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  1. ]Introduction - Welcome to RETROTrek Hello, everyone! Having gotten the itch to program something AND do some community contributing, I've decided to try my hand at a small game. One of my memories from elementary school was playing games on the C64 and the PET. One of them was a Trek-Clone. There were many, many Star Trek games on old computers, and that trend went way into the DOS-era systems. So, I thought it would be interesting to try my hand at one, myself. Welcome to "RETROTrek". Inspired by years and years of Trek-clone games, some as far back as 1967 and 1972 - RETROTrek follows in the vain of old trek games for the C64 and PET, but with the aim to evolve and improve on the design and experience. You can check out progress at my GitHub - RETROTrek Github Project Tracker THE BIG THREE THINGS OF RETROTrek 1. A tribute to early EGA and VGA trek-clone games - for the Commander X16 first, and hopefully compatible with the Commodore 64 2. Simple design - Text and Grid based for the platform CharSet. Has to be a FINISHABLE game project. 3. Easy to play - everything displayed on same screen. You are a freshly minted Starship captain of an alliance of peace-loving explorers that has been tasked with exploring an unexplored and contested region of space. Your ship and crew are ready for your commands. The game takes place on a 20x10 grid representing this uncharted region of space, with each grid location being a sector that is a 10x10 grid. In this area, you must Explore, Survive, and fight the evil KLORG - the alliance's foremost enemy. Knowing that this might be something I may not absolutely ever finish, I've decided to develop the game's features in distinct phases. PHASE 1 - ONE OF EVERYTHING AND REPEATED SECTORS This phase will be completing a game that has only the absolute minimum loop. WARP will simply move you to a new area to explore before you continue on. Perform tasks to gain points. Do this 10 times, and you win. Very simple. Phase 1 will be about getting all the the core systems and programming structure in place, and setting the state for expansion. Because I am not familiar or particularly experienced with this version of BASIC, It'll be a struggle, but I am no stranger to new things, and I am mostly working on engine parts. Aim Low, Deliver High. PHASE 2 - SPACE, THE FINAL FRONTIER This phase will introduce a navigable 20x10 map of space. The WARP command will now take you to a destination of your choosing. As well, what appears on the two maps will be Masked and requiring scanning to reveal. I expect to add most of the more fun bits that will create the game part of the game in this phase. For Phase 2, there's tons of things I'd like, but given the idiosyncrasies of BASIC, I might be limited. PHASE 3 - SPACE WITHIN SPACE This phase will extend the components created in Phase 2 by extending them to the sector map. Here, we will introduce a space within space in the 10x10 Sector map; drawing us closer to the old EGA trek-clones. As well, the movement commands should work as originally intended, and the player will be able to freely navigate the stars, orbit planets, and perhaps other space functions like hailing, bartering, and of course - being stranded and needing aid. By the end of this, I will have a game that will have three game modes: Explore - Your primary mission is to explore/make contact with a sufficient amount of objectives in the region. Be careful, though! Secure - Your primary mission is to survive the spacial region long enough to eliminate the objective number of Klorg ships. Contact - Your primary mission is to make contact with an objective number of populated alien planets. PLANNED FEATURES (Not a complete or final list) Turn Mechanics (Passive and Active uses of resources and crew each turn) Combat mechanics (Phase Cannons, Torpedos, and Particle Streams) Game Over Conditions (Crew Dead/Mutiny, Ship dead in space, Turn Limit) Self-Destruct (Simple, Animated, Fancy) Randomly Generated Maps Regional Discovery Mask (Fog of War) Region and Sector Simulation per X turns (The REALLY hard part.) Random Generated Alien Species and Planetary Systems (Tough, but doable!) THIS THREAD AND EARLY DEVELOPMENT I am sure I will need lots of help, but I'm confident that I can at least get phase 1 complete if I try. This is a project I don't expect to finish or devote much of my time to, so I hope I can make big inroads to progress to something interesting and fun. If anyone has any thoughts or advice/tips about this, please post up! I'd be interested in hearing what you think is possible or desirable for this game. I created the thread for the purpose of early development discussion, as I don't think I'm quite ready to put a non-game on the site for download. When Phase 1 is functionally ready to be played, I will post the initial version and this thread will change or be moved/locked.
  2. Invaderz View File This is a space invaders inspired game. Use the mouse to control the player ship. The shield segments can take 2 hits each. Now with 7 playable levels, only basic sound. 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 music 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 Submitter AndyMt Submitted 08/11/20 Category Games  
  3. AndyMt

    Invaderz

    Version 0.6.0

    142 downloads

    This is a space invaders inspired game. Use the mouse to control the player ship. The shield segments can take 2 hits each. Now with 7 playable levels, only basic sound. 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 music 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
  4. 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  
  5. JimmyDansbo

    Ghost Crusher

    Version 0.5b

    6 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.
  6. 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  
  7. After about 9 months of hibernation, I have started coding on my GhostCrusher game again. Quite a lot of time has been spent leaning about path-finding algorithms and I started implementing the A* algorithm. I ended up with a very simplified version that can probably not even be called A* as the ghosts only look one field ahead. My thinking is that even though the ghosts are "stupid", there is a reasonable chance that they will find their way to the player. So far I only have 2 levels and I have added an animation of a play through. When the player is hit by a ghost, he dies and at the moment that means that the game resets the system. You can follow my slow progress on https://github.com/JimmyDansbo/GhostCrusher/
  8. 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.
  9. Brixx View File 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. '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 Let me know what you think... Submitter AndyMt Submitted 06/29/20 Category Games  
  10. AndyMt

    Brixx

    Version 1.0

    220 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. '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 Let me know what you think...
  11. Tetris View File This is a simple Tetris clone, originally written in BASIC, then reimplemented in assembly. Comments welcome. Have fun! Submitter Fnord42 Submitted 08/21/20 Category Games  
  12. Fnord42

    Tetris

    Version 1.1

    76 downloads

    This is a simple Tetris clone, originally written in BASIC, then reimplemented in assembly. Comments welcome. Have fun!
  13. 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  
  14. Elektron72

    MineX16

    Version 1.0.1

    39 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.
  15. 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?
  16. Hi all, I made a simple Tetris clone in Basic. It is a bit slow, but it's mostly playable. I plan to use this as an incentive to learn 6502 assembler to improve the speed (among other things). Have fun!
  17. MineX16 View File 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. Submitter Elektron72 Submitted 08/19/20 Category Games  
  18. kcowolf

    x16-Columns

    Version 0.0.1

    45 downloads

    Remake of Sega's classic game Columns. Currently plays a basic game. Source code is available at https://github.com/kcowolf/x16-columns.
  19. x16-Columns View File Remake of Sega's classic game Columns. Currently plays a basic game. Source code is available at https://github.com/kcowolf/x16-columns. Submitter kcowolf Submitted 06/04/20 Category Games  
  20. ChrisL

    Lode Runner

    Version 0.3b

    23 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.
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