By JestinThis is an in-development game that I have been creating. It's main purpose is to aid in a set of tools I've been developing for creating VERA graphics resources (https://github.com/jestin/gimp-vera-tileset-plugin and https://github.com/jestin/tmx2vera), however the project has recently started to take on a life of its own. This is a very incomplete game (only one partially complete level, and no real goals), but should give a feel for how the graphics and game play will be. When more features are added to the game, I'll update this demo. This requires emulator version 41.
By AndyMtThis is a Breakout/Blockout/Arkanoid inspired game. 😀. It is my very first try on the X16.
You have to use a mouse or a joystick (cursor keys + enter on the emulator)
It's tested an working on real hardware.
Available power ups (no keycodes, you have to catch the dropping badges):
[L]: adds one live to player [M]: paddle is magnetic for 30 seconds. Can only hold one ball at a time. [C]: twin laser cannon for 15 seconds, 16 rounds in a row (if you are quick). [D]: Duplicates ball, so now you can have fun with 2... Keyboard commands:
's': sound on/off. 'p': pause game 'q': quit game. Use the "Try now" button
to test in browser window How to use on the emulator:
Unpack ZIP file into the same directory as the emulator. Start the emulator, then enter type LOAD"BRIXX.PRG" RUN How to use on X16 hardware:
Unpack ZIP file on SD card. Put into X16 hardware Power on type LOAD"BRIXX.PRG" RUN Let me know what you think...
By Johan KårlinThis is a topdown racing game. If you ever played Rally Speedway for Commodore 64 or Atari, it will feel familiar. I consider it a late sequel, somewhat improved actually and hopefully still fun.
Starting the game:
(The TRY-IT-NOW-button is disabled because the game is developed for the latest release of the emulator (r41).
All game files should be in the same directory. Depending of how many game controllers you have, this is how you start the X16 emulator:
No controllers: Just start the emulator and use the following keys: Ctrl - Button A, Alt - Button B, Enter - START, Cursor Keys - UP, DOWN, LEFT, RIGHT. Naturally, you can just play in one-player-mode. One controller: Start the emulator with -joy2. Player 1 will use the keyboard and player 2 the game controller. Two controllers: Start the emulator with -joy1 -joy2. For example if you have two SNES controllers and want to load and run the game immediately: "x16emu -joy1 -joy2 -prg rallyspeedway.prg -run"
Up - Start the race when cars are in position A Button - Brake (the cars will accelerate to maximum speed automatically) B Button - Return to menu when race is finished Start Button - Pause game Further instructions
This is an open world racing game. For every track there is a certain distance you have to drive. When you have driven the given distance, you are ready to cross any finish line you happen to find. Remaining distance is displayed in the bottom corner of the screen.
Most of the time you will probably just drive the default route by following the road and continue straight ahead in every crossing if there isn't an arrow to point you in a certain direction. But you can also find your own way. Just remember that every time you crash or get too far away from the other car, the race will pause and you will be brought back to the default route.
For every crash a penalty of one second is added to your time. This is also the case if you are outdistanced by the other player. You can only be outdistanced as long as the other player is on the road and driving the standard route.
By rjeThis is the beginnings of the Traveller trader rewrite. At the moment, it's here for feedback from my playtesters.
Traveller Trader Player's Manual.pdf
By rjeNote the title: CURRENTLY A MESS.
I am aware of it. Painfully.
Without really thinking about how to get it done, I just sat down and started writing it, adjusting my C source as I needed to.
Now it's time to rewrite it, probably from the ground up, and I'm looking for suggestions.
I'm thinking I need a kind of text buffer for the invaders, which can double as a collision map. Similarly for the tank. Even the houses... heck the whole screen kind of needs a buffer. It's only 4K maximum (and probably only 2K). Otherwise I'd have to look at VERA to see if there's a collision, and I don't like the idea of doing that.
But maybe a text buffer is a bad idea?
And the sound -- ugh! I am incompetent with X16 sound. If only we had SID... Well anyway in order to do anything useful I'm going to have to have multitasking, and on the X16 that means I'm going to need some assembly running on an interrupt or something like that. Which means I'm going to have to re-learn all of that.
