In search of...
Moderator: Moderators
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- Vic 20 Afficionado
- Posts: 347
- Joined: Tue Apr 14, 2009 8:15 am
- Website: http://wimbasic.webs.com
- Location: Netherlands
- Occupation: farmer
In search of...
for the real VIC-20 with 64HDD but no joystick:
- Sokoban
and
- Lemmings
(or is this too much too ask for a VIC)
and also a good arcade look-and-feel of
- Pacman
Regards
- Sokoban
and
- Lemmings
(or is this too much too ask for a VIC)
and also a good arcade look-and-feel of
- Pacman
Regards
- Mayhem
- High Bidder
- Posts: 3027
- Joined: Mon May 24, 2004 7:03 am
- Website: http://www.mayhem64.co.uk
- Location: London
Lemmings would kill the poor Vic probably. Sokoban? I'm sure that's feasible but don't think anyone's attempted it. Now there's a challenge...
As for Pacman, you might be wanting this thread if you're after something looking like the arcade and not just playing like it (aka Jelly Monsters).
As for Pacman, you might be wanting this thread if you're after something looking like the arcade and not just playing like it (aka Jelly Monsters).
Lie with passion and be forever damned...
Someone ought to have made a Sokoban clone? Some years there are thirteen a dozen in the MiniGame compo, but alas not for the VIC-20. While I generally like puzzle games, the Sokoban style bores me out totally so I wouldn't spend my time making a such game.
Lemmings... You are joking, right? But well who knows, by using rhurst's new software sprite library it may inspire someone to have a go.
Lemmings... You are joking, right? But well who knows, by using rhurst's new software sprite library it may inspire someone to have a go.
Anders Carlsson
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- Vic 20 Scientist
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- Vic 20 Scientist
- Posts: 1193
- Joined: Tue Apr 28, 2009 3:51 pm
I didn't know they made a C64 version. I always thought it was an Amiga thing like Zool or Sensible Soccer. I know the Mega Drive version very well.
Last edited by English Invader on Tue May 19, 2009 3:22 pm, edited 1 time in total.
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- Vic 20 Scientist
- Posts: 1193
- Joined: Tue Apr 28, 2009 3:51 pm
Here's a thought. How about a Ghostbusters game for the VIC-20?
It should be possible, and it certainly couldn't be any worse than the piece of shit they released on the Spectrum. They even released Ghostbusters for the Atari 2600 (and Ghostbusters II, for that matter).
Graphically, the VIC is definitely capable, but some of the extra features like the equipment shop would have to be omitted. It would be down to sheer gameplay, which is the VICs main strongpoint.
It should be possible, and it certainly couldn't be any worse than the piece of shit they released on the Spectrum. They even released Ghostbusters for the Atari 2600 (and Ghostbusters II, for that matter).
Graphically, the VIC is definitely capable, but some of the extra features like the equipment shop would have to be omitted. It would be down to sheer gameplay, which is the VICs main strongpoint.
- Mayhem
- High Bidder
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- Website: http://www.mayhem64.co.uk
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- Vic 20 Scientist
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- Joined: Tue Apr 28, 2009 3:51 pm
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- Vic 20 Hobbyist
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Am I the only geek reading this stuff in the voice of Leonard Nemoy? (The TV show "In Search Of...")
Call me a cheap bastard... I learned to fix things to save money... even surface mount soldering...
Visit my website: http://www.arcadecomponents.com
Visit my website: http://www.arcadecomponents.com
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- Vic 20 Dabbler
- Posts: 73
- Joined: Mon Apr 23, 2007 3:57 pm
In the UK I am obviously deprived - I think Nemoy is an excellent presenter/actor and I would have loved to see at least an episode of that show. Are there any clips floating round?channelmaniac wrote:Am I the only geek reading this stuff in the voice of Leonard Nemoy? (The TV show "In Search Of...")
Tarka
- Mike
- Herr VC
- Posts: 4840
- Joined: Wed Dec 01, 2004 1:57 pm
- Location: Munich, Germany
- Occupation: electrical engineer
Sokoban
On YouTube: In Search Of... Bigfoot.Are there any clips floating round?
Back to OT: I've stored the 90 original level designs of Sokoban somewhere on my HD. They all fit in a 20x16 character screen, so a faithful port to the VIC is possible. It's just a Small Matter Of Programming ... The main program easily fits into 3.5K, even with user defined characters. And the levels can simply written as single files onto disc.
Alternatively [off to count the files ... back again]: the levels sum up to ~21K (no compression), so a one-file Sokoban should be possible as well, and could be fit into +16K if moderate compression would be applied.
Greetings,
Michael
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- Vic 20 Devotee
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In Sokoban there are only 4 tiles if you discount the players starting position. This means you can use 2 bits to store each tile. At 20x16 you need 20 bytes + 2 bytes for storing the player start. 22Bytes x 90 levels is 1980 Bytes.
It can actually be done smaller than that. The size of the playing area is only 18 * 14 because the sides take up one position. The player start is also only within 18x and 14y needs 4bits + 5bits or 9 bits.
Edit
That's wrong oops.
The size is 82 bytes usings 2 bits per tile + 2 bytes for start. So it uses 82 * 90 = 7380Bytes. If you lower the area to 18*14 you can use 65 Bytes to get a total of 5850Bytes to store all levels. Further compression may be possible.
It can actually be done smaller than that. The size of the playing area is only 18 * 14 because the sides take up one position. The player start is also only within 18x and 14y needs 4bits + 5bits or 9 bits.
Edit
That's wrong oops.
The size is 82 bytes usings 2 bits per tile + 2 bytes for start. So it uses 82 * 90 = 7380Bytes. If you lower the area to 18*14 you can use 65 Bytes to get a total of 5850Bytes to store all levels. Further compression may be possible.
Change is inevitable except from a vending machine.
- Mike
- Herr VC
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- Joined: Wed Dec 01, 2004 1:57 pm
- Location: Munich, Germany
- Occupation: electrical engineer
Actually, you don't get below 5 different tiles, because you have empty tiles, walls, boxes, targets, and boxes already on target.Richard James wrote:In Sokoban there are only 4 tiles [...]
And that's concerning the level definition only.
Within the game I'd use a relaxed, but still efficient encoding that maps well to user defined characters:
Code: Select all
%000: empty
%001: player
%010: box
%011: wall
%100: target
%101: player on target
%110: box on target
%111: not used
But the levels do not always fill out the complete 20x16 area. You'd be going to put an "artificial" wall surrounding the 18x14 screen anyway. IMO this only complicates the game implementation unnecessarily.The size of the playing area is only 18 * 14 because the sides take up one position.
If you're interested, we can collaborate towards a working game - I'd propose to make the unexpanded version, with levels read off disc.
Using this joystick routine, the main loop could be as short as this:
Code: Select all
zz D=USR(0):A=PEEK(P):B=PEEK(P+D):C=PEEK(P+2*D)
IF(BAND3)=0THENGOSUBxx:REM move player to empty tile, or target
IF(BAND3)=2AND(CAND3)=0THENGOSUByy:REM move box
IFN<MTHENzz:REM repeat loop
The level files look like this:
Code: Select all
#####
# #
#$ #
### $##
# $ $ #
### # ## # ######
# # ## ##### ..#
# $ $ ..#
##### ### #@## ..#
# #########
#######
Code: Select all
: empty
#: wall
$: box
.: target
*: box on target
@: player, starting position
Michael