DZ-Jay Posted February 23, 2016 Share Posted February 23, 2016 That's a neat demo. I agree with GroovyBee that in a two-player simul-play scenario, you don't need as much visual detail, so a stray tree here and there should suffice. You could do something clever like define three trees that could be shown on the screen at a time, of which two are on the same side (randomly placed, of course) and re-use the same cards. -dZ. Quote Link to comment Share on other sites More sharing options...
Sir Jay Posted February 24, 2016 Share Posted February 24, 2016 So, with the split screen mode, would you be able to see the other player on your side of the screen. Say one guy is red and one is blue, when they are on the same place on the hill would each skier show up on the other players side of the screen. The. If the red player pulls away, the blue player would be left behind on his screen and vice versa. That would be cool. Quote Link to comment Share on other sites More sharing options...
emerson Posted February 24, 2016 Share Posted February 24, 2016 With my demo you need 8 cards to represent each on-screen card due to the one pixel shift without using sprites. To get lots of stuff on screen you would have to be pretty resourceful, say using the flag pole as the tree base for example. As mentioned earlier you don't need a lot on screen, just something to represent downhill movement. So, with the split screen mode, would you be able to see the other player on your side of the screen. This is why I wrote the code without using sprites. When the opponent is on your half of the screen, you would also be on their half of the screen, utilizing 4 of the 8 sprites assuming only 1 sprite per player. Quote Link to comment Share on other sites More sharing options...
Sir Jay Posted February 25, 2016 Share Posted February 25, 2016 This is why I wrote the code without using sprites. When the opponent is on your half of the screen, you would also be on their half of the screen, utilizing 4 of the 8 sprites assuming only 1 sprite per player. Cool. So, instead of a tree or flags you could have a jump or ramp every so often. That would be cool. I could also see this turned into a downhill mountain biking game using the motocross bike instead of skier and then have an occasional tree and jump. Quote Link to comment Share on other sites More sharing options...
emerson Posted February 26, 2016 Share Posted February 26, 2016 I could also see this turned into a downhill mountain biking game using the motocross bike instead of skier and then have an occasional tree and jump. That's funny you mention it. I was planning on making an excitebike clone after I finish some of my other projects, only change the scroll to horizontal. Quote Link to comment Share on other sites More sharing options...
Sir Jay Posted February 26, 2016 Share Posted February 26, 2016 I think Excitebike would be an excellent port to the Inty. If you can get the physics to mimic the Nintendo version, wow. I really like the way you can control the bike and the angle so you can land and keep your speed, etc. whales, skiing, motocross. You have eclectic Inty tastes. I like it! Quote Link to comment Share on other sites More sharing options...
DZ-Jay Posted February 26, 2016 Share Posted February 26, 2016 I think Excitebike would be an excellent port to the Inty. If you can get the physics to mimic the Nintendo version, wow. I really like the way you can control the bike and the angle so you can land and keep your speed, etc. whales, skiing, motocross. You have eclectic Inty tastes. I like it! You know what would be even better? An brand new and original game. I think this technique of "simul-play" is very clever useful for many types of games. It would be a shame to just re-do some existing one. -dZ. 1 Quote Link to comment Share on other sites More sharing options...
emerson Posted February 26, 2016 Share Posted February 26, 2016 You know what would be even better? An brand new and original game. I think this technique of "simul-play" is very clever useful for many types of games. It would be a shame to just re-do some existing one. -dZ. I agree the time and energy it takes to make a game could be better spent on new/original ideas, although I would love to see Excitebike with multiplayer as the NES version didn't have it. whales, skiing, motocross. You have eclectic Inty tastes. I like it! Well, it was carlsson's idea for a skiing game so I don't want to take credit for that. Plus fsuinnc did a great job on Stunt Cycle. I would say we all have eclectic taste and enjoy helping each other! 2 Quote Link to comment Share on other sites More sharing options...
carlsson Posted February 26, 2016 Author Share Posted February 26, 2016 (edited) If you take a cross between downhill skiing and motocross, would you get water ski? If anyone wants inspiration, I think this C64 game (of which similar games may exist on other platforms) could benefit from an overhaul. I imagine you could even have two player support without requiring GRAM techniques for individual scrolling, it could probably be challenging enough with both players on the same screen, using hardware scroll. Edited February 26, 2016 by carlsson 1 Quote Link to comment Share on other sites More sharing options...
