New release: KNOSSOSS

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Kweepa
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New release: KNOSSOSS

Post by Kweepa »

KNOSSOSS
For the unexpanded VIC-20
BASIC
Released 24 Jan 2015.

ImageImageImage
http://www.kweepa.org/step/vic20/knossoss.prg

I wrote this after typing in the game listing DEDALE from the French Hebdogiciel magazine. That got me interested in 3d maze drawing with PETSCII. I didn't find any of this style of game that got the perspective right, so I set out to do that (within the limits of the character display). I also had to use a couple of tricks for speed (using LEFT$ and RIGHT$ to draw different length lines; poking directly into an array of strings to modify the automap). There are only 4 unique mazes, as I ran out of room to define the tweaks necessary to the random maps generated to make them solvable and interesting.
Last edited by Kweepa on Sun Apr 07, 2019 5:40 pm, edited 1 time in total.
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Misfit
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Re: New release: KNOSSOSS

Post by Misfit »

You are right,
Perspective looks better. But I played few minutes, I opened the map and it crashed. "?Illegal quantity error in 43"
Edit: It crashed again (after teleport?)
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Kweepa
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Re: New release: KNOSSOSS

Post by Kweepa »

Oh, damn. I'll fix it later. Must have run out of memory, I think.
[EDIT] Fixed... I don't know how the teleport in the version I uploaded ever worked! Oops. Also fixed the position of the character on the map.
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joshuadenmark
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Re: New release: KNOSSOSS

Post by joshuadenmark »

Thanks Looking forward to play this, super graphics.
Kind regards, Peter.
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tokra
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Re: New release: KNOSSOSS

Post by tokra »

Nice little game and pretty tight code. You might consider sending this in to one of those type-in-magazines... if it were 1984 :D
Don't forget to post this in the "Software releases of 2015"-thread in announcements, please :mrgreen:
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Kweepa
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Re: New release: KNOSSOSS

Post by Kweepa »

tokra wrote:Nice little game and pretty tight code.
Thanks! I spent a lot of time squeezing the code into an unexpanded machine.
16KVIC20
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Re: New release: KNOSSOSS

Post by 16KVIC20 »

Yes it looks nice this one.
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Kweepa
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Re: New release: KNOSSOSS

Post by Kweepa »

[youtube]S0oaLb0Keno[/youtube]
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highinfidelity
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Re: New release: KNOSSOSS

Post by highinfidelity »

Indeed this would have been terrific in 1984! I would have typed it in for sure! 8)

Great work! :wink:
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darkatx
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Re: New release: KNOSSOSS

Post by darkatx »

This was great fun - well done!
Learning all the time... :)
r.cade
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Re: New release: KNOSSOSS

Post by r.cade »

Very nice- reminds me of "Caves of Ice" but different.
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Re: New release: KNOSSOSS

Post by wimoos »

I love these all-Basic programs, because they are sometimes nice candidates for adapting to WimBasic:
poking directly into an array of strings to modify the automap
In WimBasic this is done by:

Code: Select all

MID$(B$(V),U+1)=" "
How 'bout that ? No need to explicitly DIMension B$() as the very first array anymore.

Some other improvements I found are the use of DOKE to fill the alternate color memory with zeroes at twice the speed. Later I did an improper application of the SPACE statement, which brought me to this suggestion that you also could do in CBM Basic (have not tested it):

POKE646,0
I=PEEK(648)
POKE648,(I+2)OR192
PRINT"{clr}"
POKE648,I
POKE646,6
PRINT"{clr}"

And the use of STRING$ to help generate the default automap.
Your ML routine to print at a given screen coordinate is a splendid finding, though WimBasic offers PRINT@ and COKE that are in some cases a better fit.

And I found good use for: ON L RESTORE <line>,<line>,<line>,<line>
This makes it possible to (re)start the game at a specified level :-).




Regards,

Wim.
VICE; selfwritten 65asmgen; tasm; maintainer of WimBasic
nippur72
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Re: New release: KNOSSOSS

Post by nippur72 »

Very nice game. Remember me of the past days when I wrote a similar program like this. I remember me thinking that it was a program where VIC20 was superior to C64, because of the square screen and the 1-pixel wide "/" and "\" (that join well).
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