Lost game from the '80s: Scumbotron!
Forum rules
This section is for testing Commander X16 programs and programs related to the CX16 for other platforms (compilers, data conversion tools, etc.)
Feel free to post works in progress, test builds, prototypes, and tech demos.
Finished works go in the Downloads category. Don't forget to add a hashtag (#) and the version number your program was meant to run on. (ie: #R41).
This section is for testing Commander X16 programs and programs related to the CX16 for other platforms (compilers, data conversion tools, etc.)
Feel free to post works in progress, test builds, prototypes, and tech demos.
Finished works go in the Downloads category. Don't forget to add a hashtag (#) and the version number your program was meant to run on. (ie: #R41).
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- Posts: 18
- Joined: Sat Jul 29, 2023 8:29 am
Re: Lost game from the '80s: Scumbotron!
I just managed to get to level 41 (out of 42).
There are a lot of rude words on my high score table.
There are a lot of rude words on my high score table.
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- Posts: 18
- Joined: Sat Jul 29, 2023 8:29 am
Re: Lost game from the '80s: Scumbotron!
New 4th version!
Only minor changes:
- Rifasharks now worth 100 points (rather than 10)
- Rescuing Heavily Armoured Space Marines now refreshes your powerup time, so it's worth saving the poor fools.
And I _still_ can't get past level 40, dammit.
Only minor changes:
- Rifasharks now worth 100 points (rather than 10)
- Rescuing Heavily Armoured Space Marines now refreshes your powerup time, so it's worth saving the poor fools.
And I _still_ can't get past level 40, dammit.
Re: Lost game from the '80s: Scumbotron!
Hi,
Sorry I am so late to the party on this, but I just wanted to say - what a truly excellent game! Just played it for the first time now and had a blast. Very nicely done. Love it!
Stefan
Sorry I am so late to the party on this, but I just wanted to say - what a truly excellent game! Just played it for the first time now and had a blast. Very nicely done. Love it!
Stefan
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- Posts: 305
- Joined: Tue Sep 22, 2020 6:43 pm
Re: Lost game from the '80s: Scumbotron!
Very nice implementation of a Robotron-a-like. Maybe add the control system on Jeff Minters' own version, which I always liked, and means you don't have the twin controllers issue.
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- Posts: 18
- Joined: Sat Jul 29, 2023 8:29 am
Re: Lost game from the '80s: Scumbotron!
Llamatron was fantastic!paulscottrobson wrote: ↑Fri Mar 22, 2024 7:39 am Very nice implementation of a Robotron-a-like. Maybe add the control system on Jeff Minters' own version, which I always liked, and means you don't have the twin controllers issue.
You're talking about the hold-down-fire-button-to-lock-the-firing-direction single stick scheme, right?
I do actually have some code for that.
The problem at the moment is that I can't compile it - I was already right up against the 40KB-ish limit for a single PRG file, but some toolchain changes just pushed it over. I'll need to go back and do some fiddling.
In the meantime, with a SNES controller you should be able to use the d-pad to move and the buttons for firing direction.
Or use the mouse to aim and fire?
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- Posts: 305
- Joined: Tue Sep 22, 2020 6:43 pm
Re: Lost game from the '80s: Scumbotron!
My (Neo6502) version, not quite complete. No Brains .... and obviously no collision detection which makes surviving easy but scoring a bit difficult.
https://www.youtube.com/watch?v=tzpN1NQkSEk
https://www.youtube.com/watch?v=tzpN1NQkSEk
- ahenry3068
- Posts: 1136
- Joined: Tue Apr 04, 2023 9:57 pm
Re: Lost game from the '80s: Scumbotron!
I would say see if you can move some data out to banked ram and make it a loadable asset. There is nothing wrong with needing more than 1 file for a program. That could leave you some room for more code in that 40kb sweet spot. Also. YOU CAN Make your program load at $0400 and gain an extra KB that way.EyeballKid wrote: ↑Tue Apr 02, 2024 9:06 pmLlamatron was fantastic!paulscottrobson wrote: ↑Fri Mar 22, 2024 7:39 am Very nice implementation of a Robotron-a-like. Maybe add the control system on Jeff Minters' own version, which I always liked, and means you don't have the twin controllers issue.
You're talking about the hold-down-fire-button-to-lock-the-firing-direction single stick scheme, right?
I do actually have some code for that.
The problem at the moment is that I can't compile it - I was already right up against the 40KB-ish limit for a single PRG file, but some toolchain changes just pushed it over. I'll need to go back and do some fiddling.
In the meantime, with a SNES controller you should be able to use the d-pad to move and the buttons for firing direction.
Or use the mouse to aim and fire?
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- Posts: 18
- Joined: Sat Jul 29, 2023 8:29 am
Re: Lost game from the '80s: Scumbotron!
Yeah, I'm already up against the 40KB code limit
The .prg contains compressed code and graphics data. Upon startup, there's a little bootstrap routine which decompresses the graphics out to vera ram, then decompresses the code out to its full 40KB(ish) glory, overwriting the original .prg.
So it's either split the code up to offload some into banked ram, or rewrite a lot of it in 6502 assembly. Neither of which I'll likely get around to doing any time soon
But I'll figure something out. I might not have space to add more features, but I'd like to be able to tweak things at least.
The .prg contains compressed code and graphics data. Upon startup, there's a little bootstrap routine which decompresses the graphics out to vera ram, then decompresses the code out to its full 40KB(ish) glory, overwriting the original .prg.
So it's either split the code up to offload some into banked ram, or rewrite a lot of it in 6502 assembly. Neither of which I'll likely get around to doing any time soon
But I'll figure something out. I might not have space to add more features, but I'd like to be able to tweak things at least.
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- Posts: 18
- Joined: Sat Jul 29, 2023 8:29 am
Re: Lost game from the '80s: Scumbotron!
Oh! I missed that - it looks fantastic!paulscottrobson wrote: ↑Tue Apr 23, 2024 5:03 pm My (Neo6502) version, not quite complete. No Brains .... and obviously no collision detection which makes surviving easy but scoring a bit difficult.
https://www.youtube.com/watch?v=tzpN1NQkSEk
- ahenry3068
- Posts: 1136
- Joined: Tue Apr 04, 2023 9:57 pm
Re: Lost game from the '80s: Scumbotron!
Offload the graphics and maybe some of the code to a separate file. Put less used routines in banked ramEyeballKid wrote: ↑Tue Apr 23, 2024 9:17 pm Yeah, I'm already up against the 40KB code limit
The .prg contains compressed code and graphics data. Upon startup, there's a little bootstrap routine which decompresses the graphics out to vera ram, then decompresses the code out to its full 40KB(ish) glory, overwriting the original .prg.
So it's either split the code up to offload some into banked ram, or rewrite a lot of it in 6502 assembly. Neither of which I'll likely get around to doing any time soon
But I'll figure something out. I might not have space to add more features, but I'd like to be able to tweak things at least.