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 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 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.
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 only tested it on the emulator (R37, R38), so if anyone of the few with real hardware can give it a go, I'm eager to know the result.
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. How to use with the local emulator:
Unpack ZIP file into the same directory as the emulator. Start the emulator, then enter LOAD"BRIXX.PRG" RUN Or use the "Try now" button.
Let me know what you think...
By AndyMtThis is a space invaders inspired game. Use the mouse or joystick to control the player ship.
The shield segments can take 2 hits each. If enemies get too close you retreat back to the last level.
You lose when all your lives are gone or you fall back to earth level again.
Now with 7 playable levels
Requires emulator R38!
more diverse enemy formations enemy attack raids over the sides power ups (shields, double cannon, disruptors etc.) boss enemy joystick control done music done Different enemy sprites. done Sprite animations. done for player sprite and enemies fade in/out of palettes and backgrounds. done more levels with more backgrounds (all planets of the solar system), done sound effects basics done title screen How to use with the local emulator:
Unpack ZIP file into the same directory as the emulator. Start the emulator, then enter LOAD"INVADERZ.PRG" RUN
By VincentFThe project : https://github.com/VincentFoulon80/vixx
Vixx: A bullet-hell game for the X16
Your Commander X16 got a virus ! Thankfully you have an antivirus called Vix that'll get rid of the evil software. You play as the Vix Antivirus, scanning the computer trying to locate and destroy the virus.
How to play :
Joystick / Arrow keys : move the player
Start / Enter : start the game, pause
B button / Ctrl key : Panic!
Your score increase over time, and also when you move near the bullets.
You score points when defeating bosses and also when panicking ( 100 points per bullets on panics)
Project status :
The game is still in its alpha phase. I'm implementing new features and do not focus on the content.
The first level is not final, and the second is just an infinite loop. It's more to give an idea of how the game will look.
This is a shareware version of Petscii Robots. It only includes 2 maps. It also lacks SNES controls and the cheat-code. It is also only presented in "color PETSCII" mode, as there hasn't been a version made yet with custom graphics and sound. The music routine is a direct port from the PET, which only uses 1 square-wave voice.
By desertfishAfter seeing others post conversions of classic basic programs, I remembered this one where the computer plays an animal guessing game with you.
It tries to guess your secret animal by asking questions about it, and if it doesn't know the animal, it asks about your chosen animal so it knows about it the next round!
(It's basically building a binary search tree)
note: all knowledge is lost when the program exits. (maybe I'll make a future version where it can save/load the animals and questions)
Source code is here: https://github.com/irmen/prog8/blob/master/examples/animals.p8