top of page

INCOHERENT RETRO RAMBLING

Home: Welcome
Search

Flying Shark: Drawing

The approach flying shark takes to drawing the screen is quite involved. It is a kind of "virtual" tile map approach similar to that used...

Flying Shark : Object Logic

Every object has a type field ( 0x5 ) that selects a tick routine. The tick routine for a bomb power-up is shown below (link to video)....

Flying Shark: Map Representation

There are four stages in the zx spectrum port of flying start. Each stage is described by this struct: The two most important fields are...

Flying Shark: Collision Detection

Given two game objects, how do we determine if they overlap? By far the most common technique in 8-bit game development is to compare the...

Flying Shark: Object Description

All object instances ( player, enemies, bullets, etc ) use the same type. This is a large - by eighties arcade game standards - struct of...

Flying Shark

Flying shark is a 1987 port of the Konami arcade game of the same name. It is vertical scrolling shooter in which the player pilots a...

Bonus: White Lightning For IF

My last post argued that White Lightning didn't really make the task of writing arcade games any easier. But maybe writing arcade games...

White Lightning's Legacy

I am coming to the end of my somewhat indulgent dive back into the world of in Forth. I have shown that you could write games in White...

Writing A Hit Game In White Lightning

Frogger is all very well, but we're not going to make it big with poor quality arcade knock-offs. If White Lightning is really going to...

The IDEAL Experience

Writing a game in Forth alone is challenging. White Lightning addresses this with a sub-language called IDEAL - Interrupt Driven...

Monsters and Room Rendering

Get Room Dimensions for either the current room ( 800 ) or the room passed in LR ( 840 ). 800 LL = KR: GOTO 850 840 LL = LR 850 V3 = ...

Traps

There are up to 10 types of traps on a level. These are defined after the room descriptions. { // TN byte MonsterIdForAmbush[10]; // TV...

Success And Death

The final lines of code deal with death and leaving the dungeon. On leaving the dungeon. The player is given the opportunity to renter (...

Monster AI

if we have just performed a melee attack we enter at 6990 and draw the players attack pose. Otherwise we enter at 7000 where we update...

Treasure And Exploration

Inaddition to combat actions, the player has various actions to help them to explore the dungeon. (O)pen door. If the player is facing a...

Movement And Combat

The game starts at 5000. The initial room is always room 1 and KR is set to this. The string O$ lists all the player actions. These can...

The Dungeon

If there is an Apshai game engine, it is the DM program. This 342 line BASIC porgram runs all the titles in the Dunjonquest series. The...

The Innkeeper

In the previous post, we looked at a small fragment of code. In this post, we look at the Innkeeper program, which accounts for roughly...

1
2
Home: Blog2
Home: Subscribe

CONTACT

Thanks for submitting!

Home: Contact
bottom of page