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Found 13 results

  1. Is there any pointers or tutorials on how to detect collision between sprites and tiles? As well as collision between sprites and sprites? Is it possible to do mask collisions with tiles and sprites? My google-fu seems to be letting me down tonight.
  2. UPDATE: This is now available on GitHub: https://github.com/natenorrish/enhanced-basic-transpiler I've recoded the script completely to parse and output as a tokenized PRG. I'm also planning to add inline ASM directives to use BASIC, but enabling the option to optimize parts of the program - this will be an experimental feature ------------------------------ Hey all, My retro programming background is more Qbasic than BASIC, so for me getting used to the first 2 characters only being used for variables was quite painful for me. I'm also not a fan of using line numbers, and would prefer to use subroutines as with Qbasic. I created a script (which I'll no doubt continue to develop) which converts Qbasic style code into BASIC with line numbers (please see screenshots) The BASIC output isn't pretty, and I may work on that at some stage. Features: @LABEL: Create labels using @LABEL: - this will be automatically converted to a line number, and anywhere in the code that references @LABEL will be converted to the line number Variable names: can use alphanumeric characters with underscore (I know not valid in Qbasic). Script will convert variable names to a unique 2 letter variable. This eliminates the worry of having to chose your variable names. Line numbers: automatically added in and whitspaces / blank lines are removed Comments: Qbasic style comments with single quote ' Planning to add in sub routines which auto handle variables. Anyone interested? Nate Commander X16 2020-10-06 17-12-21.mp4
  3. I've created a blog post about using tiles in BASIC. Going over the fundamentals of getting a Tiled map and graphics in to the X16 and displayed. https://justinbaldock.wordpress.com/2020/10/09/commander-x16-basic-tiles/ Feel free to comment here when providing feedback.
  4. mobluse

    Aritm

    Version 0.3.4

    4 downloads

    Aritm 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 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.
  5. Version 1.0.1

    5 downloads

    This file is a JavaScript extension for the Tiled Map Editor. It will export your Tiled map as BASIC DATA statements. Inspired by Johan Kårlin export files. When exporting it will prompt for the starting BASIC line number. The script will output a few data statements about the map. Then the tile data will be output in DATA statements with 16 elements.
  6. Tiled Map Editor BASIC DATA export View File This file is a JavaScript extension for the Tiled Map Editor. It will export your Tiled map as BASIC DATA statements. Inspired by Johan Kårlin export files. When exporting it will prompt for the starting BASIC line number. The script will output a few data statements about the map. Then the tile data will be output in DATA statements with 16 elements. Submitter Justin Baldock Submitted 09/24/20 Category Dev Tools  
  7. I tried to switch to text mode after getting into graphics mode, but it looks like the background doesent reset propperly, so its all glitched out.
  8. Aritm View File Aritm 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 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. Submitter mobluse Submitted 09/12/20 Category Games  
  9. So I started to make my Scary Forest program more Roguelike... and the first thing I did was implement a "fog of war" on the map. It's a great idea: don't draw the map! Saves time! Only draw new bits when you get within, say, 4 moves. And then you can "see" monsters... and they can see you... and start lumbering towards you. I mean this is a win-win, right? So I'll tell you: it DOES improve the feel of the game... a LOT. It adds some suspense. It adds an exploration element to the game. So there's emergent gameplay that I didn't realize was there. Once I add treasure, it'll be a whole new ball game. ...BUT... ...What I've found is that even drawing a 9 x 9 map from a 2D array, then handling player and monster movement, is too slow. Yeah, even with the Commander X16, it's too slow. I optimized. I went memory-lazy and use an array of floats instead of ints. I got rid of newline printing and went all cursor controls. Up, down, left, right. It helps. But... it's still slow. It turns out that adding a line of logic here and there really add up fast... and this is just PETSCII! So I'm fishing for suggestions. I've started asking myself what assembly language I can write to get the most speedup for the least amount of pain. Maybe the map drawing routine: fairly straightforward, no funny checking of data and switching around, so not a big chunk of code. I guess I'd POKE the map into a bank, and the ML would use ZP indirect indexing to find the right data, do a PLOT, and render the PETSCII. Next square. Do it from x-4 to x+4, y-4 to y+4. Maybe? Or maybe I should use sprites for the player and monsters? They would sit "on top" of the map, so I wouldn't be drawing over it; surely that might help? Anyone got better ideas?
  10. rje

    Scary Forest

    Version 2.0.0

    14 downloads

    You are lost in the Scary Forest. Work your way to the edge to escape, and defeat monsters to gain points. You can defeat them by your sword, your wits, or your feet (by running). But beware... some monsters are smart, some are strong, and some are fast. Good luck!
  11. Scary Forest View File You are lost in the Scary Forest. Work your way to the edge to escape, and defeat monsters to gain points. You can defeat them by your sword, your wits, or your feet (by running). But beware... some monsters are smart, some are strong, and some are fast. Good luck! Submitter rje Submitted 08/12/20 Category Games  
  12. Link to the natively saved version (also attached): https://drive.google.com/file/d/1hKEyWvfhVMdU-jgtj9un2NfQw8yIhWz5/view?usp=sharing Edit: I forgot to add the GOTO command at the end. Source code (copy and paste it into the emulator): 1 SCREEN$80 2 RECT0,0,319,199 3 DIMX(99) 4 DIMY(99) 5 DIMS(99) 6 FORI=0TO99 7 X(I)=INT(RND(1)*320) 8 Y(I)=INT(RND(1)*199)+1 9 S(I)=INT(RND(1)*5)+1 10 NEXTI 11 FORJ=0TO99 12 PSETX(J),Y(J),0 13 Y(J)=Y(J)+S(J) 14 IF Y(J)>199 THEN X(J)=INT(RND(1)*320):Y(J)=0:S(J)=INT(RND(1)*5)+1 15 PSETX(J),Y(J),1 16 NEXTJ 17 GOTO 11 SNOWDEMO.BAS
  13. Someone helped me get my C64 disks copied to PC. There were more BASIC programs that were done than I realized. lol Here is one that just got converted for the X16. It is basically just shooting hoops; the idea came from a DOS/PC game a friend of mine had for his Windows computer. Use space bar to stop the arrow (speed hasn't been ajusted for X16). Also, the saving SEQ files doesn't work, since X16 doesn't have/use that feature yet. Enjoy. hoops
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