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2022-08-26
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INVASION OF THE COLOR CLASHED GRAPHICS
A 1024-byte minigame for
the Commodore 64
(c) 2002 by White Flame
(aka David Holz)
[NOTE]: This program does not load and
run from the LOADSTAR Presenter. To
try this game out, [hard] reset the
computer (turn off/on) and
LOAD"INV*",8
and
RUN
Story:
All is peaceful in the land of the
Commodore 64. The 4-color double-wide
pixel graphics are merrily going about
their business when suddenly, from
some unknown evil dimension, a horde
of vicious 1-bit badly color clashed
graphics emerged! They have already
messed up the bottom half of the
screen (don't you love computer game
plots?), and it is solely up to you,
the pilot of Super Galactic Commodore
Mechanized Walking Robot Zero GT, to
traverse the infested lands to seal up
the three dimensional rifts before any
further damage occurs. You must
maneuver through 3 levels, each one
faster than the previous, avoiding
contact with any evil color clashed
graphics. If you fail, you return to
the beginning of the current level.
Controls:
Use joystick in port 2 (defaults
to the numeric keypad in VICE)
Walk = Left/Right
Duck = Down
Jump = Up
And, yes, I know it's a [really] hard
game! >:-)
Technical Info:
Hey, you did know that the C64 is
fully capable of doing both full-color
"blocky" and hi-res "color clashed"
graphics on the same screen, right?
:-) The game refreshes the screen at
full frame rate (50 or 60 Hz), but
runs a delay loop for the easier
levels. No compressor was used, and no
sprites nor any VIC-II chip trickery
was used. The mech uses 7 colors in
total (including transparent). True
collision detection and true screen
clipping are supported, both at 8x8
pixel resolution, and it smoothly
scrolls at 1-pixel resolution. All
graphic objects are heirarchically
connected in arbitrarily long chains
(the mech's cockpit is separate from
its legs, etc).
I had originally intended this to
be a 2k entry before the details of
this year's minigame compo were
announced. Iwas quite surprised to be
able to fit it into 1k, although
shooting and some graphics
capabilities had to be axed.
This is a totally data-driven
engine that can be easily expanded to
include sound and huge graphics,
animations, and levels. If somebody
wants to embark on [seriously]
creating an action/adventure game with
me using this engine, email me at
whiteflame52@yahoo.com
or post your ideas on comp.sys.cbm. No
JoeRose-ish dreamers, please :-)
After LOADing the game
(LOAD"INVASION",8), type in the
following lines before issuing a RUN:
POKE2092,n
where the starting level is n and
lower is harder. To see the game
cranking at full speed, try starting
at level 0 :-)
Version 1.1: added another tree, and
reduced file size from 1024 to 1023
bytes. :)
DH