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Posted: Sat Jan 12, 2013 7:28 am
by vicist
@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. :cry:

Any ideas why?

Posted: Sat Jan 12, 2013 11:37 pm
by Jeff-20
I had a similar problem at first. I felt like the words were a little confusing. It took a minute to figure it out. Imho, the word "F7 defuse" or something like that might have been more clear to me. Stop and Quit were too similar.

Posted: Sun Jan 13, 2013 6:09 am
by vicist
Thanks for all the suggestions and comments guys.
F7 = stop has been changed to F7 = defuse in all versions.

Sorry if this caused any confusion. :roll:

Posted: Thu Jan 17, 2013 12:18 pm
by Jeff-20
No apologies necessary; we should be thanking you for a great game! Thanks!

Posted: Thu Jan 17, 2013 6:14 pm
by matsondawson
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. :cry:

Any ideas why?
Is it because:
PC = CBM
-----------
F1 = F1
F2 = F3
F3 = F5
F4 = F7

Posted: Fri Jan 18, 2013 3:39 am
by Mayhem
Shouldn't be, in Vice, F7 = F7.

Posted: Tue Feb 12, 2013 3:00 pm
by vicist
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 :)

Posted: Tue Feb 12, 2013 3:50 pm
by matsondawson
Mayhem wrote:Shouldn't be, in Vice, F7 = F7.
Ok, I'll put on a list of things to fix.

Posted: Wed Feb 13, 2013 8:19 am
by buzbard
vicist wrote:Had a quick dabble with machine-code so, for those that prefer smoother movement, there is now a speedier version available.
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.
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.

Posted: Wed Feb 13, 2013 1:54 pm
by vicist
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. :)

Posted: Fri Feb 15, 2013 2:27 am
by matsondawson
Mayhem wrote:Shouldn't be, in Vice, F7 = F7.
Function keys in emulator are now mapped the same as vice.

Posted: Fri Feb 15, 2013 5:42 am
by vicist
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. :wink:

Download the mc file from the usual place to get the extra.

ps. Thanks Matt

Posted: Fri Sep 06, 2013 4:17 am
by vicist
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! :shock:

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)

Posted: Fri Sep 06, 2013 6:41 pm
by Mayhem
I don't think I'd gotten to adding it yet, so I'll just replace the PRG file I have in my queue...

Speaking of which, I HAVE to sit down and get this sodding thing out hah hah...

Re: Basic slide puzzle

Posted: Tue Feb 28, 2017 6:35 pm
by vicist
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:
Image

V2:
Image

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.