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Showing content with the highest reputation since 06/15/20 in Files

  1. 3 points

    Version 1.0.0

    2 downloads

    This is a remake of a game called Snake Byte by Sirius Software Inc. published in 1982 for, according to Moby Games, the Commodore 64, Vic-20, Apple II & Atari 8-bit. This remake has minimal audio (added by Frank Bass as a proof of concept on Oct 25, 2019). This version is written in "C" using cc65, originally for the Commodore 64 in 2011, and the Commander X16 port was done in 2019. From Wikipedia: The player controls a snake, crawling into a rectangular area. The aim is to eat 10 apples per level. If an apple is not eaten during the given deadline, three extra apples are to be eaten. The snake becomes longer with each apple eaten. The snake loses a life when crashing a wall or its tail. Higher levels have more fences, making the game more difficult. An optional difficulty are the "plums" (one or two pieces), which kill the snake when hitting its head.
  2. 3 points

    Version 0.6

    43 downloads

    This is a Breakout/Blockout/Arkanoid inspired game. . It is early stages, this is my very first try on the X16. You have to use a mouse. I'd also like to improve it with more sound effects, title screen, intro music etc. I've only tested it on the emulator, 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 batches): [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. 'q': quit game. Roadmap: - basic sound effects. done - power ups like double size paddle, 3 balls at once etc. done - Joystick support - Intro screen (with intro music?) - High-score screen Let me know what you think...
  3. 3 points

    Version 1.0.0

    6 downloads

    A simple snake game I made in W65C02 assembly.
  4. 2 points

    Version 1.0.0

    3 downloads

    This is a Commander X16 remake of the ZX Spectrum game "Penetrator" by Phillip Mitchell and published by Beam Software in 1982. This, version 1, does not have any audio.
  5. 2 points

    Version 1.0.0

    1 download

    Written in "C", in 2014 for the Commodore 64 and ported to CX16 in 2020. I wanted to know how hard it would be to make a chess AI. I am not a great chess player, nor did I research chess engines, so I made things up as I went. The end result is this chess which by any standards of chess, is not a good AI opponent. However, it's there and it's playable. Use and keys The user controls an on-screen cursor. The cursor changes color to indicate a state. The colors for selection are: Green - the piece can be selected Red - The piece cannot be selected as it doesn't have valid moves Purple - Empty tile or piece on the other side Blue - The currently selected piece Cyan - A valid destination for the currently selected piece To move the cursor, use the cursor keys. To select a piece, press the RETURN key while the piece is selected. To deselect the piece, press RETURN on the same piece again, or press ESC. To bring up the menu, press the M key, or the ESC key when no piece is selected. Pressing ESC in a menu backs out of the menu, to the previous menu or back to the game. Press RETURN to select a menu item and use the up and down cursor keys to change the selection. While a side is under human control, there are a few more options. Press B to toggle on/off a state showing on every tile how many of both black and white's pieces can attack that tile. Pressing A will toggle a highlight of all of the pieces on the opposing side that attack the selected tile. Pressing D will toggle a highlight of all the pieces on the side currently playing's side that can defend the selected tile. All three of these options basically give a visual representation of the Game Database. The colors are: For attackers Cyan and for defenders Red. Lastly, the game has an Undo/Redo stack that tracks the last 254 moves. Pressing U will undo the last move and R will redo the last move. In an AI/Human game, the undo will undo the last AI and human player move, so the human player can make a different move.
  6. 2 points

    Version 0.1.0

    0 downloads

    libX16 is a utility library for those using C with the CC65 toolchain for the Commander X16. Library documentation is available from the github page: https://github.com/CJLove/libX16 This is a beta v0.1.0 release of libX16 for the Commander X16 rom version r37 and CC65. The attached artifact includes the library header files and library file for linking. Alternatively the library can be referenced as a git submodule in the .gitmodules file: [submodule "libX16"] path = libX16 url = https://github.com/CJLove/libX16
  7. 2 points

    Version 1.5.0

    18 downloads

    Commander X16 Midi Player v1.5 Usage: LOAD "x16player.prg" RUN ENTER MIDI FILENAME: [MIDI Filename].MID Midi file must be located in the same folder as the x16emu.exe emulator. Keys: Channel Volumes Midi Notes Bass Guitar Fretboard +) Next Channel (Bass Only) -) Previous Channel (Bass Only) ESC RUN/STOP) Exit Player Known Issues: Not all MIDI events are supported. (Pitch bend, etc.)
  8. 2 points