First Spear Posted March 30, 2016 Share Posted March 30, 2016 Added title music and game play music. Carlsson, thanks for letting me edit. REM Slalom REM by Anders Carlsson <anders.carlsson@sfks.se> REM 2015-02-15: Initial version REM 2015-12-31: Compo version REM 2016-03-29: Added Title Music Track REM BACKGROUNDS REM $0000 = BLACK | $1000 = GREY | $2000 = DA.GREEN | $3000 = CERISE REM $0200 = BLUE | $1200 = CYAN | $2200 = MI.GREEN | $3200 = L.VIOLET REM $0400 = RED | $1400 = ORANGE | $2400 = YELLOW | $3400 = LI.GREEN REM $0600 = L.YELLOW | $1600 = FO.GREEN | $2600 = WHITE | $3600 = D.CERISE REM FOREGROUNDS REM $xx00 = BLACK | $xx04 = DA.GREEN REM $xx01 = BLUE | $xx05 = MI.GREEN REM $xx02 = RED | $xx06 = YELLOW REM $xx03 = L.YELLOW | $xx07 = WHITE REM WAIT DEFINE 0,13,graph:WAIT DEFINE 13,5,graph2:MODE 1:WAIT score=0 title: BORDER 7,0:WAIT SPRITE 0,0,0,0 CLS FOR i=1 TO 12:PRINT COLOR $2600," ":NEXT PRINT AT 0 COLOR $2604,"\262\268\258\268 \257\265 \268 \262\268\258\265 \257\264\268" PRINT "\268\260\263\268 \262\267\258\268 \268\261\264\268\265\268\264\268" PRINT "\260\265 \268 \268\262\264\268 \268\261\264\268\260\261\264\268" PRINT "\259\261\264\268 \268\267\264\268 \268\261\264\268 \261\264\266" PRINT "\267\268\263\268\268\264\268\261\264\268\268\264\267\268\263\268 \261\264\268" Wait Play Simple Wait Play MusicTitle Wait PRINT AT 120,"ANDERS CARLSSON 2015" PRINT AT 160,"LAST SCORE: " PRINT <>score WAIT waitbutton: IF CONT.BUTTON = 0 THEN GOTO waitbutton score=0 life=3:misses=5 BORDER 7,1:WAIT CLS Play Off FOR row=1 TO 11:PRINT AT row*20 COLOR $2600," ":NEXT GOSUB draw_flags oy=0:od=0:port=0:score=0 px=90:py=20 #skier = $0878 : REM 00sc 1000 0111 1ccc Play MusicAction loop: IF oy=0 THEN od=4:oy=7 ELSE oy=oy-1 SPRITE 0,$0300 + px,$0100 + py - oy,#skier SCROLL 0,oy,od:WAIT od=0:IF oy=7 THEN GOSUB clear_row IF CONT.LEFT AND px>0 THEN px=px-1:#skier=$0878 IF CONT.RIGHT AND px<167 THEN px=px+1:#skier=$0880 IF COL0 AND $0100 THEN GOSUB collision IF life>0 AND misses>0 THEN GOTO loop GOTO title clear_row: PROCEDURE PRINT AT 11*20 COLOR $2600," " port=port+1:IF port=6 THEN GOSUB draw_flags:port=0:GOTO no_trees IF RAND%3=0 THEN x1 = RAND%20:PRINT AT 11*20 + x1 COLOR $2604,"\269" no_trees: RETURN END draw_flags: PROCEDURE REM RAND is updated once per frame, so the subsequent calls will REM pretty much work like calling a variable, not a function x1=2 + RAND%7:x2=3 + RAND%3 PRINT AT 11*20 COLOR $2607,"\273\273\273\273\273\273\273\273\273\273\273\273\273\273\273\273\273\273\273\273" PRINT AT 11*20 + x1 COLOR $2601,"\270" FOR i=1 TO x2:PRINT COLOR $2607,"\256":NEXT PRINT COLOR $2602,"\270" RETURN END collision: PROCEDURE REM check BACKTAB at $0200 and forward REM in foreground/background mode, STIC is oriented as follows: REM REM 13 12 11 10 9 8 7 6 5 4 3 2 1 0 REM +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ REM |BG |BG |GRAM|BG |BG | GRAM/GROM Card # | FG Color | REM |Bit2|Bit3|GROM|Bit1|Bit0| (0 - 63) | Bits 0-2 | REM +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ REM bits 14-15 are unused by STIC and could be used to store information cx=(px-4)/8:cy=(py-4)/8 REM cy will always be 2 (fixed at py=20) minx=cx-1:if minx<0 then minx=0 maxx=cx+1:if maxx>19 then maxx=19 REM nnbb rbbg gggg gccc #val=(PEEK(512+cx+cy*20) AND $09F8)/8 REM PRINT AT 201 COLOR $2601,(#val/100%10+16)*8+6 REM PRINT (#val/10%10+16)*8+6 REM PRINT (#val%10+16)*8+6 IF #val=256 THEN SOUND 0,100,10:FOR i=1 TO 5:WAIT:NEXT:SOUND 0,1,0 score=score+1 IF py<80 THEN py=py+4 REM Don't remove slalom posts! WHILE (PEEK(512+minx+cy*20) AND $09F8)/8<>270:minx=minx-1:WEND WHILE (PEEK(512+maxx+cy*20) AND $09F8)/8<>270:maxx=maxx+1:WEND minx=minx+1:maxx=maxx-1 ELSEIF #val=273 THEN PRINT AT 4 COLOR $2601,"MISSED PORT!" FOR i=1 TO 20:SOUND 0,600+i*20,10:WAIT:next SOUND 0,1,0:PRINT AT 4," ":misses=misses-1 ELSE PRINT AT 5 COLOR $2601,"COLLISION!" FOR i=1 TO 20:SOUND 0,800+i*10,10:WAIT:next SOUND 0,1,0:PRINT AT 5," ":life=life-1 END IF FOR i=cy-1 TO cy+1:FOR j=minx TO maxx:POKE 512+j+i*20,$2600:NEXT:NEXT RETURN END graph: REM 256 = between posts BITMAP "10101010" BITMAP "01010101" BITMAP "10101010" BITMAP "01010101" BITMAP "10101010" BITMAP "01010101" BITMAP "10101010" BITMAP "01010101" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" graph2: REM 269 = tree BITMAP "00011000" BITMAP "00111100" BITMAP "01111110" BITMAP "00111100" BITMAP "01111110" BITMAP "11111111" BITMAP "00011000" BITMAP "00011000" REM 270 = post BITMAP "00011000" BITMAP "00111000" BITMAP "01111000" BITMAP "00011000" BITMAP "00011000" BITMAP "00011000" BITMAP "00011000" BITMAP "00011000" REM 271-272 = skier BITMAP "00010000" BITMAP "00011000" BITMAP "11111111" BITMAP "00011000" BITMAP "00011001" BITMAP "01101110" BITMAP "10001000" BITMAP "00010000" BITMAP "00001000" BITMAP "00011000" BITMAP "11111111" BITMAP "00011000" BITMAP "10011000" BITMAP "01110110" BITMAP "00010001" BITMAP "00001000" REM 273 = outside BITMAP "01010101" BITMAP "10101010" BITMAP "01010101" BITMAP "10101010" BITMAP "01010101" BITMAP "10101010" BITMAP "01010101" BITMAP "10101010" MusicTitle: Data 3 Music - , - Music C4Y , - Music S , - Music S , - Music S , - Music E4 , - Music S , - Music S , - Music S , - Music G4 , - Music S , - Music S , - Music S , - Music C5 , - Music S , - Music S , - Music S , - Music E5 , - Music S , - Music S , - Music D5 , - Music C5 , - Music S , - Music B4 , - Music S , - Music C5 , - Music S , - Music S , - Music S , - Music S , - Music S , - Music S , - Music S , - Music D4 , - Music S , - Music S , - Music S , - Music F4 , - Music S , - Music S , - Music S , - Music A4 , - Music S , - Music S , - Music S , - Music D5 , - Music S , - Music S , - Music S , - Music F5 , - Music S , - Music S , - Music E5 , - Music D5 , - Music S , - Music E5 , - Music S , - Music F5 , - Music S , - Music S , - Music S , - Music S , - Music S , - Music G4 , - Music S , - Music D5 , - Music S , - Music S , - Music S , - Music C5# , - Music S , - Music S , - Music S , - Music D5 , - Music S , - Music S , - Music S , - Music S , - Music S , - Music G4 , - Music S , - Music E5 , - Music S , - Music S , - Music S , - Music D5# , - Music S , - Music S , - Music S , - Music E5 , - Music S , - Music S , - Music S , - Music S , - Music S , - Music G4 , - Music S , - Music A4 , - Music S , - Music S , - Music S , - Music F5 , - Music S , - Music S , - Music S , - Music E5 , - Music S , - Music C5 , - Music S , - Music D5 , - Music S , - Music B4 , - Music S , - Music C5 , - Music S , - Music S , - Music S , - Music S , - Music S , - Music S , - Music S , - Music - , - Music - , - Music - , - Music - , - Music - , - Music - , - Music - , - Music - , - Music Repeat MusicAction: Data 4 Music - , - Music E2Y , - Music S , - Music E3 , - Music S , - Music D3 , - Music S , - Music D2 , - Music S , - Music C2 , - Music S , - Music C3 , - Music S , - Music B2 , - Music S , - Music B2 , - Music S , - Music E2 , - Music S , - Music E3 , - Music S , - Music D3 , - Music S , - Music D2 , - Music S , - Music A2 , - Music S , - Music A2 , - Music S , - Music B2 , - Music S , - Music B2 , - Music S , - Music - , - Music Repeat 1 Quote Link to comment Share on other sites More sharing options...
