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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 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 INVADERZ.PRG works on actual hardware and requires emulator R41 or newer! INVADERZ38.PRG works with "Try it now" button and emulator R38. Don't use on latest emulator or real hardware. 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 emulator installed locally on your machine: Unpack ZIP file contents into the same directory as the emulator. Start the emulator, then enter LOAD"INVADERZ.PRG" RUN Submitter AndyMt Submitted 08/11/20 Category Games  
  3. AndyMt

    Invaderz

    Version 0.8

    1080 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 INVADERZ.PRG works on actual hardware and requires emulator R41 or newer! INVADERZ38.PRG works with "Try it now" button and emulator R38. Don't use on latest emulator or real hardware. 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 emulator installed locally on your machine: Unpack ZIP file contents into the same directory as the emulator. Start the emulator, then enter LOAD"INVADERZ.PRG" RUN
  4. AndyMt

    Brixx

    Version 1.2.2

    1223 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 tested an working on real hardware. 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. Use the "Try now" button to test in browser window How to use on the emulator: Unpack ZIP file into the same directory as the emulator. Start the emulator, then enter type LOAD"BRIXX.PRG" RUN How to use on X16 hardware: Unpack ZIP file on SD card. Put into X16 hardware Power on type LOAD"BRIXX.PRG" RUN Let me know what you think...
  5. 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 tested an working on real hardware. 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. Use the "Try now" button to test in browser window How to use on the emulator: Unpack ZIP file into the same directory as the emulator. Start the emulator, then enter type LOAD"BRIXX.PRG" RUN How to use on X16 hardware: Unpack ZIP file on SD card. Put into X16 hardware Powe on type LOAD"BRIXX.PRG" RUN Let me know what you think... Submitter AndyMt Submitted 06/29/20 Category Games  
  6. Version 1.1.0

    29 downloads

    This game quizzes the player about the abbreviations for the Commander X16 BASIC v2 keywords including VIC20 and C64. If you know these abbreviations you can code BASIC for X16 and VIC20/C64 faster and write more code per line. First the program figures out the keywords and abbreviations for the exact release of the ROM. Then you are offered the quiz. The quiz is timed and the errors are counted. If you give the wrong answer you get that question again directly. C64 mode: You can stop the program by pressing the Esc key before the quiz, then type SCREEN 255:RUN 64 and press Enter to only be quizzed for C64 keywords. (VIC20 keywords are identical to C64.) The game X16&C64 Keywords&Abbreviations is tested with R38 (Try it now) and R41, but may work with later releases. The program is FOSS (license GPLv3) and the source is included in the zip-file, but is also on GitHub: https://github.com/mobluse/chargen-maker Command line: x16emu -bas KEYWORDSABBR.BAS -run -echo By using -echo you can copy the generated program and load it in x16emu and check that the abbreviations really expand correctly.
  7. X16&C64 Keywords & Abbreviations Quiz View File This game quizzes the player about the abbreviations for the Commander X16 BASIC v2 keywords. If you know these abbreviations you can code BASIC for X16 and C64 faster and write more code per line. First the program figures out the keywords and abbreviations for the exact release of the ROM. Then you are offered the quiz. The quiz is timed and the errors are counted. If you give the wrong answer you get that question again directly. C64 mode: You can stop the program by pressing the Esc key before the quiz, then type SCREEN 255:RUN 64 and press Enter to only be quizzed for C64 keywords. The game X16&C64 Keywords&Abbreviations is tested with R38 (Try it now) and R41, but may work with later releases. The program is FOSS (license GPLv3) and the source is included in the zip-file, but is also on GitHub: https://github.com/mobluse/chargen-maker Command line: x16emu -bas KEYWORDSABBR.BAS -run -echo By using -echo you can copy the generated program and load it in x16emu and check that the abbreviations really expand correctly. Submitter mobluse Submitted 06/07/22 Category Games  
  8. mobluse

    Aritm

    Version 0.3.5

    73 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 Commander X16 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. You can run using the "Try it now" button or from command line: x16emu -prg ARITM-X16.PRG -run -echo If you exit the program you can LIST it and copy the listing to an editor. Aritm is open source (GPLv3) and is tested using an automatic testing system: https://github.com/mobluse/aritmjs
  9. Version 1.0.1

