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Showing content with the highest reputation since 09/21/21 in Files

  1. 11 downloads

    Hope you enjoy this little intro! Best viewed on a local emulator. The web one doesn't seem to handle the audio too well. More on the audio player: Original mod by Archyx. See their other mods here: https://modarchive.org/index.php?request=view_artist_modules&query=69244 Thanks for looking.
    4 points
  2. Version 1.0.0

    2 downloads

    Early Amiga-demoscene inspired raster bars with color gradients. The color gradients are randomly generated. Written in Prog8 with a bit of inline assembly. Source code is available here https://github.com/irmen/prog8/blob/master/examples/cx16/colorbars.p8
    4 points
  3. Version 1.0.0

    18 downloads

    This demo is made from original game assets and translating the VGM tune into YM2151 + VERA PSG. I made this demo because I think too many people forget just how great the graphics can be on the X16. I also think the FM music is vital to the 16-bit era of gaming, so this demo shows how the Commander X16 can deliver the goods if you like a 4th-gen experience.
    3 points
  4. Version 0.7.1

    736 downloads

    This 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! Roadmap: 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
    2 points
  5. Version 1.0.0

    36 downloads

    Got a day to kill with your X16? Run this BASIC program and generate this 256-color fractal plot. It's zoomed into a deep part of the Mandelbrot Set that is particularly pretty. This plot does up to 355 iterations and is within an area where all points require at least 100 iterations, so the whole 256-color palette is able to be represented, from white for 100 iterations to black for 355 iterations or more. For fastest results, run in "warp" mode with your emulator: x16emu -warp -bas x16-mandelbrot-vga-fancy.bas At 8Mhz, this will take literally all day, but if you have a beefy enough host for your emulator, it can be cranked out in a couple hours. Enjoy! From: https://github.com/SlithyMatt/multi-mandlebrot
    2 points
  6. Version 0.1.0

    6 downloads

    This is a small, proof-of-concept C program which tests KERNAL functions on the X16. Routines currently tested: chrout memtop, both read and write membot, both read and write setnam setlfs load to RAM load to VERA (well, sort of) It uses CC65's library to set registers and invoke routines. The source code is here: https://github.com/bobbyjim/x16-kernal-test
    1 point
  7. Version 1.2.1

    846 downloads

    This 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...
    1 point
  8. Version 1.0.1

    55 downloads

    I needed a test program for the graphics routines in Prog8 that now also work in highres 4 color screen mode. I thought it would be fun to replicate a classic Amiga Workbench desktop screen, using just the graphics drawing commands. Note that the text font is actually the built-in iso charset. It is fairly similar to the Amiga's topaz font, so I just went with it and didn't bother to replicate the font pixel-perfect. Also I didn't bother to make a nice white/red sprite mouse cursor, maybe I'll try to add this in a later version. Here is a screenshot of a real Amiga Workbench 3.1 in action:
    1 point
  9. Version 1.0.0

    2397 downloads

    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. PETFONT.PRG
    1 point
  10. Version 0.5

    61 downloads

    I 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.
    1 point
  11. Version 1.2.0

    181 downloads

    This 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. Controls: 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.
    1 point
  12. Version 1.0.0

    96 downloads

    I 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.
    1 point
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