WIP: CROSS CHASE

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Linzino
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WIP: CROSS CHASE

Postby Linzino » Mon Aug 21, 2017 6:17 am

I have release a new version of my open source multi-system 8-bit game CROSS CHASE which supports most 8-bit computers
(all 8-bit Commodore computers, all Atari 8 bit computers, ZX Spectrum, all Apple][ computers, Oric 1/Atmos, etc.)
including the Vic 20 for which you can get
- the minimal version requiring 8k expansion
- the standard version requiring 16k expansion

Joystick required to play.

Goal: Similarly to the Gnome game Robots, you are chased by enemies and you can kill them by luring them (except the yellow skull) into the mines. Differently from Robots, this is a real-time game. You can also get a gun to use against all the enemies including the yellow skull ("+").

Source and binaries for all targets are found in https://github.com/Fabrizio-Caruso/ASCII-CHASE/releases.

Remark: This is a BETA and I am still developing it. I need your feed-back.

(mod: moved this post from Announcements, and re-instated in short form to have this topic for discussion)

Linzino
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Re: WIP: CROSS CHASE

Postby Linzino » Mon Aug 21, 2017 12:57 pm

I have added some images. The Vic 20 versions lacks redefined characters. I need to implement them. Any help is welcome!

Image

Image

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Mike
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Re: WIP: CROSS CHASE

Postby Mike » Mon Aug 21, 2017 2:39 pm

Hi, Linzino,

I put a screenshot into the first Announcement post, and will replace it with an improved version once that becomes available.

In the meantime, please keep the discussion within this thread here. The releases threads in the Announcement section have adopted a certain structure over the years. They're expected to be visible for years to come, but they can only remain a usable reference if they're not cluttered with interspersed discussion. Therefore, all announcement postings are supposed to link to an own discussion thread.

Linzino wrote:I have added some images. The Vic 20 versions lacks redefined characters. I need to implement them. Any help is welcome!

First of all, all graphics data for the VIC-I chip (text screen and character definitions) only can go into *internal* memory, RAM addresses $1000 to $1FFF and, with some precautions, also $0000..$03FF (and character ROM at $8000..$8FFF, of course).

That means, you need your programming environment to provide place for the character data within this constraint. Following that, it is just a single write to a VIC register ($9005 to be more exact) to redirect the character definitions.

A full character set (256 characters) needs 2K. Those could be located either at $1000..$17FF, $1400..$1BFF or $1800..$1FFF. A smaller character set (1K) could also be located at $1C00 - this has the additional advantage, that the first 128 characters come from your own character set, and the second 128 characters address the non-inverse(!) built-in characters from ROM (by a wrap-around effect). The latter setup is quite often used by games for the unexpanded VIC-20.

So - you tell where screen buffer and character set are placed, and I provide the correct value to poke into $9005. :)

Linzino
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Re: WIP: CROSS CHASE

Postby Linzino » Mon Aug 21, 2017 2:58 pm

Yes, this exactly the reason why the Vic 20 version of my game does not have redefined characters, yet.

I do not know how to tell CC65 linker to move my code above the screen memory. The linker is not very intuitive.

Has anyone managed to implement redefined characters with CC65?
Any examples?

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akator
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Re: WIP: CROSS CHASE

Postby akator » Fri Aug 25, 2017 10:58 pm

Played both the Atari computer and VIC versions of this tonight. I like it :)

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Kweepa
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Re: WIP: CROSS CHASE

Postby Kweepa » Sat Aug 26, 2017 10:20 am

Hi!
This might not be the best example, but here's one of the cc65 config files I used for doom:
https://github.com/Kweepa/vicdoom/blob/ ... m_cc65.cfg
I put the screen at $1000-$11ff and the UDGs at $1400-$17ff.
As I recall, the game loads at $11ff, then sets the screen address and UDG address.
[EDIT] Ah, just saw the other thread about this in the development section. Apologies.

Interesting project!

Linzino
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Re: WIP: CROSS CHASE

Postby Linzino » Fri Sep 15, 2017 8:34 am

CROSS CHASE grows A LOT with lots of new targets including some initial prototypes for 8 bit consoles.
Now I provide 40 (FORTY) different versions including two Vic 20 versions (for +8k and +16k memory expansions).

1. MSX is now fully playable (but no sound and no fancy graphics, yet).
2. CPC is playable (monochromatic version)
3. CPC playable slow prototype (color version)
4. ZX81 playable prototype
5. Spectravideo playable prototype
6. VZ200 playable prototype
7. Aquarius playable prototype
8. ZX80 sort of playable prototype (turn-based)
9. Atari 5200 console playable prototype
10. NES console sort of playable prototype

Remark:
MINIMAL = 16k or slightly less memory required
FULL = 24k or slightly less memory required

You find binaries and source code at
https://github.com/Fabrizio-Caruso/CROSS-CHASE/releases

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majikeyric
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Re: WIP: CROSS CHASE

Postby majikeyric » Fri Sep 15, 2017 10:37 am

40 different versions ?!!! OMG it is just insane ! :D

HughPar
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Re: WIP: CROSS CHASE

Postby HughPar » Tue Dec 05, 2017 5:57 am

majikeyric wrote:40 different versions ?!!! OMG it is just insane ! :D


I know right, it's awesome. When is the full version coming out by the way?


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