load the $2000 rom image :roll:
by nippur72
Fri May 30, 2008 12:29 am
Forum: Games
Topic: Dark Dungeons on Zimmers buggy.
Replies: 48
Views: 14650

Talking of Zimmers bugs, is anyone able to run "Dig Dug" ? It hangs on my VICE.
by nippur72
Wed May 28, 2008 5:43 am
Forum: Games
Topic: Gomoku on VIC?
Replies: 15
Views: 6108

Another update on my Gomoku port... As I now know more about Gomoku I rewrote entirely the playing engine. Now it looks for "deadly" patterns and is able to stop them before its too late. Turn lag increased, but it is still acceptable (about 2 seconds per move). As a result, it looks like ...
by nippur72
Mon May 26, 2008 11:56 am
Forum: Programming
Topic: How to calculate elapsed time
Replies: 11
Views: 3380

By the way, according to this tutorial on the CMP istruction you can replace

Code: Select all

...
LOOP:
   SEC
   LDA $A2
   SBC #L 
...
with

Code: Select all

...
LOOP:
   CMP $A2
   SBC #L
... 
and just save one byte.
by nippur72
Sat May 24, 2008 2:00 pm
Forum: Games
Topic: Gomoku on VIC?
Replies: 15
Views: 6108

OK, now I have it full-screen and real-time, but playing strategy is not very striking. Computer beats me most of the times but it takes too long cause it stays on the defensive (it looks so). My new playing engine uses the video ram so that in every free cell the score for the cell is calculated. S...
by nippur72
Fri May 23, 2008 4:28 am
Forum: Games
Topic: Gomoku on VIC?
Replies: 15
Views: 6108

Iltanen wrote:It's on a 14x14 board?
it's 13x13 but I can change it increasing or reducing it (and it doesn't have to be square). The upper limit is fixed by the elapsed time that increases quadratically. A full screen version would be unplayable. That's why I'm looking for a better game strategy.
by nippur72
Fri May 23, 2008 2:10 am
Forum: Games
Topic: Gomoku on VIC?
Replies: 15
Views: 6108

Work in progress

I'm progressing on Gomoku... I've been hardly hindered by the game strategy... I rewrote the "thinking engine" several times and now it seems to work, but it's rather slow. I suppose it's what you pay when you apply brute force in your algorythms! Computer takes about 5-10 seconds on each ...
by nippur72
Sun May 18, 2008 6:52 am
Forum: Hardware and Tech
Topic: Defective C64 partially showing reversed characters
Replies: 1
Views: 1079

Defective C64 partially showing reversed characters

Don't know wether to post here or in "other systems"... Well, I have a C64 that doesn't show reversed characters in some zones of the screen. These zones are random in horizontal stripes. Some few locations are even blinking (switching rev on/off). This failure is very annoying because it ...
by nippur72
Tue May 13, 2008 7:23 am
Forum: Emulation and Cross Development
Topic: New Version Of DASM released 7 April 2008
Replies: 12
Views: 3913

...and there's a way to tell if the parameter is indirect or immediate ("#" symbol)...? e.g. how to tell the difference between mov a, #81 and mov a, 81 so that differnent code is triggered ? (am I asking too much?) I'm writing DASM macros for floating point support, just to make easier th...
by nippur72
Mon May 12, 2008 12:58 am
Forum: General Topics
Topic: "Serious" scientific applications
Replies: 32
Views: 9636

If you are looking into FPGA, consider that free versions of the 6502 (and its variants) already exists, like the T65 core used in MikeJ's port of VIC-20.

As an aside: is anyone able to register on 6502.org forum?
by nippur72
Mon May 12, 2008 12:41 am
Forum: Games
Topic: New release : RETURN TO FORT KNOX
Replies: 17
Views: 15359

I was curious to see how you compressed the mazes [...] as all I found was maze0. oh well, since mazes are made of space or brick, they are simply compressed in bitplanes: maze zero is in bit zero of the maze area (512 bytes), maze 1 in bit one, and so on. The original game had the two mazes in two...
by nippur72
Sat May 10, 2008 1:04 am
Forum: Announcement Board
Topic: VIC-20 Software Releases of 2008
Replies: 16
Views: 51384

Re: VIC-20 Releases of 2008

Name: Return To Fort Knox (aka Raid On Fort Knox II) Author: Nippur72 Released: May 09, 2008 Requirements: VIC-20 (8K or 16K memory expansion required), joystick optional Description: a remake of "Raid On Fort Knox", with new mazes and new playing strategy. Screenshot: http://i23.photobuck...
by nippur72
Fri May 09, 2008 12:22 pm
Forum: Games
Topic: New release : RETURN TO FORT KNOX
Replies: 17
Views: 15359

New release : RETURN TO FORT KNOX

I've finally released my hacked version of Raid on fort knox which I called "Return To Fort Knox". Features: * 8 new mazes * up to 15 guards (hard as hell) * a freezing ray given to player (C= key or fire) Download it from: http://xoomer.alice.it/aporcino/Vic20/rofk.htm Now let's see who's...