![]() ![]() ![]() People who made the scene (the sceners), but you can also find a lot of the old classic games here. As this website is scene related, you can mostly find demos, music and graphics made by the Here you can find almost anything which was ever madeįor the commodore 64, and more is being added every day. :) Cool stuff.ĬSDb (Commodore 64 Scene Database) is a website which goal is to gather as much information and material about the sceneĪround the commodore 64 computer - the worlds most popular home computer throughout time. Wrapping around the borders makes the game even more fun. I hate it when snake gets killed by the opposite direction. FULL SCREEN SNAKE FULLmaybe the fact that the full vertical area of Debug borders in VICE is used, it's difficult to see the whole screen on actual HWīesides the technicial achivement game is also very playable. Submitted by iAN CooG on 16 September 2017 I also doubt it can be played properly on real H/W. Submitted by Smasher on 16 September 2017 Tried it on different setups and screens on realhw, and no setup could show the full screen, which makes it hard to play if the snake food ends up outside the visible area. Submitted by hedning on 16 September 2017 Apart from the arrow keys, the game can also be controlled with WASD keys you can press the 'A' key on your keyboard for moving snake to the left and 'D' to move it to the right while 'W' and 'S' keys can be used to move the snake in upward and downward direction respectively. Could have full Y resolution, it's a wall-of-sprites multiplexer, after all. You can use the arrow keys on your keyboard in order to direct the snake. :)īut i wonder why sprite Y expansion has been used. Seems like a conscious design decision to make it not quite work on real hardware. Only the last card of each pile is turned face up and the rest are turned face down. The first pile always consists of 1 card, with each subsequent pile containing 1 more card than the preceding one. > In this game *every* VIC line has been used for graphics so you need to use debug mode borders (vice) to play it. It consists of four parts: The tableau: Solitaire is played with 52 cards, with 28 of them being distributed in 7 piles across the tableau. FULL SCREEN SNAKE MODAs for y expansion, 312 mod 21 != 0 so I had to choose between stretching and crunching: I chose the easiest. I'm clearly perfectly aware that this won't ever be fully playable on real hw, it wasn't meant to be at the beginning. The whole point of this release was making a sprite-wall based framebuffer and building a (very simple) game on it. Would alternating $d018 each line work to have full Y res? Seems like the sideborder-opering NMI handlers have some spare cycles. Keep in mind that there is a SID playing too. Moreover, the size of each snake block is 8x8 so I would have needed twice the writes it needs now to draw the head and to restore the tail. ( /MUSICIANS/O/Ouwehand_Reyn/MoN_Demo_Tune_II.sid)Īdding d018 management in each NMI would have left too few cycles to underlying main/IRQs (not it's 8(+7) per line). ![]()
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