Am I sounding whiny? Sorry about that.
By mobluseThis game quizzes the player about the abbreviations for the Commander X16 BASIC v2 keywords including VIC20 and C64. If you know these abbreviations you can code BASIC for X16 and VIC20/C64 faster and write more code per line. First the program figures out the keywords and abbreviations for the exact release of the ROM. Then you are offered the quiz. The quiz is timed and the errors are counted. If you give the wrong answer you get that question again directly.
C64 mode: You can stop the program by pressing the Esc key before the quiz, then type SCREEN 255:RUN 64 and press Enter to only be quizzed for C64 keywords. (VIC20 keywords are identical to C64.)
The game X16&C64 Keywords&Abbreviations is tested with R38 (Try it now) and R41, but may work with later releases. The program is FOSS (license GPLv3) and the source is included in the zip-file, but is also on GitHub: https://github.com/mobluse/chargen-maker
x16emu -bas KEYWORDSABBR.BAS -run -echo
By using -echo you can copy the generated program and load it in x16emu and check that the abbreviations really expand correctly.
By mobluseAritm is a game that trains you in mental calculation. It only teaches what is necessary to know in order to calculate manually using pen and paper. It adapts and asks more about what you answered wrong before.
Aritm is written in pure Commander X16 BASIC v2 and uses X16 control codes for text and screen colors, and has sound effects.
Future versions will probably support larger text in game.
Aritm is available for many platforms including graphing calculators, Java phones, spread sheets, and common retro computers.
You can run using the "Try it now" button or from command line:
x16emu -prg ARITM-X16.PRG -run -echo
If you exit the program you can LIST it and copy the listing to an editor.
Aritm is open source (GPLv3) and is tested using an automatic testing system: https://github.com/mobluse/aritmjs
Find a first playable demo of Equinoxe, my Commander X16 shooter ...
I know it's not much yet, but I've come from very far making this.
To make this, I had to learn how to:
- implement a memory manager algorithm for vram on the vera
- implement a memory manager algorithm for bram
- implement a (fast) collision detection algorithm using spacial hashing technique
- implement a fast method to shoot bullets to an angle direction
- implement a fast method to calculate the angle between 2 coordinates (so calculate the unit vector)
- fixed point arithmetic
- sprite design using blender and spriter
- tile design
- implement a dynamic tile walking algorithm
- vera library with all kinds of functions to paint sprites and tiles and control the video ram
- dynamic level loading
- memory banking
- mouse control of the CX16
and more ...
So as this demo may not be much, I've really learned a lot on this path to make this.
And still continuing to develop this game as time floats...
Let me know in the comments if this is something you like or not ...
This demo must be downloaded as the emulator version on the web does not allow to load a card.
So unzip the cx16.zip and a cx16.vhd file will be created.
Load the game with x16emu -sdcard cx16.vhd
In the emulator, type load "equinoxe.prg", 8, 1
A remake of Phantom Slayer game that i used to play on a Dragon 32 back in the day. This game could really make you jump.
I have used this as a learning exercise for 6502 assembly language and programming on the Commander X16. Sounds and graphics are faithful to the original game.
Arrows for left/right/forward/backward. Space key to shoot. T key to transport ( If you can find it in the maze ) This works on R39 of the emulator.
By RadoslawPong clone written in assembly by me.
Done on ROM version r39
Arrow up- up
Arrow down - down
A - up
As much as i would like to add "Try it now" button, sadly web emulator refuse to work with my crappy code ( ngl. i would do the same if i was it !)
By JimmyDansboA game where you have to visit all fields in a maze with your "block".
For the latest version and to see the source, go to https://github.com/JimmyDansbo/cx16-maze
By JeroenA Sokoban clone for the Commander x16.
This started out, mainly to see if I could grasp the concepts behind the x16. No sounds or music, since this is a pure puzzle game.
I have put in a fun level set called 'Sasquatch IV', publicly available at http://sneezingtiger.com/sokoban/levels.html.
The code for this game can be found at https://github.com/envenomator/x16Sokoban.git
Ziggurat is a Z-machine interpreter written from scratch to take advantage of the power of the Commander X-16. Relive the nostalgia of playing your old Infocom adventures or new Inform stories.
