Basic slide puzzle
Moderator: Moderators
-
- The Most Noble Order of Denial
- Posts: 343
- Joined: Fri May 01, 2009 4:44 pm
Is it because:vicist wrote:@matsondawson
Thanks for putting this on your page for online play but I have noticed a problem.
F1 works ok to start the game but F7 wont stop it. In fact F4 which would normally quit the game stops the timer instead.
Any ideas why?
PC = CBM
-----------
F1 = F1
F2 = F3
F3 = F5
F4 = F7
- Mayhem
- High Bidder
- Posts: 3027
- Joined: Mon May 24, 2004 7:03 am
- Website: http://www.mayhem64.co.uk
- Location: London
Had a quick dabble with machine-code so, for those that prefer smoother movement, there is now a speedier version available.
http://www.vicist.co.uk/vic.html
Once you start, you can't stop. Added joystick control to my 'Square Dance' game on the same web page. Just re-download the .d64
http://www.vicist.co.uk/vic.html
Once you start, you can't stop. Added joystick control to my 'Square Dance' game on the same web page. Just re-download the .d64
Last edited by vicist on Fri Jul 22, 2016 8:19 am, edited 2 times in total.
-
- The Most Noble Order of Denial
- Posts: 343
- Joined: Fri May 01, 2009 4:44 pm
Nice job, I notice in the code your using a poke to 781 to get a value into the x register before some of the sys calls.vicist wrote:Had a quick dabble with machine-code so, for those that prefer smoother movement, there is now a speedier version available.
If you add a 'JSR $D79B' to the beginning of each of those ML routines, then in BASIC you could eliminate the pokes before the sys calls and (for example) you could change line 44 from:
44 m=bl:poke781,m*2:sys859:return
to:
44 m=bl:sys859,m*2:return
which will shrink the BASIC code a bit and give you a little more room to play with.
Ray..
Thanks for the tip buzbard.
I understand the basics (haha) of ml, just enough to enable me to move things from one place to another and increase or decrease certain memory locations. This is generally all I need to inject a bit of speed into my programs that need it. I do look at some of the more useful kernal routines to see if they can do things to save me writing all my own code but I didn't know about $D79B.
You're never too old to learn new stuff about a 30 year old machine.
I understand the basics (haha) of ml, just enough to enable me to move things from one place to another and increase or decrease certain memory locations. This is generally all I need to inject a bit of speed into my programs that need it. I do look at some of the more useful kernal routines to see if they can do things to save me writing all my own code but I didn't know about $D79B.
You're never too old to learn new stuff about a 30 year old machine.
-
- The Most Noble Order of Denial
- Posts: 343
- Joined: Fri May 01, 2009 4:44 pm
Implemented Buzbards suggestion (thanks), squeezed as much as possible onto each line, moved the gosubs to top of program and renumbered entire project to single line increments.
Saved myself a bunch of bytes so added a small sound effect when moving the tiles around. Not too annoying I hope.
Download the mc file from the usual place to get the extra.
ps. Thanks Matt
Saved myself a bunch of bytes so added a small sound effect when moving the tiles around. Not too annoying I hope.
Download the mc file from the usual place to get the extra.
ps. Thanks Matt
BUMP:
Back on the Vic after some time off. Have been reading posts regularly and have been most impressed with some of the new games/apps that you guys have come up with.
Inspired me to correct an oversight to this game. I had made several versions - basic/keys, basic/joystick, mc/joystick, and in both pal and ntsc flavours. Six versions is far too many!
I have implemented a check for pal/ntsc within the program so now it runs on any Vic.
Most people wanted joystick control and smoother mc graphics so only one version is required.
Download from the link on the first post.
@mayhem: Please use this universal version in gb20 v0.3 (if it's not too late)
Back on the Vic after some time off. Have been reading posts regularly and have been most impressed with some of the new games/apps that you guys have come up with.
Inspired me to correct an oversight to this game. I had made several versions - basic/keys, basic/joystick, mc/joystick, and in both pal and ntsc flavours. Six versions is far too many!
I have implemented a check for pal/ntsc within the program so now it runs on any Vic.
Most people wanted joystick control and smoother mc graphics so only one version is required.
Download from the link on the first post.
@mayhem: Please use this universal version in gb20 v0.3 (if it's not too late)
Last edited by vicist on Thu Aug 09, 2018 2:21 am, edited 1 time in total.
- Mayhem
- High Bidder
- Posts: 3027
- Joined: Mon May 24, 2004 7:03 am
- Website: http://www.mayhem64.co.uk
- Location: London
Re: Basic slide puzzle
So, I have been playing around with the old games I have written and decided that this one could do with a bit of tweaking to make it more user-friendly.
Original:
V2:
Changes made:
.F1 now toggles joystick control between move the space and move the tiles.
A beep and inverted '=' confirms selection.
.Fire button now arms / defuses the bomb. No need to touch the keyboard whilst playing.
Download contains dbi-v2.prg and instructions.
Minor changes I know, but they do (hopefully) make the game a bit easier to play.
Original:
V2:
Changes made:
.F1 now toggles joystick control between move the space and move the tiles.
A beep and inverted '=' confirms selection.
.Fire button now arms / defuses the bomb. No need to touch the keyboard whilst playing.
Download contains dbi-v2.prg and instructions.
Minor changes I know, but they do (hopefully) make the game a bit easier to play.
Last edited by vicist on Thu Aug 09, 2018 2:33 am, edited 1 time in total.