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New release: KNOSSOSS
Posted: Sat Jan 24, 2015 10:43 am
by Kweepa
KNOSSOSS
For the unexpanded VIC-20
BASIC
Released 24 Jan 2015.
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.
Re: New release: KNOSSOSS
Posted: Sat Jan 24, 2015 11:55 am
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?)
Re: New release: KNOSSOSS
Posted: Sat Jan 24, 2015 12:16 pm
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.
Re: New release: KNOSSOSS
Posted: Mon Jan 26, 2015 11:54 am
by joshuadenmark
Thanks Looking forward to play this, super graphics.
Re: New release: KNOSSOSS
Posted: Thu Jan 29, 2015 2:55 pm
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
Don't forget to post this in the "Software releases of 2015"-thread in announcements, please
Re: New release: KNOSSOSS
Posted: Thu Jan 29, 2015 6:36 pm
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.
Re: New release: KNOSSOSS
Posted: Sat Jan 31, 2015 2:17 pm
by 16KVIC20
Yes it looks nice this one.
Re: New release: KNOSSOSS
Posted: Mon Feb 16, 2015 7:57 pm
by Kweepa
[youtube]S0oaLb0Keno[/youtube]
Re: New release: KNOSSOSS
Posted: Wed Feb 18, 2015 3:44 am
by highinfidelity
Indeed this would have been terrific in 1984! I would have typed it in for sure!
Great work!
Re: New release: KNOSSOSS
Posted: Wed Feb 18, 2015 1:09 pm
by darkatx
This was great fun - well done!
Re: New release: KNOSSOSS
Posted: Sat Feb 28, 2015 3:18 pm
by r.cade
Very nice- reminds me of "Caves of Ice" but different.
Re: New release: KNOSSOSS
Posted: Sun Mar 01, 2015 10:56 am
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:
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.
Re: New release: KNOSSOSS
Posted: Fri Aug 21, 2015 7:05 am
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).