(Note: This is a pre-alpha release. Almost nothing works correctly yet. Please be patient. Development is on GitHub if you want to help out!)
By SlithyMattYou get six chances to guess the secret word. It is one of about 2500 commonly-used English words with exactly 5 letters. Just type the word and hit RETURN/ENTER to see if you guessed it correctly. If you had any letters in the correct position, they will be highlighted as green. If you guessed a letter that is in the secret word, but in the wrong position, it will be yellow. Any letters that aren't highlighted are not in the secret word, so you can eliminate those from later guesses.
For more information and the code (which also can be built for the Commodore 64), check out the repo on GitHub: https://github.com/SlithyMatt/cbm-wordslide
If you see any apparent bugs, or words that should or shouldn't be included in the list, please enter an issue on GitHub, or a pull request with your own fix -- adding or removing words from the list (2500words.txt) is trivial, and an easy way to contribute to this project!
Akalabeth: World of Doom (1979) by Richard Garriott, AppleSoft basic ported to the Commander X16 by Justin Baldock.
When starting I recommend you buy some food. This game is very unforgiving. This game was a little tricky to port, it leaves about 124 bytes free of Basic memory. I've added some colour to a few of the enemies.
Keyboard commands in play.
N = Move North / Foward
W = Move West / Turn Left
E = Move East / Turn Right
S = Move South / Turn Around
X = Statistics
A = NA / Attack
- = Pass / Pass
P = Toggle Pause
D = Climb Ladder / Enter Town/ Enter Castle / Climb Down
Q = Quit
By DusanStraklCrazy Lander is another (mostly) BASIC game for Commander X16. We will introduce some new technologies not used before in our projects. It is a variation of Lander type games where we have to guide and land the space capsule to dedicated platforms using thrusters and navigating through natural and man-made obstacles. To make the game more challenging we have to be mindful of the fuel used and land gently. Few highlights:
Running in bitmap mode It is a game of precision so we have to assure pixel perfect collision control Animated obstacles unique to each level Music and sound effects Project Specs
Emulator Version R.38 Low resolution bitmap mode 320 x 240 in 16 colors on Layer 0 Use the menu system to choose difficulty, turn music on and off, display instructions, quit and of course start the game Animated sprites for displaying capsule as well as thruster exhaust and explosion animation Tile layer 1 is used for HUD and for messages and menus Assembly subroutine for pixel perfect collision detection 4 distinct levels with flexibility to add more Scoring is based on the landing platform multiplier times the remaining fuel Keyboard/Joystick controls Left Arrow / Joystick Left fire left thruster pushing lander right Right Arrow / Joystick Right fire right thruster pushing lander left Space / Fire button main thruster pushing lander up Music in the background using Music Library for BASIC programs Sound effects using direct programming PSG from BASIC using VPOKE 256 color splash screen
By borgarI had been lurking on the forums for a few months when I found Prog8 and though this looked interesting. I.e. I could learn a new language and test out the emulator.
I recently saw some good demos using C64 emulator but just based on PETSCII graphics and I though this looked surprisingly cool. Then I remembered the old Galaga game on the C64, the one using just (a few) petscii chars. I thought making something similar would be a nice challenge.
The game is continuing to move toward what I consider a complete (but short) game. There are now 12 levels at which point the game will end in victory (bonus points for lives remaning). I am currently inclined to thinking that it's ok to end up with a fairly short and "completable" game. I still need to add some sort of simple high score handling. And there are always places that could use a bit of extra polishing but perhaps it would be better to spend that effort on another game.
If anyone want to have a look at the code, it's here : https://github.com/cyborgar/Petaxian
By rjeThis is a Rogue-like game, where you hack your way through a dense forest in search of a way out. Also, there's a rumor that the fabled Amulet of Yendor is lost somewhere in this forest. What a feather in your cap it would be to return with that!
The map is revealed as you explore. Aside from the Amulet, there are three other kinds of treasures -- weapons, armor, and food. Weapons and armor vary greatly in their effectiveness: pay attention to their descriptions and you'll learn which ones are better.
There are 31 monsters in the forest. They are currently differentiated by name only.
