VicShroom - My first Vic prod

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tonyrocks
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VicShroom - My first Vic prod

Post by tonyrocks »

So, way back when, when I had my original Vic-20, i was amazed to see the Amiga's boing ball demo. I was jealous of course, so i set out to find some pokes that could help my my screen around. That was many years ago...just recently I decided to play around a little more with CBM Prg Studio and see if I can remember some of my favorite pokes.

Well, rather than a boing ball, I decided to go with a SMB Mushroom...and try to emulate the sounds of the coins at the beginning of the prod. Probably not the best coding, but I had fun :)

Image

http://www.pouet.net/prod.php?which=66758
Last edited by tonyrocks on Mon Apr 01, 2019 9:59 am, edited 1 time in total.
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orion70
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Re: VicShroom - My first Vic prod

Post by orion70 »

Lo-res, Amiga-style demo! Hats off! Funny colorful thing :)
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majikeyric
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Re: VicShroom - My first Vic prod

Post by majikeyric »

Nice! :)
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Mike
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Re: VicShroom - My first Vic prod

Post by Mike »

Cute!

I thought I'd just follow up with my own interpretation (download, also on unexpanded VIC-20):

Code: Select all

10 POKE55,0:POKE56,28:CLR:V=36864:FORT=7168TO7359:READA:POKET,A:NEXT
11 :
12 DATA 85,85,85,86,86,86,88,88,106,106,106,191,191,191,63,63,169,169,169,194,194,194
13 DATA 192,192,85,85,85,149,149,149,37,37,88,96,96,96,99,99,99,191,63,255,255,255,192
14 DATA 192,192,0,192,240,240,240,60,60,60,15,37,9,9,9,9,9,9,254,191,191,191,191,191
15 DATA 143,143,143,0,0,0,0,0,0,0,0,15,15,15,15,15,12,12,12,254,254,14,14,14,2,2,2,131
16 DATA 131,131,131,131,131,143,143,192,192,192,255,255,255,170,170,60,60,60,255,255
17 DATA 255,170,170,2,2,2,14,14,14,254,254,143,106,106,106,88,88,88,88,170,8,8,8,8,8,8
18 DATA 0,170,32,32,32,32,32,32,0,254,169,169,169,37,37,37,37,88,88,86,86,86,85,85,85,0
19 DATA 0,0,0,0,170,170,170,0,0,0,0,0,170,170,170,37,37,149,149,149,85,85,85
20 :
21 X1=6:X2=54:Y1=14:Y2=131:IFPEEK(60900)=5THENX1=1:X2=43:Y1=4:Y2=106
22 X=X1:Y=Y1:DX=1:DY=1
23 :
24 FORS=1TO3:POKEV+14,15
25 POKEV+12,224:FORT=1TO80:NEXT
26 POKEV+12,235:FORT=1TO140:NEXT
27 FORU=15TO0STEP-1:POKEV+14,U:NEXT
28 NEXT
29 :
30 POKEV+2,132:POKEV+3,12:POKEV+5,255:FORT=0TO23:POKE7680+T,T:POKE38400+T,8:NEXT
31 :
32 T=-1
33 T=T+1:IFT=100THENT=0
34 IFT=0THENPOKEV+14,32
35 IFT=50THENPOKEV+14,80
36 POKEV,X:POKEV+1,Y
37 X=X+DX:IFX=X1ORX=X2THENDX=-DX
38 Y=Y+DY:IFY=Y1ORY=Y2THENDY=-DY
39 GOTO33
Lines 24..28 were taken over from the sound effect in your demo. :)
tonyrocks
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Re: VicShroom - My first Vic prod

Post by tonyrocks »

oh man, that is great! HEHE. Love it. I wanted to see how much I could do with low res and basic. I think the colors are pretty close and man, I was amazed that I got the coin sound as good as i did. :D I tried to make the coin sound for each time the mushroom hits the walls, but it stops the screen and doesn't make for a good experience.
Boray
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Re: VicShroom - My first Vic prod

Post by Boray »

Nice
PRG Starter - a VICE helper / Vic Software (Boray Gammon, SD2IEC music player, Vic Disk Menu, Tribbles, Mega Omega, How Many 8K etc.)
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Mike
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Re: VicShroom - My first Vic prod

Post by Mike »

tonyrocks wrote:oh man, that is great! HEHE. Love it. I wanted to see how much I could do with low res and basic.
Now it's a little more high res and still in BASIC. ;)

In case you're wondering what tools I used to pull this off, I first took a screenshot and repixeled the mushroom in MINIPAINT:

Image

As you see, the multicolour pixels are twice-wide, and I put three of them for each original block to better match the square aspect ratio (it's about perfect for NTSC, in PAL they're still a bit elongated). The resulting picture was stored into the file 'artwork.prg' (download) ...

... and then I used this little program (which requires the MINIGRAFIK extension) to export the 24 chars into a "character set" at $A000:

Code: Select all

1 @LOAD"ARTWORK.PRG",8:AD=40960
2 FORY2=0TO5:FORX2=0TO3:FORY=0TO7
3 POKEAD,PEEK(4352+X2*192+Y2*8+Y):AD=AD+1
4 NEXT:NEXT:NEXT
5 @RETURN
I chose $A000 so the character data was "out of the way" at a save place for the moment. Next step was to turn this into a DATA loader with DATA maker. Then it was just necessary to change the FOR loop so the character set would be loaded to 7168 instead.

The rest of the program was done with Notepad on Windows. ;)
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