    Version 0.1.1

    9 downloads

    Version 0.1 This software converts indexed and RGBA images in the formats PNG, JPG or GIF into binary data suitable for the VERA chip in the upcoming 8-Bit Computer Commander X16. Basic usage: Open an image file using File/Open... Configure the settings according to your needs. Export the image using File/Export Bitmap/Tiles/Sprites... Image Modes: You can open either an indexed image with an embedded palette or a regular RGBA image. Depending on the image mode, the software behaves slightly differently. RGBA: In RGBA mode, VGC needs to match the pixel colors to the colors in the palette. This can be done by comparing color similarity in RGB (Red, Green, Blue), HSL (Hue, Saturation, Lightness) or HSV (Hue, Saturation, Brightness) mode. Select the conversion strategy that works best for your image. Ideally load a palette that matches all colors in the image. You can specify the bit depth of the image by changing the pixel mode. 1 Bit per Pixel results in 2 colors, 2 Bits per Pixel result in 4 colors, 4 Bits per Pixel result in 16 colors and 8 Bits per Pixel uses the whole palette of 256 colors. The colors usable by the image depend on the palette offset. Indexed: In indexed mode VGC assumes that all pixels in the image have the correct index. It is still necessary to select the correct palette offset to give a correct export. On export the palette offset is subtracted and the index value capped on the selected pixel mode. Transparency Any pixel in the image that has an alpha value of 255 is set to the index selected in "Transparent Color Index". The minimum value is the palette offset. Image Mode: The VERA Graphic chip has three modes. Bitmap, tiled with a tile dimension of 8 * 8 pixels and tiled with a tile dimension of 16 * 16 pixels. Both tile modes split the image in separate tiles and limit their number to 256, since the VERA chip cannot address more than 256 tiles. It is also possible to limit their number even further. To use a tile mode the width and height of your image must be divisible by 8 or 16. The VERA chips supports 4 different resolutions: 640x480, 320x480, 640x240 and 320x240. VGC does not enforce these resolutions. It is also possible to generate sprite maps. In sprite mode the tiles can have 8, 16, 32 or 64 pixels in width or height. They are however limited to 128 tiles, and similarly, the source images dimensions have to be divisible by the tile dimensions. Sprites can only have a color depth of 4 or 8 Bits per Pixel. PRG File Header It is possible to save the exported binary file with 2 leading bytes. This is necessary for some load routines in the Commander X16 Kernal. Splitting files The exported files can be saved in chunks of a given size. The VERA Video RAM is paged in pages of 2048 bytes. Files can be split at any page, depending on how you want to store or load your data. The PRG File Header is saved to every individual file. The Palette You can load and save the color palette in the Format used by the Gnu Image Manipulation Program (GIMP) Other software like Aseprite can read and save this format too. You can also export the palette in the format used by the VERA chip. The PRG Header option is applied to this as well. The file splitting is not. Analyzing the image. You can double click on colors in the palette to change them. When you hold the left mouse button on a color in the palette, the parts of the image using this color are highlighted. Similarly, when you click on the image the color in the palette is also highlighted.
  9. 1 point

    Version 0.6b

    47 downloads

    Chase Vault: a game for the Commander X16 by Matt Heffernan You are a pith-helmeted adventurer trying to collect artifacts from an ancient Caribbean crypt, haunted by the ghosts that want to keep their secrets. Collect all the artifacts in each room and try to make it to the end. There are many locked doors, so make sure to pick up any keys you find! If you collect each kind of native fruit, you will have more lives, so be on the lookout for them in each room. Also, the ghosts are vulnerable for a short amount of time after you collect each voodoo talisman, so you can chase them for a change. To play, load CHASVALT.PRG and run. You can use joystick 1 or the keyboard (cursor keys to move) if no joystick/controller is connected. Keep up to date with future releases on GitHub: https://github.com/SlithyMatt/x16-chasevault Enjoy and good luck!
  10. 1 point

    Version 0.1

    7 downloads

    A simple user interface for the YM2151 synth. Usage: LOAD "SYNTHUI.PRG",8,1 SYS$1000 Use the keys as any tracker to play. Use the sliders an buttons with the mouse to adjust synth params.
  11. 1 point

    Version 0.1.1

    2 downloads

    "Argis" is a very simple paint program. I i made it mostly to test programming with the VERA chip and it is currently not very well optimized. It supports brush and fill tools and 16 colors from the C64 palette. Instructions: The first button is to select brush tool and the second is to select fill tool. Click on the color on the down right to select a new foreground color.
  12. 1 point

    Version 1.0.0

    3 downloads

    Latin-9P is an 8-bit encoding with the goal of being compatible with both ISO 8859-15 (aka ISO Latin-9) and PETSCII. This demo loads a Latin-9P character set then presents character charts for ISO 8859-15 (aka ISO Latin-9), PETSCII uppercase, PETSCII lowercase, and Latin-9P all on the same screen.
  13. 1 point

    Version 1.0.0

    17 downloads

    Simple snake game in Basic. Just testing the forum but game should still work in last few versions of Emulator. Have fun More details about the game and full walkthrough the source code can be found at: https://www.8bitcoding.com/p/crazysnake.html Cheers, Dusan
  14. 1 point

    Version 0.0.1

    18 downloads

    Remake of Sega's classic game Columns. Currently plays a basic game. Source code is available at https://github.com/kcowolf/x16-columns.
  15. 1 point

