Although I've been busy working with the ZX81 this month, it has been with my Gem Quest game. Not much to share yet there, but I am working on it. To get in something for the month, I thought I’d share an updated demo program.
I had this idea on Sunday that led to today’s program—more about that in a minute. One of those sit down and do it programs, I banged this out pretty quick yesterday. Not wasting time, I decided today I’d share it. Road is a very simple program that I never intended to make. But here it is, so lets talk about it more.
Now, Water Bug II is an interesting game for me. I was so excited when completing the first version, that I wanted to build another version with ten more boards. The funny thing is, the games look a lot alike. In fact, if you weren’t paying attention, I wouldn’t be surprised if you thought you were playing the same game. Let’s dig deeper on both the similarities and the differences.
For most of the day, I’ve been thinking about my Water Bug game as I never really gave it a proper write-up. Finally got around to playing it again, I was surprised to find elements in that I thought were unique to Water Bug II are actually in this version. That made me want to walk through each board, understanding better what I had done, what worked, and what didn’t. Let’s dive right in.
Like many teenagers in the early eighties, I was playing video games on my Atari VCS. Yars’ Revenge was a popular purchase, and I spent many hours dodging that stupid missile and trying to take down the shields of the Qotile. It then should come at no surprise that I tried to recreate that game at 13. My attempt on the ZX81 didn’t look horrible, but it sure played bad. Let’s see how much.
As a young teenager, I often wrote programs that I would integrate into other play. In this case, I had probably watched War Games again. The idea of a computer talking to you made for some fun fantasy play. Comp Control a little pretend play where my lowly ZX81 mimicked a much more sophisticated world. I’m sure I was running around my room thinking up some crazy way to save the world.
I was hoping to have finished Gem Quest by now, but May didn’t afford much time. With Summer arriving and the pandemic seeming to be winding down, at least in Boise, my attention is elsewhere. With a short list of ideas, I decided to play off last month's theme. Picture in Motion isn’t new, but it is more interesting to watch.
When Simeon Dwyer shared his machine language line drawing routine, I immediately thought of redoing “The Picture.” Most of my z80 assembly has been with my Gem Quest game. I decided it would be a nice diversion to work on something else, even if a quick one. Picture Asm is the result of that diversion.
I’ve talked about ZX-Ultima before. It was first attempt at building an Ultima like game on the ZX81 using BASIC. Written in 2012, it was a pretty ambitious project for me. I really enjoyed playing Ultima III on my C64 as a teenager. I always wondered what it would look like on my ZX81. It was bad. Yet, at the same time you could see the seeds of what would come later.
If you’ve been following me the last couple of months, you know I’ve been revisiting Gem Quest. Intended to be an Ultima style game for the ZX81, outside of a few demo’s I really hadn’t gotten far. That isn’t the case now. I’ve spent the last month learning z80 assembly code and hacking my way through the game. Tracking my progress, I’ve been capturing that journey in pictures and movies, which I’ve uploaded into a Flickr album.
After sharing Tiles, I started to dig into my previous attempts at building an adventure game. Digging through my past research, I thought about encoding the world differently. Sadly, my experiments using MCODER failed. This spurred me to try assembler again and, to my surprise, build a good start to my game. But first, a trip down memory lane and review my first attempt at building Gem Quest.
In 2012 I wanted to see if I could make an Ultima style game on the ZX81. I had an ambitious plan centered on the tile based graphics. After a few months of testing, I was able to create a working prototype called Tiles. Although the game isn’t done, the idea behind it shows promise. You can move around the map using the standard ASDW movements. Other commands are placeholders for what could be. This article explores how Tiles came to be.
As 2020 wound down, I had a couple of different ideas for new ZX81 programs. Most of them were graphic programs of various sorts. Themes ranged from dumpster fire pictures, an advent calendar, a virus action game, to a solo RPG. Although they were all great ideas, I didnt think Id get any complete enough to publish. In the end, I decided to enter in one of my old graphic programs of the Ocean Pacific logo.
As usual, I procrastinated a bit in finishing my ZX81 program for November. Between holidays, work, and NaNoWriMo, I didn’t get around to it until this last weekend. I decided to try something a little different for this month’s program. The program itself, Charts, is a simple line graph plotter—spelling and bugs galore. As interesting as that program is, the real story is how I entered it.
Back in July, I made a mistake and entered in Star Probe again. I had forgotten that I’d already shared it. But, unlike my first attempt, I had taken a different approach which made it a much different game. Jumping ahead, I decided to finish what I started. Here is Star Probe Redo, an updated version as October’s program.
September proved to be a rather busy month, at work and home. It isn’t unusual for me, and I usually find time to throw a render or program together. As this month closed, I found myself in need of a program to share and not a lot of time. While cleaning up a few things on my laptop, I found this little test program I wrote last month that fit the need.
Back in the day I learned to program on school PDP-11 with a 6 teletypes and a CRT attached. I was still in computer club at the time, thinking the 8" floppies were pretty cool. To my despair, the poor thing died that Summer and, when I took my programming class, it was on an Atari 800. But the programs I wrote the previous year stuck with me. Printer Car harkens back to those days.