WIP: CROSS CHASE
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- Vic 20 Dabbler
- Posts: 83
- Joined: Fri Nov 06, 2015 4:13 pm
- Website: http://retrocomputingarchive.blogspot.fr/
- Location: France
WIP: CROSS CHASE
I have release a new version of my open source multi-system 8-bit game CROSS CHASE which supports most 8-bit computers
(all 8-bit Commodore computers, all Atari 8 bit computers, ZX Spectrum, all Apple][ computers, Oric 1/Atmos, etc.)
including the Vic 20 for which you can get
- the minimal version requiring 8k expansion
- the standard version requiring 16k expansion
Joystick required to play.
Goal: Similarly to the Gnome game Robots, you are chased by enemies and you can kill them by luring them (except the yellow skull) into the mines. Differently from Robots, this is a real-time game. You can also get a gun to use against all the enemies including the yellow skull ("+").
Source and binaries for all targets are found in https://github.com/Fabrizio-Caruso/ASCII-CHASE/releases.
Remark: This is a BETA and I am still developing it. I need your feed-back.
(mod: moved this post from Announcements, and re-instated in short form to have this topic for discussion)
(all 8-bit Commodore computers, all Atari 8 bit computers, ZX Spectrum, all Apple][ computers, Oric 1/Atmos, etc.)
including the Vic 20 for which you can get
- the minimal version requiring 8k expansion
- the standard version requiring 16k expansion
Joystick required to play.
Goal: Similarly to the Gnome game Robots, you are chased by enemies and you can kill them by luring them (except the yellow skull) into the mines. Differently from Robots, this is a real-time game. You can also get a gun to use against all the enemies including the yellow skull ("+").
Source and binaries for all targets are found in https://github.com/Fabrizio-Caruso/ASCII-CHASE/releases.
Remark: This is a BETA and I am still developing it. I need your feed-back.
(mod: moved this post from Announcements, and re-instated in short form to have this topic for discussion)
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- Vic 20 Dabbler
- Posts: 83
- Joined: Fri Nov 06, 2015 4:13 pm
- Website: http://retrocomputingarchive.blogspot.fr/
- Location: France
Re: WIP: CROSS CHASE
I have added some images. The Vic 20 versions lacks redefined characters. I need to implement them. Any help is welcome!
- Mike
- Herr VC
- Posts: 4858
- Joined: Wed Dec 01, 2004 1:57 pm
- Location: Munich, Germany
- Occupation: electrical engineer
Re: WIP: CROSS CHASE
Hi, Linzino,
I put a screenshot into the first Announcement post, and will replace it with an improved version once that becomes available.
In the meantime, please keep the discussion within this thread here. The releases threads in the Announcement section have adopted a certain structure over the years. They're expected to be visible for years to come, but they can only remain a usable reference if they're not cluttered with interspersed discussion. Therefore, all announcement postings are supposed to link to an own discussion thread.
That means, you need your programming environment to provide place for the character data within this constraint. Following that, it is just a single write to a VIC register ($9005 to be more exact) to redirect the character definitions.
A full character set (256 characters) needs 2K. Those could be located either at $1000..$17FF, $1400..$1BFF or $1800..$1FFF. A smaller character set (1K) could also be located at $1C00 - this has the additional advantage, that the first 128 characters come from your own character set, and the second 128 characters address the non-inverse(!) built-in characters from ROM (by a wrap-around effect). The latter setup is quite often used by games for the unexpanded VIC-20.
So - you tell where screen buffer and character set are placed, and I provide the correct value to poke into $9005.
I put a screenshot into the first Announcement post, and will replace it with an improved version once that becomes available.
In the meantime, please keep the discussion within this thread here. The releases threads in the Announcement section have adopted a certain structure over the years. They're expected to be visible for years to come, but they can only remain a usable reference if they're not cluttered with interspersed discussion. Therefore, all announcement postings are supposed to link to an own discussion thread.
First of all, all graphics data for the VIC-I chip (text screen and character definitions) only can go into *internal* memory, RAM addresses $1000 to $1FFF and, with some precautions, also $0000..$03FF (and character ROM at $8000..$8FFF, of course).Linzino wrote:I have added some images. The Vic 20 versions lacks redefined characters. I need to implement them. Any help is welcome!
That means, you need your programming environment to provide place for the character data within this constraint. Following that, it is just a single write to a VIC register ($9005 to be more exact) to redirect the character definitions.
