Mini Motors
Posted: Wed Aug 16, 2023 9:43 am
"Mini Motors" is the game I was working on that caused me to start writing TilemapEd because I couldn't find a way to create tilemaps that I liked.
The original idea was to make a sort of clone of "Micro Machines", but the only real connection is in name and in spirit.
The state of the game is "alpha test release", with 2 test tracks and incomplete game play/game logic and game SFX.
The reason I'm uploading was if anyone was interested in looking at the source.
The game is basically stable, but I still encounter bugs now and then.
The code is written mostly in C with an asm file for interrupt handling, using cc65.
At some places in the code there may still be remnants of other peoples code that I found in different places on the net.
Originally I used Kevin Murphys custom keyboard handling routine, which has now been replaced with a version that works with r43.
I also originally started with some C code for rendering sprites on the X16, which I can't remember where I found.
There is also a "tools" folder which contains various small C++ programs that I use to write different tables for include files, etc.
The code is set up so that tracks can be modified or new tracks can be added (up to a total of 9) without having to recompile the code. In the "DAT" folder there's a file, "GAME" which contains the number of tracks and the various VRAM addresses for the different tracks.
There are both Win64/PowerShell and Linux/bash versions of the necessary tools and scripts.
For more information check out the script "makegame" or "makegame.ps1"
Source code and asset files can be found in the "Mini Motors" GitHub repo:
https://github.com/dacobi/minim
If anyone wants to try and run the game in the emulator you can download the latest SD image/Game folder here:
https://github.com/dacobi/minim/blob/main/minim.zip
Just extract the zip file and run:
Or copy the "MINIM" folder to your x16emu folder or SD card.
Then in BASIC:
The menu is controlled using Arrow keys and ENTER. Players can either use joysticks 1-4 or Arrow keys and WASD (K1 and K2) or they can be set to AI.
The game is made using Gimp and TilemapEd, with some of the graphical assets starting out as modified versions of Midjourney images.
For a short video tutorial on how to create TileSets and Palettes using TilemapEd and Gimp and use them in tracks for "Mini Motors" goto my YouTube channel here:
Creating Tiles in TilemapEd from a Gimp Image
The soundtracks was something I made many years ago using various HW synths + Ableton Live. They may not be the best fit for the game, but they were the most appropriate of my own tracks, which is all I have the rights to use.
Here's a few screenshots of the game
The original idea was to make a sort of clone of "Micro Machines", but the only real connection is in name and in spirit.
The state of the game is "alpha test release", with 2 test tracks and incomplete game play/game logic and game SFX.
The reason I'm uploading was if anyone was interested in looking at the source.
The game is basically stable, but I still encounter bugs now and then.
The code is written mostly in C with an asm file for interrupt handling, using cc65.
At some places in the code there may still be remnants of other peoples code that I found in different places on the net.
Originally I used Kevin Murphys custom keyboard handling routine, which has now been replaced with a version that works with r43.
I also originally started with some C code for rendering sprites on the X16, which I can't remember where I found.
There is also a "tools" folder which contains various small C++ programs that I use to write different tables for include files, etc.
The code is set up so that tracks can be modified or new tracks can be added (up to a total of 9) without having to recompile the code. In the "DAT" folder there's a file, "GAME" which contains the number of tracks and the various VRAM addresses for the different tracks.
There are both Win64/PowerShell and Linux/bash versions of the necessary tools and scripts.
For more information check out the script "makegame" or "makegame.ps1"
Source code and asset files can be found in the "Mini Motors" GitHub repo:
https://github.com/dacobi/minim
If anyone wants to try and run the game in the emulator you can download the latest SD image/Game folder here:
https://github.com/dacobi/minim/blob/main/minim.zip
Just extract the zip file and run:
Code: Select all
x16emu.exe [ -joy1 -joy2 -joy3 -joy4 ] -sdcard minim.img
Then in BASIC:
Code: Select all
DOS "CD:MINIM"
LOAD "MINIM.PRG"
...
RUN
The game is made using Gimp and TilemapEd, with some of the graphical assets starting out as modified versions of Midjourney images.
For a short video tutorial on how to create TileSets and Palettes using TilemapEd and Gimp and use them in tracks for "Mini Motors" goto my YouTube channel here:
Creating Tiles in TilemapEd from a Gimp Image
The soundtracks was something I made many years ago using various HW synths + Ableton Live. They may not be the best fit for the game, but they were the most appropriate of my own tracks, which is all I have the rights to use.
Here's a few screenshots of the game