QUIKMAN 2008 for the unexpanded VIC 20
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- Omega Star Commander
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I should toggle between title / attract mode ... good idea. I have to retain last and high scores, too, as of right now, they would be lost.
Any technology distinguishable from magic is insufficiently advanced.
https://robert.hurst-ri.us/rob/retrocomputing
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- Omega Star Commander
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Ah, the power of an assembler ...
Anyone interested in seeing a working preview of what can get packed into the same 8k expanded address space as before with Quikman 8k, please feel free to download this binary and give it a try. For those curious of its development files, download this archive.
Enjoy for now, more to come!
Anyone interested in seeing a working preview of what can get packed into the same 8k expanded address space as before with Quikman 8k, please feel free to download this binary and give it a try. For those curious of its development files, download this archive.
Enjoy for now, more to come!
Any technology distinguishable from magic is insufficiently advanced.
https://robert.hurst-ri.us/rob/retrocomputing
https://robert.hurst-ri.us/rob/retrocomputing
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- Omega Star Commander
- Posts: 1371
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- Website: https://robert.hurst-ri.us
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The above links to the new Quikman+ have been updated for downloading. Here's a list of new features:
- new opening screen
- new menu to change gaming options:
+ 1 or 2 players
+ original (Pac-Man) or alternate mazes (Ms. Pac-Man: ALL FOUR)
+ starting fruit level
- STOP key during play returns to menu
- repeated STOP key at menu returns to BASIC
- cheat key has been removed
Please report any bugs to me here or PM, thanks!
As can be seen by its assembler map below, just about every byte has been used in the 8k memory expander. The opening SPLASH screen is re-used for the double-buffered VIC display, too.
- new opening screen
- new menu to change gaming options:
+ 1 or 2 players
+ original (Pac-Man) or alternate mazes (Ms. Pac-Man: ALL FOUR)
+ starting fruit level
- STOP key during play returns to menu
- repeated STOP key at menu returns to BASIC
- cheat key has been removed
Please report any bugs to me here or PM, thanks!
As can be seen by its assembler map below, just about every byte has been used in the 8k memory expander. The opening SPLASH screen is re-used for the double-buffered VIC display, too.
Code: Select all
Name Start End Size
--------------------------------------------
BOOT 0011FE 001362 000165
SPLASH 001400 0017FF 000400
SSSBUF 001800 001924 000125
MYDATA 001925 001BD9 0002B5
MYCHAR 001C00 001EFF 000300
CODE 002000 002E7E 000E7F
SPRITE 002E7F 003644 0007C6
MAZEDATA 003645 003FF6 0009B2
Any technology distinguishable from magic is insufficiently advanced.
https://robert.hurst-ri.us/rob/retrocomputing
https://robert.hurst-ri.us/rob/retrocomputing
Very nice improved version, I like itrhurst wrote:Here's a list of new features
Does not seems that this new version has this feature, I'm wrong ?rhurst wrote:I should toggle between title / attract mode ... good idea.
Mega-Cart: the cartridge you plug in once and for all.
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- Omega Star Commander
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Alas, it cannot be done... the memory used for the startup splash screen and its display routine are erased after initializing the playfield, double-buffered display, and sprite character pool (SSSINIT).Does not seems that this new version has this feature, I'm wrong ?rhurst wrote:I should toggle between title / attract mode ... good idea.
The binaries (program and source) are updated again at the time of this post... just an optimizing sweep, a fixed MAZEPAINT coloring bug when in 2-player mode, and a bug in the fruit display. Thanks for the feedback!
I would love to know how to SAVE/LOAD just 3-bytes to/from Mega-Cart NVRAM... I want my high score recorded!
Any technology distinguishable from magic is insufficiently advanced.
https://robert.hurst-ri.us/rob/retrocomputing
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- Mayhem
- High Bidder
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- Omega Star Commander
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I would say, yes, if you are thinking about it in terms of your GB20 catalog. Internally and functionally, it is vastly different from the 8k Mega-Cart version.Mayhem wrote:So does this technically supplant the previous Quikman 8k version then?
I did keep the names "unique" for each project/upgrade:
Code: Select all
quikman.prg ...original 1984 release, unexpanded
quikman-2k8.prg ...2008 release, unexpanded
quikman-rom.a0 ...2008 release, 4k game cartridge
quikman-8k.a0 ...2009 release, 8k game cartridge
quikman-8k.prg ...2009 release, 8k Mega-Cart version
quikman+8k.prg ...this release, another 8k version
Any technology distinguishable from magic is insufficiently advanced.
https://robert.hurst-ri.us/rob/retrocomputing
https://robert.hurst-ri.us/rob/retrocomputing
I may update Mega-Cart roms with this version if you agree btw it this case hi-score saving is a must-haverhurst wrote:I did keep the names "unique" for each project/upgrade:Code: Select all
quikman-8k.prg ...2009 release, 8k Mega-Cart version quikman+8k.prg ...this release, another 8k version
PM Sent.rhurst wrote:I would love to know how to SAVE/LOAD just 3-bytes to/from Mega-Cart NVRAM... I want my high score recorded!
