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Showing content with the highest reputation on 10/20/20 in all areas

  1. 2 points
    Just popping in to say hello and that I'm very excited to see where this project goes. Needless to say I'm very intrigued at the prospect of learning how to Code on a machine that isn't aging at this point. You guys have my support!
  2. 1 point
    Ghost Crusher View File In this game you need to crush ghosts between walls before the ghosts catch (touch) you. Red walls can not be moved, but green walls can be pushed around. Be careful as ghosts can walk diagonally. --- At the moment there are only 4 levels. In level 4 you will encounter a poltergeist. Poltergeists can only be killed against a static (red) wall. Let me know what you think about the difficulty level. For each level I can control: Number of walls and static walls Number of ghosts and their speed Number of poltergeists and their speed Number of portals and how long it takes before they let a dimensional ghost through. Submitter JimmyDansbo Submitted 10/20/20 Category Games  
  3. 1 point
    Haha nothing wrong with that. So far I built a skinny (light) font combined with original PETSCII fat graphics but might throw together other combinations as well, and of course the same combinations are possible also with Upper/Lower font and reduced graphics set. https://www.8bitcoding.com/p/fonts.html
  4. 1 point
    My guess is that if the FPGA uses SRAM for the VRAM, that depending on the implementation will start out all 0s or 1s ($FF). If it can do DRAM, then it will be random. Either way, no point in depending on one or the other in your code.
  5. 1 point
    I enjoyed many things in the early 80s, but learning programming on my first computer, the C64, to copious amounts of Kraftwerk, is the only thing I truly look back on fondly about that decade. I wouldn't be where I am today without the knowledge and passion I gained during that time, all thanks to that glorious machine. I can't wait to get my hands on this hardware again to possibly relive those feelings once more. Greetings and salutations!
  6. 1 point

    Version 0.5b

    30 downloads

    In this game you need to crush ghosts between walls before the ghosts catch (touch) you. Red walls can not be moved, but green walls can be pushed around. Be careful as ghosts can walk diagonally. --- At the moment there are only 4 levels. In level 4 you will encounter a poltergeist. Poltergeists can only be killed against a static (red) wall. Let me know what you think about the difficulty level. For each level I can control: Number of walls and static walls Number of ghosts and their speed Number of poltergeists and their speed Number of portals and how long it takes before they let a dimensional ghost through.
  7. 1 point
    Ghost Crusher View File In this game you need to crush ghosts between walls before the ghosts catch (touch) you. Red walls can not be moved, but green walls can be pushed around. Be careful as ghosts can walk diagonally. --- At the moment there are only 3 levels and they should be fairly easy to beat. Submitter JimmyDansbo Submitted 10/19/20 Category Games  
  8. 1 point

    Version 1.0.0

    28 downloads

    LIFE.PRG is an implementation of Conway's Game of Life compatible with the Commander X16 Emulator R38 (see https://en.wikipedia.org/wiki/Conway's_Game_of_Life). Configuring the Grid Dimensions: D - Toggles the grid dimensions between 29x29 (which is the default), 30x30, 59x59, and 60x60 options. The cell grid is always configured as a perfect square to permit more degrees of symmetry. Odd and even dimensions are both supported since they have different symmetry. The dimension of the length and width is illustrated in the upper right corner of the display. The 29x29 and 30x30 grid dimensions utilize 40x30 text mode, whereas the 59x59 and 60x60 grid dimensions utilize 80x60 text mode. The grid is cleared when the cell grid dimensions are changed. Initializing the Cell Grid: C - Clears all of the grid cells. E - Enters edit mode to manually configure the grid cells. The cursor keys are used to move the cursor pointer, the space bar toggles the state of the cell at the current cursor position, and E key is used to exit edit mode. In edit mode the row and column coordinates of the cursor are displayed in the upper left corner in the format "row,column". The mouse cursor is reused as a cursor pointer but the mouse is not currently supported. R - Randomizes the grid cells. H - Randomizes the grid with horizontal symmetry. V - Randomizes the grid with vertical symmetry. B - Randomizes the grid with both horizontal and vertical symmetry. F - Randomizes the grid with full symmetry (horizontal, vertical, and both diagonals). The edit mode entered by pressing the E key can be used to configure different patterns such as still-lifes, oscillators, and space ships (some of which are described at https://en.wikipedia.org/wiki/Conway's_Game_of_Life#Examples_of_patterns). The H, V, B, and F symmetrical configuration options generally result in more visually appealing patterns than the R configuration option. Iterating the Grid: U - Updates the grid a single time. S - Starts repetitive update of the grid, press S a second time to stop. The number of iterations performed on the cell grid is displayed in the upper left corner except in cell grid edit mode described above. The iteration count is initialized to zero at startup and reset to zero when the grid dimensions are changed via the D key or any of the grid initialization commands are executed (via the C, E, R, H, V, B, or F keys). When iterating the grid the left and right sides of the cell grid are considered to be adjacent as well as the top and bottom resulting in a toroidal array. Potential Future Enhancements: There are several potential future enhancements under consideration such as optimization to speed up the iteration of the cell grid, context-sensitive help, support for user-configurable grid sizes, support for multiple colors (e.g. based on state of a cell and the number of live neighbors), and support for other life-like cellular automaton (see https://en.wikipedia.org/wiki/Life-like_cellular_automaton). Life Video
  9. 1 point
    V 0.81 has been updated to fix bugs in 0.80. Available at the google site.
  10. 1 point
    Hi Commandos (is that the right term?), I'm the guy writing the Assembly Environment / Super Monitor. I've been posting releases on FB and Murray**2. I'm still plugging away, and will be posting new updates here, too! In retro, Mike Allison
  11. 1 point
    I think Commanderians will be good also. Thank You for ASM/Monitor!
  12. 1 point
    that video card of his is truly one of the highlights of his channel in my opinion The whole series about the 6502 computer on a breadboard is very cool too but I was really amazed by the video card ones
  13. 1 point
    Oh yeah, Commodore is just an interesting case of a computer company that died just before the internet revolution happened.
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