    38 downloads

    Pong clone written in assembly by me. Done on ROM version r39 Controls: Right pallet: Arrow up- up Arrow down - down Left pallet: A - up X- down Source code: https://github.com/radekrudak/PONG-clone-for-comander-x-16 As much as i would like to add "Try it now" button, sadly web emulator refuse to work with my crappy code ( ngl. i would do the same if i was it !)
  10. Yet another pong clone View File Pong clone written in assembly by me. Done on ROM version r39 Controls: Right pallet: Arrow up- up Arrow down - down Left pallet: A - up X- down Source code: https://github.com/radekrudak/PONG-clone-for-comander-x-16 As much as i would like to add "Try it now" button, sadly web emulator refuse to work with my crappy code ( ngl. i would do the same if i was it !) Submitter Radoslaw Submitted 04/29/22 Category Games  
  11. Version 0.0.0.7

    85 downloads

    I leave this here mainly for me to play about with when not at home, and also to see if it works on the web emulator. It does not yet function as a game, but as development progresses, I will regularly update this to track its progress. Controls: W, A, S, D to move. Hold down for running.
  12. I've been noodling this game idea in my head for several years, and finally decided to do it on the Commander X-16. This isn't in a playable format yet; I spent several months just generating the lookup tables for it, and this is the first time I've had anything at all to show. I'm gong to use this thread to post updates and releases as progress happens. Asteroid Commander will be a game sort of like SimCity, in space, with a storyline. There's no sound in this video. The asteroid is procedurally generated, and the image is raytraced - for certain very limited definitions of raytracing. The shadows are very rough right now and I can see I have a bit of work to do on the ray maps, but the toughest part of the game engine is basically done.
  13. My other favorite community, ZeroPage Homebrew, is doing a live stream at 9PM EST tomorrow (Fri 12/3) featuring the world premiere of PETSCII Robots for the 7800, including an interview with Matt Smith, (one of?) the developers of port. I'm excited to see my 2 favorite communities do a crossover episode! If you're unfamiliar with ZPH, I highly suggest checking it out. They make great shows, and the developers of the games they feature are usually in chat during the stream.
  14. Version 1.0.0

    41 downloads

    The Commodore Labyrinth demo written entirely in BASIC from the early 80s. I've updated it a little bit and I'm trying to understand and untangle some of the spaghetti code. LABYRINTH.PRG labyrinth.bas
  15. Version 1.0.1

    16 downloads

    I've been investigating the feasibility of using fantasy console development environments to develop new fantasy-console-style video games for the Commander X16 and also to potentially port existing fantasy console video games to the Commander X16. I've primarily been investigating the PICO-8 and TIC-80 fantasy consoles (see https://www.lexaloffle.com/pico-8.php and https://tic80.com/ ), but there are a variety of fantasy consoles/computers (see https://github.com/paladin-t/fantasy ).This Commander X16 demo repetitively cycles through sequential display of the PICO-8 color palette, sprite sheet, and 16 screens of the map that I imported from the PICO-8 CELESTE video game by Matt Thorson and Noel Berry which was the initial basis for their computer/console version (see https://en.wikipedia.org/wiki/Celeste_(video_game) ).
  16. CELESTEMAP.PRG View File I've been investigating the feasibility of using fantasy console development environments to develop new fantasy-console-style video games for the Commander X16 and also to potentially port existing fantasy console video games to the Commander X16. I've primarily been investigating the PICO-8 and TIC-80 fantasy consoles (see https://www.lexaloffle.com/pico-8.php and https://tic80.com/ ), but there are a variety of fantasy consoles/computers (see https://github.com/paladin-t/fantasy). This Commander X16 demo repetitively cycles through sequential display of the PICO-8 color palette, sprite sheet, and 16 screens of the map that I imported from the PICO-8 CELESTE video game by Matt Thorson and Noel Berry which was the initial basis for their computer/console version (see https://en.wikipedia.org/wiki/Celeste_(video_game)). Submitter CX16UserSteveC Submitted 11/05/21 Category Demos  
  17. Version 1.9.0