A full character set (256 characters) needs 2K. Those could be located either at $1000..$17FF, $1400..$1BFF or $1800..$1FFF. A smaller character set (1K) could also be located at $1C00 - this has the additional advantage, that the first 128 characters come from your own character set, and the second 128 characters address the non-inverse(!) built-in characters from ROM (by a wrap-around effect). The latter setup is quite often used by games for the unexpanded VIC-20.
So - you tell where screen buffer and character set are placed, and I provide the correct value to poke into $9005.
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- Vic 20 Dabbler
- Posts: 83
- Joined: Fri Nov 06, 2015 4:13 pm
- Website: http://retrocomputingarchive.blogspot.fr/
- Location: France
Re: WIP: CROSS CHASE
Yes, this exactly the reason why the Vic 20 version of my game does not have redefined characters, yet.
I do not know how to tell CC65 linker to move my code above the screen memory. The linker is not very intuitive.
Has anyone managed to implement redefined characters with CC65?
Any examples?
I do not know how to tell CC65 linker to move my code above the screen memory. The linker is not very intuitive.
Has anyone managed to implement redefined characters with CC65?
Any examples?
Re: WIP: CROSS CHASE
Played both the Atari computer and VIC versions of this tonight. I like it
- Kweepa
- Vic 20 Scientist
- Posts: 1315
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Re: WIP: CROSS CHASE
Hi!
This might not be the best example, but here's one of the cc65 config files I used for doom:
https://github.com/Kweepa/vicdoom/blob/ ... m_cc65.cfg
I put the screen at $1000-$11ff and the UDGs at $1400-$17ff.
As I recall, the game loads at $11ff, then sets the screen address and UDG address.
[EDIT] Ah, just saw the other thread about this in the development section. Apologies.
Interesting project!
This might not be the best example, but here's one of the cc65 config files I used for doom:
https://github.com/Kweepa/vicdoom/blob/ ... m_cc65.cfg
I put the screen at $1000-$11ff and the UDGs at $1400-$17ff.
As I recall, the game loads at $11ff, then sets the screen address and UDG address.
[EDIT] Ah, just saw the other thread about this in the development section. Apologies.
Interesting project!
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- Vic 20 Dabbler
- Posts: 83
- Joined: Fri Nov 06, 2015 4:13 pm
- Website: http://retrocomputingarchive.blogspot.fr/
- Location: France
Re: WIP: CROSS CHASE
CROSS CHASE grows A LOT with lots of new targets including some initial prototypes for 8 bit consoles.
Now I provide 40 (FORTY) different versions including two Vic 20 versions (for +8k and +16k memory expansions).
1. MSX is now fully playable (but no sound and no fancy graphics, yet).
2. CPC is playable (monochromatic version)
3. CPC playable slow prototype (color version)
4. ZX81 playable prototype
5. Spectravideo playable prototype
6. VZ200 playable prototype
7. Aquarius playable prototype
8. ZX80 sort of playable prototype (turn-based)
9. Atari 5200 console playable prototype
10. NES console sort of playable prototype
Remark:
MINIMAL = 16k or slightly less memory required
FULL = 24k or slightly less memory required
You find binaries and source code at
https://github.com/Fabrizio-Caruso/CROSS-CHASE/releases
Now I provide 40 (FORTY) different versions including two Vic 20 versions (for +8k and +16k memory expansions).
1. MSX is now fully playable (but no sound and no fancy graphics, yet).
2. CPC is playable (monochromatic version)
3. CPC playable slow prototype (color version)
4. ZX81 playable prototype
5. Spectravideo playable prototype
6. VZ200 playable prototype
7. Aquarius playable prototype
8. ZX80 sort of playable prototype (turn-based)
9. Atari 5200 console playable prototype
10. NES console sort of playable prototype
Remark:
MINIMAL = 16k or slightly less memory required
FULL = 24k or slightly less memory required
You find binaries and source code at
https://github.com/Fabrizio-Caruso/CROSS-CHASE/releases
- majikeyric
- Vic 20 Afficionado
- Posts: 351
- Joined: Fri Oct 24, 2014 2:08 pm
- Website: http://majikeyric.free.fr
- Location: France
Re: WIP: CROSS CHASE
I know right, it's awesome. When is the full version coming out by the way?majikeyric wrote:40 different amazing Best Penis Extenders versions ?!!! OMG it is just insane !
Last edited by HughPar on Tue Oct 19, 2021 5:01 am, edited 2 times in total.
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- Vic 20 Dabbler
- Posts: 83
- Joined: Fri Nov 06, 2015 4:13 pm
- Website: http://retrocomputingarchive.blogspot.fr/
- Location: France
Re: WIP: CROSS CHASE
Hi everyone!