carlsson Posted March 30, 2016 Author Share Posted March 30, 2016 Thanks! Two songs even, it makes the entry look professional soon. Quote Link to comment Share on other sites More sharing options...
+Rev Posted January 13, 2018 Share Posted January 13, 2018 Back in February 2015, as my first experiment with IntyBASIC, I wrote a very simple slalom game. In honour of the competition and that there was nothing good on TV on a New Year's Eve, I decided to try to wrap it up with some scoring, lives and difficulty ramping. To most part it is tongue in cheek, and if nothing else an example of how easy it is produce smooth scrolling on the Intellivision. slalom.bin REM Slalom REM by Anders Carlsson <anders.carlsson@sfks.se> REM 2015-02-15: Initial version REM 2015-12-31: Compo version REM BACKGROUNDS REM $0000 = BLACK | $1000 = GREY | $2000 = DA.GREEN | $3000 = CERISE REM $0200 = BLUE | $1200 = CYAN | $2200 = MI.GREEN | $3200 = L.VIOLET REM $0400 = RED | $1400 = ORANGE | $2400 = YELLOW | $3400 = LI.GREEN REM $0600 = L.YELLOW | $1600 = FO.GREEN | $2600 = WHITE | $3600 = D.CERISE REM FOREGROUNDS REM $xx00 = BLACK | $xx04 = DA.GREEN REM $xx01 = BLUE | $xx05 = MI.GREEN REM $xx02 = RED | $xx06 = YELLOW REM $xx03 = L.YELLOW | $xx07 = WHITE REM WAIT DEFINE 0,13,graph:WAIT DEFINE 13,5,graph2:MODE 1:WAIT score=0 title: BORDER 7,0:WAIT SPRITE 0,0,0,0 CLS FOR i=1 TO 12:PRINT COLOR $2600," ":NEXT PRINT AT 0 COLOR $2604,"\262\268\258\268 \257\265 \268 \262\268\258\265 \257\264\268" PRINT "\268\260\263\268 \262\267\258\268 \268\261\264\268\265\268\264\268" PRINT "\260\265 \268 \268\262\264\268 \268\261\264\268\260\261\264\268" PRINT "\259\261\264\268 \268\267\264\268 \268\261\264\268 \261\264\266" PRINT "\267\268\263\268\268\264\268\261\264\268\268\264\267\268\263\268 \261\264\268" PRINT AT 120,"ANDERS CARLSSON 2015" PRINT AT 160,"LAST SCORE: " PRINT <>score WAIT waitbutton: IF CONT.BUTTON = 0 THEN GOTO waitbutton score=0 life=3:misses=5 BORDER 7,1:WAIT CLS FOR row=1 TO 11:PRINT AT row*20 COLOR $2600," ":NEXT GOSUB draw_flags oy=0:od=0:port=0:score=0 px=90:py=20 #skier = $0878 : REM 00sc 1000 0111 1ccc loop: IF oy=0 THEN od=4:oy=7 ELSE oy=oy-1 SPRITE 0,$0300 + px,$0100 + py - oy,#skier SCROLL 0,oy,od:WAIT od=0:IF oy=7 THEN GOSUB clear_row IF CONT.LEFT AND px>0 THEN px=px-1:#skier=$0878 IF CONT.RIGHT AND px<167 THEN px=px+1:#skier=$0880 IF COL0 AND $0100 THEN GOSUB collision IF life>0 AND misses>0 THEN GOTO loop GOTO title clear_row: PROCEDURE PRINT AT 11*20 COLOR $2600," " port=port+1:IF port=6 THEN GOSUB draw_flags:port=0:GOTO no_trees IF RAND%3=0 THEN x1 = RAND%20:PRINT AT 11*20 + x1 COLOR $2604,"\269" no_trees: RETURN END draw_flags: PROCEDURE REM RAND is updated once per frame, so the subsequent calls will REM pretty much work like calling a variable, not a function x1=2 + RAND%7:x2=3 + RAND%3 PRINT AT 11*20 COLOR $2607,"\273\273\273\273\273\273\273\273\273\273\273\273\273\273\273\273\273\273\273\273" PRINT AT 11*20 + x1 COLOR $2601,"\270" FOR i=1 TO x2:PRINT COLOR $2607,"\256":NEXT PRINT COLOR $2602,"\270" RETURN END collision: PROCEDURE REM check BACKTAB at $0200 and forward REM in foreground/background mode, STIC is oriented as follows: REM REM 13 12 11 10 9 8 7 6 5 4 3 2 1 0 REM +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ REM |BG |BG |GRAM|BG |BG | GRAM/GROM Card # | FG Color | REM |Bit2|Bit3|GROM|Bit1|Bit0| (0 - 63) | Bits 0-2 | REM +----+----+----+----+----+----+----+----+----+----+----+----+----+----+ REM bits 14-15 are unused by STIC and could be used to store information cx=(px-4)/8:cy=(py-4)/8 REM cy will always be 2 (fixed at py=20) minx=cx-1:if minx<0 then minx=0 maxx=cx+1:if maxx>19 then maxx=19 REM nnbb rbbg gggg gccc #val=(PEEK(512+cx+cy*20) AND $09F8)/8 REM PRINT AT 201 COLOR $2601,(#val/100%10+16)*8+6 REM PRINT (#val/10%10+16)*8+6 REM PRINT (#val%10+16)*8+6 IF #val=256 THEN SOUND 0,100,10:FOR i=1 TO 5:WAIT:NEXT:SOUND 0,1,0 score=score+1 IF py<80 THEN py=py+4 REM Don't remove slalom posts! WHILE (PEEK(512+minx+cy*20) AND $09F8)/8<>270:minx=minx-1:WEND WHILE (PEEK(512+maxx+cy*20) AND $09F8)/8<>270:maxx=maxx+1:WEND minx=minx+1:maxx=maxx-1 ELSEIF #val=273 THEN PRINT AT 4 COLOR $2601,"MISSED PORT!" FOR i=1 TO 20:SOUND 0,600+i*20,10:WAIT:next SOUND 0,1,0:PRINT AT 4," ":misses=misses-1 ELSE PRINT AT 5 COLOR $2601,"COLLISION!" FOR i=1 TO 20:SOUND 0,800+i*10,10:WAIT:next SOUND 0,1,0:PRINT AT 5," ":life=life-1 END IF FOR i=cy-1 TO cy+1:FOR j=minx TO maxx:POKE 512+j+i*20,$2600:NEXT:NEXT RETURN END graph: REM 256 = between posts BITMAP "10101010" BITMAP "01010101" BITMAP "10101010" BITMAP "01010101" BITMAP "10101010" BITMAP "01010101" BITMAP "10101010" BITMAP "01010101" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11110000" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "00000000" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "00001111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" BITMAP "11111111" graph2: REM 269 = tree BITMAP "00011000" BITMAP "00111100" BITMAP "01111110" BITMAP "00111100" BITMAP "01111110" BITMAP "11111111" BITMAP "00011000" BITMAP "00011000" REM 270 = post BITMAP "00011000" BITMAP "00111000" BITMAP "01111000" BITMAP "00011000" BITMAP "00011000" BITMAP "00011000" BITMAP "00011000" BITMAP "00011000" REM 271-272 = skier BITMAP "00010000" BITMAP "00011000" BITMAP "11111111" BITMAP "00011000" BITMAP "00011001" BITMAP "01101110" BITMAP "10001000" BITMAP "00010000" BITMAP "00001000" BITMAP "00011000" BITMAP "11111111" BITMAP "00011000" BITMAP "10011000" BITMAP "01110110" BITMAP "00010001" BITMAP "00001000" REM 273 = outside BITMAP "01010101" BITMAP "10101010" BITMAP "01010101" BITMAP "10101010" BITMAP "01010101" BITMAP "10101010" BITMAP "01010101" BITMAP "10101010" is this the only rom? or any other updated one floating around? 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wolfy62 Posted January 13, 2018 Share Posted January 13, 2018 is this the only rom? or any other updated one floating around? This game would be great,and a two player version would be awesome! Quote Link to comment Share on other sites More sharing options...
carlsson Posted January 13, 2018 Author Share Posted January 13, 2018 I suppose First Spear might have compiled the extended version with music, but when it comes to gameplay, I haven't done anything. Rather I would offer this game for anyone interested in developing it further, as it started off as a feature test of the language that I whipped up as a roughly playable game on the very late hours on New Years Eve right before the contest ended, partly to fill out the competition so it wouldn't be short of entries. Quote Link to comment Share on other sites More sharing options...
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