Movement is via the cursor keys. Trees are impassable, and usually immovable. Escape the forest at the eastern or western borders. "Bump" a treasure to inspect it. There are no traps, so all treasure is safe to check out. "Bump" a monster to attack it. If your hit points reach zero, you're dead. Press the spacebar or the period (".") to rest and regain one hit point. Type "e" to eat some food, if you have any. Hunger greatly reduces your combat ability!
By Squall_FF8City Connection for x16
Update: VLOG #2
Update: VLOG #3
By NadiaThis is a very basic text CYOA game. I made it in about a day as a proof on concept to prove to myself I could make a video game. My next projects will be more complex as I get a grasp of basic and assembly code. I hope you enjoy here is a short description.
You play an adventurer looking for the lost chalice of King Linus. You finally find the right pyramid and must go through some puzzles and avoid traps to finally find what has eluded you for over a decade. Will you survive to tell the tale?
By rjeThis is a proof of concept of a Core War VM for the X16.
It implements all ICWS'88 opcodes (plus a couple extra); as proof of concept it runs many of the "historical" redcode programs from that period. It has a PETSCII arena view which follows colorized redcode programs. Up to 8 programs may run at a time, and each may have up to 8 processes.
It does not handle operand expression math.
The project is here: https://github.com/bobbyjim/x16-corewar
By ZeroByteFlappyX16 is a complete port of the original 2013 iOS Flappy Bird game by .GEARS Studios, using my own assets from scratch.
While the main reason I made this game was to get experience in C programming for X16 using a real multi-file Makefile project, I also wanted to produce a completely finished, polished game for the X16 community to enjoy. I've learned a lot about using the various subsystems of the Commander X16.
Four selectible difficulty levels of play Fun, addictive gameplay - Always "just one more" point to earn Keyboard and joystick support FM sound effects Bright 4bpp graphics Secret "Dark Souls" difficulty level I have not yet tested the final version using SD card images, and will update the download file if I need to patch the game. Also, my project support R39 but I have not built that against the latest versions of the master repo on Github. I will upload an R39-compatible version once I update my copy of R39 and test the build.
I've really enjoyed making this game, and I hope the community enjoys playing it. It's a VERY addictive game. Trust me, I've spent HOURS just playing it when I should be adding features / fixing up my code
By CursorKeysSimon Snake has fallen down a hole, you must rescue him, by avoiding obstacles on his way down.
Controls: Cursor Keys, for left and right. Space to start or continue the game.
Falling snake was a game that I wrote on the C64 in Basic, but now converted to KickC, because I want to add more features to it, and was
running on the limits of what I wanted to squeeze into Basic. All graphics, except player sprite are Petscii. "Cut Scenes", are in "Lores Double Petscii".
The Basic version you can also find below as a tutorial "How to create a simple game in basic on the X16"
This time the game is written in Kickc, allowing more features to be added.
90% of all Basic features have been converted to C.
Extra features have been added that were easier to add in C, like "cut scenes".
Sound and more game play elements are to be added still.
(music added in post production)
By Elektron72This is a minesweeper clone for the Commander X16. It allows custom minefield sizes up to 38x24, with almost any amount of mines.
To start, load and run MINEX16.PRG.
Main Game Left click to reveal a tile Right click to flag a tile Click on the face to reset Press space to open the configuration screen (will reset the minefield) To exit, reset the machine (Ctrl-R on the emulator) Configuration Space to open and close Use the + and - buttons next to each digit to change the width, height, and number of mines Numbers are capped to a specific range; attempting to select an invalid value will set the number to its maximum or minimum value Click any of the presets to set all of the numbers at once Note: The game uses kernal functions to handle the mouse, so any weirdness is most likely caused by the emulator.
By rjeI played this game with my friends in grade school on the PET.
Though unable to find the original, I found a stripped-down VIC-20 version -- which showed me the program's essential structure -- and the later 1986 version by Commodore, mainly designed for the Commodore 64. I used both to create this version, which retains the original algorithms, and tries to emulate the older PET version.
It uses very little X16-specific code -- exactly, SCREEN and COLOR. It relies on the 40 x 25 screen, and it uses just about all 25 of those rows.
The rest is all PETSCII and BASIC 2.