This is just to remind you that my universal 8 bit game CROSS CHASE
https://github.com/Fabrizio-Caruso/CROSS-CHASE/releases
now supports 60 different computers/consoles/handhelds
including THREE Vic 20 configurations:
- Vic 20 + 3k (tiny version of the game: just the essentials)
- Vic 20 + 8k (light version of the game: two kind of enemies and power-ups)
- Vic 20 +16k (full version: more enemies, more power-ups, levels are different).
The latest release contains versions for VERY RARE computers such as the Yugoslav Galaksija, the Ohio Scientific 1P,
the Brazilian CCE MC-1000, the Gamate handheld console, the Nascom computer series, Robotron and lots more.
I still need to add UDG to the full version for the Vic 20... I will!
Fabrizio
This is just to remind you that my universal 8 bit game CROSS CHASE
https://github.com/Fabrizio-Caruso/CROSS-CHASE/releases
now supports 60 different computers/consoles/handhelds
including THREE Vic 20 configurations:
- Vic 20 + 3k (tiny version of the game: just the essentials)
- Vic 20 + 8k (light version of the game: two kind of enemies and power-ups)
- Vic 20 +16k (full version: more enemies, more power-ups, levels are different).
The latest release contains versions for VERY RARE computers such as the Yugoslav Galaksija, the Ohio Scientific 1P,
the Brazilian CCE MC-1000, the Gamate handheld console, the Nascom computer series, Robotron and lots more.
I still need to add UDG to the full version for the Vic 20... I will!
Fabrizio
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- Vic 20 Dabbler
- Posts: 83
- Joined: Fri Nov 06, 2015 4:13 pm
- Website: http://retrocomputingarchive.blogspot.fr/
- Location: France
Re: WIP: CROSS CHASE
NEW UPDATES
I managed to add some initial graphics to the Vic 20 + 8k and Vic 20 + 16k versions of CROSS CHASE!
You can grab these latest versions at the project's GitHub page:
https://github.com/Fabrizio-Caruso/CROSS-CHASE/releases
I managed to add some initial graphics to the Vic 20 + 8k and Vic 20 + 16k versions of CROSS CHASE!
You can grab these latest versions at the project's GitHub page:
https://github.com/Fabrizio-Caruso/CROSS-CHASE/releases
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- Vic 20 Dabbler
- Posts: 83
- Joined: Fri Nov 06, 2015 4:13 pm
- Website: http://retrocomputingarchive.blogspot.fr/
- Location: France
-
- Vic 20 Dabbler
- Posts: 83
- Joined: Fri Nov 06, 2015 4:13 pm
- Website: http://retrocomputingarchive.blogspot.fr/
- Location: France
Re: WIP: CROSS CHASE
I have now managed to get graphics, (minimal) sound an joystick support into the +3k version of my game!
I have also managed to create a minimalistic version for the unexpanded Vic 20.
Remark:
My game now supports about 70 different 8 bit systems (with any 8-bit CPU from the '80s: 6502, Z80, 6809, etc.).
I am currently working with about 100 different targets including some very are systems.
I have also managed to create a minimalistic version for the unexpanded Vic 20.
Remark:
My game now supports about 70 different 8 bit systems (with any 8-bit CPU from the '80s: 6502, Z80, 6809, etc.).
I am currently working with about 100 different targets including some very are systems.
- Kweepa
- Vic 20 Scientist
- Posts: 1315
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Re: WIP: CROSS CHASE
This is a bonkers project!
Good for you!
Good for you!
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- Vic 20 Dabbler
- Posts: 83
- Joined: Fri Nov 06, 2015 4:13 pm
- Website: http://retrocomputingarchive.blogspot.fr/
- Location: France
Re: WIP: CROSS CHASE
@Kweepa, Indeed it is a unique project at least in terms of sheer number of supported systems.
The idea is not to just make a massively multi-platform game, but to write some sort of simpe 8-bit framework for all computer/console/handhelds from the 8-bit era.
I am also trying to make the game as fun as possible. I have invested quite some time on the enemy intelligence and on supporting
some graphics and sound on as many systems as possible.
The idea is not to just make a massively multi-platform game, but to write some sort of simpe 8-bit framework for all computer/console/handhelds from the 8-bit era.
I am also trying to make the game as fun as possible. I have invested quite some time on the enemy intelligence and on supporting
some graphics and sound on as many systems as possible.