Mega-Cart: the cartridge you plug in once and for all.
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- Omega Star Commander
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...but of course you may!nbla000 wrote:I may update Mega-Cart roms with this version if you agree btw it this case hi-score saving is a must-have
PM Sent.rhurst wrote:I would love to know how to SAVE/LOAD just 3-bytes to/from Mega-Cart NVRAM... I want my high score recorded!
I sent back a PM with an explanation of the code ... and posted freshly-baked binaries that save Quikman's hi-score to Mega-Cart.
Any technology distinguishable from magic is insufficiently advanced.
https://robert.hurst-ri.us/rob/retrocomputing
https://robert.hurst-ri.us/rob/retrocomputing
- Mayhem
- High Bidder
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I was asking because I had the following already listed:rhurst wrote:I would say, yes, if you are thinking about it in terms of your GB20 catalog. Internally and functionally, it is vastly different from the 8k Mega-Cart version.
1984 version
2008 version
2008 cartridge version
8k version
I was figuring, should I really put in a FIFTH entry for technically almost the same game?
("technically" being in that they share a common base level with additions and fixes)
Lie with passion and be forever damned...
I've tested the new version with Hi-Score save on Mega-Cart, very nice !!!
The new version is bigger but I will try to fit it on Mega-Cart eproms anyway btw from disk works very nice even with Jiffy drives speedup.
The new version is bigger but I will try to fit it on Mega-Cart eproms anyway btw from disk works very nice even with Jiffy drives speedup.
Mega-Cart: the cartridge you plug in once and for all.
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- Omega Star Commander
- Posts: 1371
- Joined: Thu Jan 31, 2008 2:12 pm
- Website: https://robert.hurst-ri.us
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I agree ... actually, it's quite annoying having "put out" five freakin' versions of the same game. I posted earlier about my propensity for tweaking and perfecting -- thanks for putting up with that!I was figuring, should I really put in a FIFTH entry for technically almost the same game?
The game play (objective and scoring) are exactly the same (although I know of a few "tricks" from each that can potentially jack up the scoring), so if only one of them made your list, I would be appreciative.
Here's the "technical" breakdown of each, and I leave it in your capable hands to discern whether any of them merit your itemization:
The two unexpanded versions: quikman and quikman-2k8. IMHO, I would not bother cataloging with the original 1984 quikman, as it only visibly demonstrates what could be accomplished by a modern assembler on a PC, as opposed to working with a stock VIC + VICMon + tape of the day. Quikman never got published, so consider it unfinished from 1984.
The 4k game cartridge was a result of playing out a fantasy: What if I were a Commodore employee using a SuperPET with an assembler, and was charged with making a Pac-Man cartridge for VIC to compete with Atari? Tramiel wants me to "become the Japanese" and to keep it costs down, so it must be made within the cheaper 4k ROM variety -- like Frye's charge from Atari. It's really not fair, though, I have 8k kernal and 8k BASIC and 4k character ROM to leverage my code against, but I am not getting a 10-cent royalty either! Game play is near identical to the unexpanded tape version, but with the convenience of being in a game cartridge format -- there are minor enhancements to play with some visible differences.
The two 8k versions: quikman-8k.a0 and quikman-8k.prg were a result (or challenge?) from persons asking if flicker-free animation was possible. I don't think it would be possible on an unexpanded version, loading from tape, although there were a lot of observations and creative feedback on possibly accomplishing that. So, that discussion got me motivated to write VIC-SSS (software sprites?) and implement this 8k version. The opening screen are the only other visible differences, further demonstrating the flexibility and flicker-free animation possible with VIC-SSS.
This last 8k version (which I originally wrote for 3k+8k expansions, but found I could just squeeze it into 8k) was to take the new and improved VIC-SSS4 I wrote for Omega Fury and retrofit it into Quikman 8k -- which was done as part of that project. But when faced with "a lot of unused address space" (~2k) from that conversion, and a few pokes from persons requesting a Ms. Pac-Man version, I figured it was worth spending another 10+ hours of programming to complete.
If I were king of the forest, I would claim only three: quikman-2k8.prg, quikman-8k.prg, and quikman+8k.prg.
Any technology distinguishable from magic is insufficiently advanced.
https://robert.hurst-ri.us/rob/retrocomputing
https://robert.hurst-ri.us/rob/retrocomputing