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virtualjames

42
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1
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15
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A member registered Feb 09, 2025 · View creator page →

Creator of

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well done, it’s not easy on a phone! I’ll test a few for you when I’m home tonight but I’m sure they’ll all work fine 

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Thank you, I just had a look at your game and your others, really great work.  This flash carts are a must to play our new games aren't they.  I have a few myself

Thank you Marc, yours are great.  Thanks for your help with javatari too, a true Atarian helping me out

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This is my first Atari 2600 game.  I really enjoyed making it but it's nothing special, as I'm still learning 6502/6507 assembly.  That said, I like to see new games for old machines so here it is: https://virtualjames.itch.io/sub-hunt-vcs

Excellent!  We have such sights to show you!

Thanks Alan, your game is really good.  I'll get it done. I'm a big text adventure fan.  I wrote a simple text game for the ZX81 this year, not a patch on this but I enjoyed it

Excellent.  I'll have to finish my DaaD Ready game, you've inspired me

Great work

Very good

Great work well done

Well done everyone

Excellent

Wow loads on this one, always good to see

Nice compilation!

Really good

Impressive updates thanks

Ah thanks Alex, that's very kind of you, right back at you and your ZX81 game, really good

Really good

I like it

Fair play, I'm a fan of new content on the 81 and you've managed this in very few characters.  That's not easy to do

Really good

Very good.  Always great to see Oric games coming out.  I've got a 1 and Atmos :)

Very good, love Arkanoid anyway so to get it into 10 lines is great

Enjoyed playing this

Thank you very much for covering it, that's most kind.  This is my first 10 liner, I appreciate it.

Well done

You had me at beer!  Looks good

Ah thank you, all great machines aren't they

Very nice

Great to see 10 liners on the ZX81, good work!

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Firstly, thanks for the incredibly detailed breakdown.  I really apprecaite it.  That gx gy graphical coordinate trick is great! I was so focused on calculating the absolute pixel math on the fly every frame that I missed the optimisation, just pre calculate the starting pixel and increment it by 32 or 16 when moving! Eliminating those multiplication cycles to the point where you don't even need FRAME anymore is exactly the kind of magic I love about 8-bit BASIC coding.

I originally used INKEY$ just to easily catch both QWERTY and AZERTY keyboards, but you are right that INKEY() or JOY() is the proper way to shave off those cycles.

Thanks for the heads-up on the cavern width variable (w>2).  I'm learning a lot here.  I'm by no means the finished article.  Much appreciated.  I don't think I can submit an update now, with your help, fair play mentioning 1.1 only that prompted me to do a 1.0.  When the competition is over I'll put a super optomised version on my account and will credit you with suggestions made.

Always great to new games for the QL.  I was playing mine today

Very good idea, nice one

I agree, I hadn't considered it when I started writing, as you'll know, it was hard enough to cram it all in, it probably took me longer than it should have but once I'd started, I had to finish.

I took a look at "Revisited the Exit" and it's brilliant. Really impressive to see how you managed to iterate on your 2022 versions and squeeze the reworked game into the PUR-120 category. That takes some serious optimization skills. Awesome work!

Enjoyed playing this

Looks great, I can't wait to try it out!

Hey love this!  I put myself under pressure to resolve the 1.0 requirement as you were quite right, and once I realised, I couldn't take the easy way out and say 6128 only!  I'll make sure I consider ROM upgrades in future. I'd be keen to see how to get around two TEST commands, I'll email you, thank you

Thank you very much, I'll be more mindful of the variances in native ROMs in future.

Thank you very much

Thank you