New release: COMETFALL

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Kweepa
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New release: COMETFALL

Post by Kweepa »

COMETFALL
A game for the Vic 20 with 24k expansion.

Image

A sci-fi text adventure, written with cc65. Type 'help' for an incomplete list of commands. You can use Infocom style shortcuts (n,s,e,w,u,d,i,z,x).

http://www.kweepa.org/step/vic20/cometfall.prg
http://www.kweepa.org/step/vic20/cometfall.zip

Enjoy!

Kweepa
Last edited by Kweepa on Wed Feb 21, 2018 6:41 pm, edited 5 times in total.
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orion70
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Post by orion70 »

Excellent! Now, you can create a new "Software Releases of 2012" thread in General Topics, and add this entry as the first one of the new year (I - I - MMXII :D ).

Thank you very much for this, I'll play it ASAP.
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Kweepa
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Post by Kweepa »

Re: I-I-MMXII. I wrote the date that way because my text decompression tree has to fit into 128 bytes, so I can only use 64 characters, which precludes using digits. I think it looks classy though.
matsondawson
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Post by matsondawson »

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Kweepa
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Post by Kweepa »

Awesome. (I couldn't get it to work with the Inline Vic20, so thanks for the link!)
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Kweepa
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Post by Kweepa »

New version with proportional font!
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Mayhem
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Post by Mayhem »

Choices, choices... which version do I use for GB20? :P
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tokra
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Post by tokra »

Kweepa wrote:New version with proportional font!
Looking nice! However I needed to activate 24K RAM expansion for it to work. With 16K I get a CPU JAM at $64B8 in VICE. Maybe this is due to the decruncher? If you pack a game tightly into 16K there is no room for the decruncher to do its work. It looks like you still used PUCRUNCH on this?
Mayhem wrote:Choices, choices... which version do I use for GB20? :P
I'd vote for both! The GB64 also has different variations of games if they are available. Let the user have the choice. Same goes for "Number Game" with the compatiblity issues. I'd include both the original and VICE 2.3-compatible version in the archive.
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Mayhem
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Post by Mayhem »

I reported the "bug" in Vice, if it's fixed, then the issue is null heh.

As for this, well, I could include both PRGs in one ZIP, although it would mean running both at 24k, but they would both work fine anyhow...
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Kweepa
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Post by Kweepa »

Yes, for the proportional font version I had to increase the memory requirement to 24k as stated in the first post. Seems a shame but with 7k of compressed text, a 4k graphics screen, and about 1k for the font and associated code, it's not surprising.

I used pucrunch because it's what I have installed on my development machine.

I wouldn't add it to the gamebase just yet. I'm anticipating bugs (there must be some...) which I'll have to fix, and in the meantime I'm making some small tweaks (like line spacing, kerning, and a status line). Perhaps in a couple of weeks?
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Mayhem
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Post by Mayhem »

Heh, don't worry, I've updated versions of other games before, especially Robert's, when they've needed a new version. It's partly so I know it's there and I don't forget about it heh...
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Kweepa
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Post by Kweepa »

New version (D), as of this morning:
status line
9 pixel high font (with proper descenders)
brief mode (starts verbose)
exomized, rather than pucrunched

darkatx has found a bug in the game which I will fix tonight.
Semi-spoiler below - select to reveal:
In the meantime, don't pick up the egg within 9 turns of dropping it.
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Kweepa
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Post by Kweepa »

New version E with crash bug fix.
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Post by OBSysteme »

Thanks for this game., its great!

I finaly got to build a working transfer cable last month, and this was the first ever game I used to test it!

played it one night with a friend and alot of beer... not I have to get at it sober! lol!
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Kweepa
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Post by Kweepa »

New version F with save game fix (on real machine, can save more than once).
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