    Version 1.0.0

    7 downloads

    A waveform-generation instrument for the X16. Uses 4 channels of the Programmable Sound Generator (PSG). As seen on YouTube:
  16. 1 point

    Version 0.2.2b

    6 downloads

    An implementation of Tic Tac Toe using the XCI game engine. Follow the development on GitHub: https://github.com/SlithyMatt/xci-tictactoe To learn more about the XCI game engine and how you can develop your own game: https://github.com/SlithyMatt/x16-xci To play, load XCI.PRG and run. Then, when the menu appears, select "New Game". See a demo with a little explanation on YouTube:
  17. 1 point

    Version R37

    18 downloads

    BASIC demo for using a sprite (now using R37 ROM) to haunt all the text it goes over. As seen on YouTube:
  18. 1 point

    Version R37

    23 downloads

    BASIC demo for using a sprite (now using R37 ROM) to eat all the text it goes over. As seen on YouTube:
  19. 1 point

    Version 1.0.0

    4 downloads

    A converted C64 to X16. Press space bar to stop the arrow. Speed wasn't adjust in the program for the X16. Enjoy.
  20. 1 point

    Version r37-1

    2 downloads

    These are packages for Arch Linux for the X16 emulator. Run this command: pacman -U <the file you downloaded> Or add this to your pacman.conf: [juju] SigLevel = Never Server = https://repo.juju2143.ca/archlinux/$repo/os/$arch And then run pacman -Sy x16-emulator x16-rom
  21. 1 point

    Version 0.4

    32 downloads

    A 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
  22. 1 point

    Version 0.3b

    7 downloads

    ROM r37 support Splash screen with support for selecting world (Classic, Championship Lode Runner, Professional, Revenge of Lode Runner, Lode Runner Fanbook, or custom), game speed (slow/medium/fast), sound (on/off) and starting level This is still a beta release; please open issues on the github repo: https://github.com/CJLove/x16-LodeRunner and specify the world, and level on which you encountered the issue.
  23. 1 point

    Version 0.0.5

    8 downloads

    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!)
  24. 1 point

    Version 1.0.1

    4 downloads

    A little gameplay-ish and graphics demo of a car on a road. You can control the car with the D-pad on your controller. There's parallax! And a glitchy road, demonstrating why you shouldn't naively depend on sprites to create additional layers of parallax... you'll need to be more clever. The source code for this can be found in the following github repo: https://github.com/indigodarkwolf/x16-racer
  25. 1 point

    Version 1.0.0

    10 downloads

    Wari is an old game with roots that are much older. Its origins go back thousands of years to variety of other similar games, all classified as being members of the Mancala family. Other variations are Awari, Oware, Pallanguli, Kalah, and countless other offshots. The program matches you against the computer. You are probably going to lose few games before you win one the computer plays pretty good game. This may hurt your ego little bit, since Wari is purely skill game (like chess or checkers). There is no element of luck involved, as would be the case with backgammon, for example. When you lose, it's because you were outplayed. How to use it When you start the program, the first thing it does is display the Wari board and ask you if you want to go first. The board is made up of twelve squares in two rows of six. Your side is the bottom side, numbered one through six from left to right. The computer's side is on the top, numbered seven through twelve from right to left. At the start of the game, each square has four "stones" in it. There is no way to differentiate between your stones and the computer's. They all look alike and will move from one side to the other during the course of play. The first player "picks up" all the stones in one of the squares on his side of the board and drops them, one to square, starting with the next highest numbered square. The stones continue to be dropped consecutively in each square, continuing over onto the opponent's side if necessary (after square number 12 comes square number again). If the last stone is dropped onto the opponent's side and leaves total of either two or three stones in that square, these stones are captured by the player who moved, and removed from the board. Also, if the next-to-last square in which stone was dropped meets the same conditions (on the opponent's side and now with two or three stones), its stones are also captured. This continues backwards until the string of consecutive squares of two or three on the opponent's side is broken. Regardless of whether any captures are made, play alternates back and forth between the two players. The object of the game is to be the first player to capture twenty-four or more stones. That's half of the forty-eight stones that are on the board at the beginning of the game. There are few special rules to cover some situations that can come up in the game. It is not legal to capture all the stones on the opponent's side of the board, since this would leave the opponent with no moves on his next turn. By the same token, when your opponent has no stones on his side (because he had to move his last one to your side on his turn), you have to make move that gives him at least one stone to move on his next turn, if possible. If you cannot make such move, the game is over and counted as draw. During the course of the game, it's possible for square to accumulate twelve or more stones in it. Moving from such square causes stones to be distributed all the way around the board. When this happens, the square from which the move was made is skipped over. So, the square moved from is always left empty. It takes the computer anywhere from five seconds to about forty seconds to make move, depending on the complexity of the board position. The word THINKING is displayed during this time, and period is added to it as each possible move is evaluated in sequence (seven through twelve).
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