    250 downloads

    FlappyX16 is a complete port of the original 2013 iOS Flappy Bird game by .GEARS Studios, using my own assets from scratch. While the main reason I made this game was to get experience in C programming for X16 using a real multi-file Makefile project, I also wanted to produce a completely finished, polished game for the X16 community to enjoy. I've learned a lot about using the various subsystems of the Commander X16. Features: Four selectible difficulty levels of play Fun, addictive gameplay - Always "just one more" point to earn Keyboard and joystick support FM sound effects Bright 4bpp graphics Secret "Dark Souls" difficulty level I have not yet tested the final version using SD card images, and will update the download file if I need to patch the game. Also, my project support R39 but I have not built that against the latest versions of the master repo on Github. I will upload an R39-compatible version once I update my copy of R39 and test the build. I've really enjoyed making this game, and I hope the community enjoys playing it. It's a VERY addictive game. Trust me, I've spent HOURS just playing it when I should be adding features / fixing up my code
  18. Labyrinth View File The Commodore Labyrinth demo written entirely in BASIC from the early 80s. I've updated it a little bit and I'm trying to understand and untangle some of the spaghetti code. LABYRINTH.PRG labyrinth.bas Submitter Justin Baldock Submitted 10/28/21 Category Demos  
  19. City Connection View File City Connection for x16 Initial vlog: Update: VLOG #2 Update: VLOG #3 Submitter Squall_FF8 Submitted 09/10/21 Category Games
  20. Version 0.3

    119 downloads

    City Connection for x16 Initial vlog: Update: VLOG #2 Update: VLOG #3
  21. Falling Snake (C) View File Simon Snake has fallen down a hole, you must rescue him, by avoiding obstacles on his way down. Controls: Cursor Keys, for left and right. Space to start or continue the game. Falling snake was a game that I wrote on the C64 in Basic, but now converted to KickC, because I want to add more features to it, and was running on the limits of what I wanted to squeeze into Basic. All graphics, except player sprite are Petscii. "Cut Scenes", are in "Lores Double Petscii". The Basic version you can also find below as a tutorial "How to create a simple game in basic on the X16" This time the game is written in Kickc, allowing more features to be added. Current status: 90% of all Basic features have been converted to C. Extra features have been added that were easier to add in C, like "cut scenes". Sound and more game play elements are to be added still. Video below. (music added in post production) Submitter CursorKeys Submitted 05/22/21 Category Games  
  22. Hi everybody, I decided to port (rewrite) a python game I made a long time ago. I started by writing a commodore64 version using CC65, then I tried to port it to CX16; it works but there're some issues I need to fix before uploading to the software library. In the C64 version I'm using a custom charset, where every character tile has two defined color; to complete the graphics, I exploited the global two bgcolors (so 4 total colors per character, two defined for every tile and two global); I'm not sure if I can do the same thing with the VERA, still trying to figure out. Source code and precompiled binary for both c64 and cx16 are available here: https://github.com/dakk/alchemist64
  23. Version 1.0.0

    64 downloads

    This is a very basic text CYOA game. I made it in about a day as a proof on concept to prove to myself I could make a video game. My next projects will be more complex as I get a grasp of basic and assembly code. I hope you enjoy here is a short description. You play an adventurer looking for the lost chalice of King Linus. You finally find the right pyramid and must go through some puzzles and avoid traps to finally find what has eluded you for over a decade. Will you survive to tell the tale? egyptadv.wmv
  24. The Egyptian Adventure View File This is a very basic text CYOA game. I made it in about a day as a proof on concept to prove to myself I could make a video game. My next projects will be more complex as I get a grasp of basic and assembly code. I hope you enjoy here is a short description. You play an adventurer looking for the lost chalice of King Linus. You finally find the right pyramid and must go through some puzzles and avoid traps to finally find what has eluded you for over a decade. Will you survive to tell the tale? egyptadv.wmv Submitter Nadia Submitted 08/08/21 Category Games  
  25. Elektron72

    MineX16

    Version 1.2.0

    235 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.
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